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  1. This is some funny and old video I found in my account. Sydney gotta go fast, ha-ha!
  2. Roughly 5 years ago Bear Island was first released (roughly because I didn’t use an SVN back then so all I have to go on is the first commit to the scripts .git), since then many have claimed it was their favorite map; so, for its 5-year anniversary I’ve decided to do a massive number of bug fixes and major improvements! New/Improved Features: • The Armored car has been reworked into a supply vehicle (more details below). • Major improvements to the boss fight system (more details below). • Added a new objective, this is available before the midpoint of the game. • Added 96 voice files to the game! • Cougars now make an appearance in the fight! • Purchasing vehicles now marks their drop location with a signal flare. • Score system now tracks the last played time of players, this is used on the Stats Website (http://jeradsnetwork.midcoip.net:10025/StatsWebsite/BearHunter) for Bear Island. • AI Engineers will no longer repair vehicles that are empty, this will keep them from wasting time with vehicles that have been forgotten when turrets and occupied player vehicles are taking heavy damage. • The bonus objectives have been reordered to go closest to the base to furthest, in addition objectives that are hidden are now numbered as they’re discovered instead of being hard coded. • Wild deer now travel in herds and flee in herds to more accurately reflect reality. • Wild deer now have two 3d models, bucks and does. • Tiny Deer now have two death animations, so they don’t always fall over the same way. • Water now fades to black to more accurately follow the shoreline so players can easier tell where not to walk. • Made some major improvements to the vis system especially when inside the main base. Bug Fixes: • Fixed a single clump of grass near the main North East gate that had projectile collisions. • Fixed several objectives that were named wrong or referenced beta concepts. • Entering the water now correctly kills the player, not sure when this broke but its been broken a while, the score system also now correctly records water deaths. • Fixed a bug with the objectives system that caused players to be unable to see objective updates once they are out of lives. • Fixed two high scores that were updating for all players even if they didn’t play in a round of Bear Hunter. • Revised how the game determines of all players are dead during the final boss, this change was made because if the last player suicided while all the other players were dead the boss would derp and just sit there, making the game take forever to end. • Player now faces the direction the spawn points on the map were placed, don’t know how I missed that issue all these years. • One of the objectives had an “…” (Thanks MS Word) instead of “...” which caused it not to display. • Renamed a high score that was calling AI “ai” instead of “AI” • Fixed a bug that allowed players to leave the base and not die during the final boss fight. • Mutant aiming now ignores damage animations. • Reduced payout of the painkillers objective to 100 per player. • AI now properly targets black bears instead of aiming at the feet. Armored Supply Truck Rework: • What was once a boring armored vehicle now takes the role of a resupply truck for infantry and vehicles. • The vehicle now supports vehicles and infantry within 75 meters of it while its lights are on, the driver can see the range of this effect. • Having the lights on does attract attention of the mutants (this is old functionality, but it now serves a point to have the lights on). • Units must wait 15 seconds after taking damage to receive HP, it takes 1 minute to refill the health and armor bar with one truck. • Infantry must wait 7.5 seconds to regen ammo, it takes 15 seconds to refill the gun the infantry is holding if it has 0 ammo. This effect also refills the weapon crate weapons. Boss Fight Improvements: • Improved the AI of the final boss, it will now remove C4 if it sees it as a bigger threat than its currently target, so players, make sure to hide the C4 now. • Boss AI now thinks 10 times a second instead of just 4 to better improve its target selection. • Fixed a bug in the boss AI that allowed it to attack the President of Corporate America before all players were dead. • Boss no longer plays damage animations; this reduces the chances of its shots going wild. • Spawn system now only spawns players near PTs during the boss fight. • Spawn points are only used if no enemies can see the point (although if it plays out that enemies can see all the spawn points it will choose the one furthest from all enemies, boss takes priority in weighting here). 2.0.0 is now live on the Crazy Coop Server. Note: This requires Scripts 4.6 Update 9 (released today) http://www.renegadeforums.com/index.php?t=msg&th=41266&start=0&. MA_Bear_Island.zip [blurb]Check out the latest update to Bear Island! A co-op map for Renegade.[/blurb]
  3. Thank you whoever did whatever you did, I can play again. Not sure what happened, played renegade fine 2 days ago, tried to join yesterday and get a you have been banned, try harder and change name next time or go hack in the campaign. Just wondering what I was banned for and what I can do to reverse it?
  4. I know how to create the Refinery building controller, the car marker, and all the proper way points for Harvesting. I've made two maps prior to the one I am currently working on, so I know the process, but I am having a HUGE issue with my current map. My Harvesters just don't work. Sometimes when they are created at the War Factory/Strip, they don't move. I usually redo my map and make a new mix file and that is usually solved, but the issue I am running into here is... They are made from the War Factory/Strip, they go out to the Tiberium Field...Harvest...then travel back the Refinery. They pull up in the bay and then, NOTHING. They never leave that spot again. I've tried bumping then and forcing them out, but nothing. They just stop all together, and I've done everything from replacing the controller, the car marker, new way points, path find blockers. I'm at my wits end. I'm going to recreate it again and make a video of it. Hopefully someone can help me. This has plagued me for a few years now, and before I took my break from Renegade, this was and still is my most pressing issue. Any ideas?
  5. Here is a lazily done C-130 (I decided to make the wing and body separate to make my life easier!). It is not very accurate, but will do for an RTS.
  6. Here's an alpine map for renegade set between a lot of mountainous terrain. There is 3 Tiberium fields total, and players will be able to purchase Harvesters and drive over to the middle field which will be blue tiberium, I was just awaiting the texture for the blue tiberium, and possibly if anyone has the blue and green tiberium spike models, but in ...... Renx format or .(dot)3ds so it can be imported with Renx. I'd rather place all my objects in Renx then to have LE versions because scaling is required for less repetitiveness. I wont be adding Uv channels to the rock faces because most of the maps detail is viewed up close and it would look silly having large tiled rock areas when you're right up against most of them. This is also to keep drawcalls down. The map uses around 10 textures, and all objects that have the same texture are a shared material. The polygon count is at 319,078, but i had no problems with The_Canyon map which was at around 300k also and had no VIs. [
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