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MasterList: GSA Listing Utility for C&C Renegade
ToSp and 4 others reacted to Unstoppable for a file
Version 1.07 Sub-Update 1
416 downloads
A alternative and advanced version of RenList listing utility. This is a server listing utility which takes data from GSA feeds from GSA Master Server hosted by CnCIRC and lists server for user. The differences between RenList and MasterList and the reasons of why you should prefer MasterList is specified below. If you using my lister, thank you so much. Please always use the latest version of this The development is currently paused and it will be continued soon. Current version is stable and should not have any issues. • MasterList is quicker than RenList for listing speed. • MasterList is simplier and more advanced than RenList. • Usage of MasterList is easier. The changes that planned and going to add: • Buddy system. Notices you when your buddy in a/any server. LIVE! • Favorites system. Notices you when a event that you want happens. Example, when the map you want starts. (WIP) • Some basic improvements for visual of UI. LIVE! • Some other improvements for backend. LIVE! Some help?? Look below! • Find "Theme" option from Menu>Options list to change your theme. • Change your nickname or your Renegade Installation directory from the related options on Menu>Options. • And be ready for other new features! Please report bugs and suggestions to me on here or Discord ( The Unstoppable (TR)#1000 ) or find me from MPF Discord Server at http://multiplayerforums.com/discord Enjoy!5 points -
HD Classic Purchase Icons
BlazeDragoon and 3 others reacted to Mortalc13 for a file
Version 1.0.2
16 downloads
This pack contains all of the purchase icons somewhat faithfully remade in HD! For the characters I used W3D Viewer and the animation files h_a_a0a0.w3d and h_b_a0a0.w3d in conjunction with the character models to grab them in their standby states. For the vehicles, I imported all of the vehicle models into 3DS Max and manually adjusted them to match as close to their icons as possible. I then used W3D Viewer and adjusted the perspective and lighting (max ambient) then set an all-green background (R 0, G 255, B 0) for render screen capturing. I imported the screenshots into Photoshop and made additional tweaks as needed then exported in DDS format. These blend very well with the originals and do not appear out of place when used with maps that utilize custom icons. Included as extra content are blank templates and a text document detailing the Photoshop settings that I used for certain effects and adjustments. A ReadMe.txt file is included with additional information and installation steps.4 points -
3 points
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Characters Creepy Smile Texture Pack
Muslium and 2 others reacted to i.wonder_whatsfordinner for a file
3 points -
C&C Renegade - MP Building Templates - RenX Suite
i.wonder_whatsfordinner and 2 others reacted to FredaTinkerToy for a file
3 points -
3 points
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3 points
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Version mapcore finish
51 downloads
Created for the Mapcore/Epic mapping contest, DM-Alpine was designed with a different type of showdown play style in mind. I've specifically designed the map around you not picking up armor at all and have placed weapons in places of conflict around the map. Following a snow castle theme, much like dm-chill, it has a slight difference to separate itself from similar maps with its nighttime-esque lighting. The map was made for 6 players specifically.3 points -
Version A34A
55 downloads
Background: I built this completely from scratch to learn UE4 since I haven't had time to map much these days so I thought I would take on something small. Although I have meshes in it, I consider it really pre-alpha since every single thing might change. Materials, lighting, gameplay, skybox etc need a ton of work. Mostly I'm just playing around having a blast in the editor but I thought I'd get it playable so people could start having fun with it. Scale: To get a feel for scaling on my own, I used the Malcolm/Taye method of measurement (i.e. Malcolm mesh in UT3/Taye in UT4) and measured certain distances in my DM-MCC-SpaceNoxx for UT3 to the same number of Taye's and came up with 2.2 which is a number I've seen others use. From there I built the BSP and lo and behold, it felt terrible. The main thing I think is the eye height in UT4 made me feel Liliputian at that scale. So, I dropped Rattlesnakes' awesome MapScaler in and started playing with different scalings until it felt just right (for me anyway). It turns out that about a 25% reduction from the 2.2 scale felt best. Once I had the scale correct, I realigned all of the brushes to the grid the best I could (still a bit messy). The other big thing of course is that the mix between no double jump and the desirable level of gravity change up things in UT4 quite a bit. The key distance is being able to jump across the center pit area and grab the amp at just the right height with only a single jump. I don't like the gravity too floaty so I may change it a little still but it's getting close. I really haven't added in any UT4 specific movement stuff and I'm not sure if I will so it's kinda old school anyway. Without the pipe meshes on the towers you could wall run on them but it kinda flings you out into space so its not really useful there. I've considered some DM-RGB style rings around the play area but I'm not sure I'll go there for this one. Bots: I still have a lot to learn about the nav mesh and might have to break it up into pieces as others have done. I feel like I'm missing some of the easy controls on the old pathnodes. I can't get the bots to go for the amp yet and they are doing weird things everywhere. If there's a "force path" equivalent, I'd like to know what it is. Ladders: Okay I know Clawfist joked about this but just for laughs, I added a real ladder on the back of some of the towers. I know people liked getting to the upper ring like that in UT99 but I didn't have that available in my UT3 version. The only way I could currently get it to work is by using a physics volume with the "water" box checked. The problem with it is that if you jump when you're in it, you'll hear a water splash. I tried all of the different physics related volumes and couldn't getting around that yet. If I uncheck "water", it doesn't work as intended. Alternatively I could massively change the slope of the the backsides of the towers. Weapons/Powerups: I intend to add the secret areas at some point with some blueprints. Not sure what I will put in there yet. Nothing more fun than getting an elevator launch and dropping the deemer on everyone tho lol! I'm playing around with the belt down a ramp on the back. Not sure if I'll keep that. Currently the ramp is too steep for bots to want to come back up unless you entice them. Misc: Dialing in the sunrise over the planet was an interesting challenge. Essentially I used the sun position from the directional light/atmospheric fog to get the light position dialed then disabled the built in sun. I then placed 3 planet meshes in, one to be the sun, one to be the planet atmosphere, and one to be the planet of course. I then created material instances of all 3 that I could modify. On the main planet, I had to figure out how to move the fake sun/shadow positlion and also on the atmosphere glow, I had to adjust that just right. I then modified the intensity and color of the fresnel settings on all 3 meshes/materials to get it dialed in. Tedious but fun.3 points -
MPF Mappack Installer
i.wonder_whatsfordinner and one other reacted to Unstoppable for a file
Version 1.2 Hotfix #1
780 downloads
This is the newer and improved version of the MPF Mappack Installer. Differencess from older one is this version supports all maps and content packs of the servers hosted by MPF, and always downloads the latest packages from rotation. Feel free to use this installer if you have slow connection. Sometimes installer fails to detect or can't detect your TTFS folder, in this case select your TTFS folder. Please report bugs to our Discord server at http://multiplayerforums.com/discord2 points -
Version 1.8
823 downloads
https://multiplayerforums.com/games/imperial-age/ The maps and game-modes are mostly designed by current and/or former MPF Developers such as @Pwn Call @trunkskgb me @zunnie and former Developer @ImperialKaskins. Coding of the server, brenbot and veterancy were done by me @zunnie @unknown @Genesis2001 and @sla.ro for the most part. The game sport a wide range of variety to play with many units, buildings, weapons and powerups. We also have a dozen maps available that were created by the Renegade Community over the years since 2002! Fight as the Global Defense Initiative or The Brotherhood of Nod in a fictionary C&C World. Attack the enemy base buildings to win while protecting your own. Renegade is not needed to play this, it is a Standalone Installation. Have fun playing!2 points -
Renegade HQ Desktop Icon
TheRandomJedi and one other reacted to TK0104 for a file
2 points -
RenSharp - C# Wrapper for Dragonade
Unstoppable and one other reacted to Neijwiert for a file
Version 1.5
77 downloads
Are you struggling with your everyday development in C++? Do you suck with memory management or just the general hassle to get third party libraries for your custom Dragonade plugin? Well, no more! Introducing RenSharp for Dragonade This framework I created lets you make plugins for your FDS in .NET 4.7.2. You're probably wondering: will this need a heavily modified scripts.dll? I hear you and that's why I made sure it is bootstrapped by a regular Dragonade plugin. "Are there any other limitations?", is probably your next question. Very few, here they are: - You can only create custom classes (i.e. specialization of classes) for the classes I made support for. However the reach of this support is the same as you'd use in any normal Dragonade plugin (event classes, console functions, player observer, object observer, etc). - I only made support for the template classes that are used throughout scripts.dll. Any customizations on this are not supported. - Even though I added in some more safety nets to check for nulls etc. You can still fuck this up and make it crash horribly. Although the checks in place will also throw a managed exception and if not catched and handled will gracefully shutdown the FDS. - Some design choices removed some support. For example there is no 'const' concept. But these choices shouldn't really limit your imagination. - That's about it of what I can come up with on top of my head right now. With any plugin interface there are a few 'gotchas' and for RenSharp those are: - Inheritance is pretty much the same as you would in Dragonade. Except static initialization (using macros to register stuff) will not work in C#. Further explanation how this is handled is discussed in the example plugin. - All managed classes are basically handles to their C++ variants. You can bind the C++ pointer using the appropiate constructor which takes an IntPtr as an argument. These handle classes are not inheriting from IDisposable and assume they are not in charge of cleaning up that handle. If one of these handle classes is wrapped around an IUmanagedContainer<T> class that means that you MUST dispose them when you're done with them. As these containers indicate that you are indeed in charge of cleanup. - If you pass ownership of an unmanaged pointer to the C++ side (which does the memory management) you should make sure to release the pointer on the managed side. To make sure the garbage collector never disposes it. Likewise, when you keep ownership on the managed side, you should keep a reference to the object for as long as you want to keep it alive. - Don't call any methods or use properties of which you don't really know what they do. You can screw it up. Otherwise, if you consider yourself well versed in this stuff, go right ahead. - Any more gotchas or usage are pretty much discussed in the example plugin. How to get started? The only config this adds to da.ini is 'RenSharpPlugins'. You name managed plugin .dlls the same way as you would under 'Plugins'. To start RenSharp you also need to add 'da_RenSharp.dll' under 'Plugins'. Preferably on position 1. But that is up to you. Then follow one of the instructions below: The quickest way to get started is to just use any Visual Studio version that can handle .NET 4.7.2. (for VS2019 you can just use the Visual Studio Installer to install .NET 4.7.2.). Create a new .NET 4.7.2. C# class library and search for the NuGet package 'Neijwiert.RenSharp' (right-mouse click on your project and click Manage NuGet Packages...) and click Install. All Renegade stuff is placed under the RenSharp namespace. When the NuGet package is installed it shows a readme.txt on how to properly set your target platform. You then have to place YourPlugin.dll, da_RenSharp.dll, ManagedRenSharp.dll and ManagedScripts.dll in your FDS folder. You can find these .dlls in 'YourPlugin\packages\Neijwiert.RenSharp.1.0.0\content' and 'YourPlugin\packages\Neijwiert.RenSharp.1.0.0\lib'. The slow way is to compile it yourself. You can download the ZIP file with the source, or from GitHub. Compilation requires you to have C++/CLI build tools installed (use Visual Studio Installer) and .NET 4.7.2. (also use Visual Studio Installer). You can use a newer Visual Studio version as long as you have Visual Studio 2012 installed on your computer, with latest updates (whenever it prompts you to update the projects when you open the solution, you need to hit cancel). For the C++ stuff you need the same requirements as you would when you build Dragonade. Then you can just add a .NET 4.7.2. class library project and add a reference to 'ManagedScripts'. Make sure you configurate the class library to build as x86. Then you're ready to build and use everything. I pretty much made all this without drawing out a plan. I made some design mistakes and I also couldn't test everything due to the size of it. If you find anything broken/not working or stupidly designed message met and I see if I can get it fixed. This also applies for new feature requests. The best way to approach me would be via GitHub probably or a PM here. This cost me a lot of time and effort to make and I hope you guys are going to enjoy it and hopefully open up modding to some more less experienced coders. Everything is licensed under the Apache 2.0 license, which means you can do everything, but you must mention my name and include a copy of the license. I'm wide open to responses to this negative and positive, feel free to reply to this post. GitHub: https://github.com/Neijwiert/RenSharp NuGet: https://www.nuget.org/packages/Neijwiert.RenSharp2 points -
Version 1.0.9
12532 downloads
renlist provides the ability to retrieve server list from GameSpy and WOL. You can also connect to any listed servers by pressing "Connect" or double-clicking the selected server. P.S.: Always wanted to play C&C 3 Tiberium Wars in a First/Third Person setting? We are developing a standalone mod based off Renegade for it, you can try our test version for free already, simply download it as this topic details how:2 points -
Renegade GSA API
serw and one other reacted to Unstoppable for a file
Version 1.1
51 downloads
Basic Renegade GSA API made by C# Language. Originally by Iran (if I don't remember wrong), but modified. Have 4 functions; GetAllRenServersIPByGSA() - Returns IPEndPoint[] : Gets all servers IP GetGSData(IPEndPoint server) - Returns Dictionary<string, string> : Gets server data by server IP. Here's a basic code for lazy. //Shorter version Dictionary<string, string> mpf_server_data = new Dictionary<string, string>(); IPEndPoint mpf_ip = new IPEndPoint(); foreach(IPEndPoint ip in GetAllRenServersIPByGSA()) { if(GetGSData(ip)["hostname"].Contains("MPF")) { mpf_server_data = GetGSData(ip); mpf_ip = ip; } } You can get all servers data with this code too. If you want shorter way, here's a basic code. Dictionary<string, string> mpf_server_data = GetServerDataByKeyValue("hostname", "MPF"); It returns the same mpf_server_data value as the top. For the IP, you can write this code. IPEndPoint mpf_ip = GetServerIPByKeyValue("hostname", "MPF"); It also returns the same mpf_ip value as the top. Comment bugs, glitches and ideas about new functions.2 points -
Version 1.0
211 downloads
................................. ....www.multiplayerforums.com.... .......irc.cncirc.net.#mpf....... ...._____ _____________________.. .../ \\______ \_ _____/.. ../ \ / \| ___/| __).... ./ Y \ | | \ .... .\____|__ /____| \___ / .... .........\/..............\/...... .....04/08/[email protected]:04AM...... ........discord:gzgCvrq.......... ................................. If you purchased the Ultimate Collection from Electronic Arts on their Origin Platform you will not be able to play Renegade right away. You will get errors because E.A. made changes to the game files that were non-existant back in 2002. Some errors you may get, or a multiple thereof: To fix this you could install this fix. RenList 1.09 is included with this fix, you must however configure it through the Options->Settings and set the path to UAC Launcher in your Renegade folder from Origin. See readme when fix is done installing. Installing this fix will also update your Renegade to Tiberian Technologies 4.6 right away so you can play on pretty much all servers out there. Have fun in Renegade Greetz zunnie2 points -
Version 1.2
2068 downloads
_ _ _ _____ ____ _ _ _____ __ | | | | | |_ _| _ \ / \ / \ / _ \ \ / / | | | | | | | | |_) | / _ \ / _ \| | | \ \ /\ / / | |_| | |___| | | _ < / ___ \ / ___ \ |_| |\ V V / \___/|_____|_| |_| \_\/_/ \_\/_/ \_\___/ \_/\_/ Simply run and install it. Do not change the destination folder unless you know what to do with it and it is required. You will then be able to deploy vehicles on the maps from ImperialKaskins and some other MPF related maps. As well as a number of things such as: The keys.cfg file should now be installed on your game and you can use the keys such as: - Press Backspace to Sell vehicles on the Repair Pad - Press Q to deploy vehicles and such - Press M to lay an Anti-Tank mine - Press F4 F5 F6 F7 F10 F11 F12 - and = for additional radio commands - Press Q to deploy a tank trap - Press Q to detonate your Fanatic - Press M to lay an Anti-Tank mine - Press N to deploy a barbwire - Press O to drop your current previously picked up weapon - Press P to drop all your previously picked up weapons - Press I to use Chinook Vehicle Transport abilities - Press HOME to check your veterancy status - Press BACKSPACE while parked on top of a Repair Pad to SELL your vehicle - Press END key to quickly look up the Mine and Remote C4 usage and limits - Press Keypad number 1 to 9 for special Animated Taunts - Press U for chathistory window If you prefer so, you can download a manual installation file @2 points -
DM-Batrankus
barsam2 and one other reacted to TheGlecter for a file
Version BSPv2d
138 downloads
The BSP version of DM-Batrankus, for those who want to play it at best performance! The final, meshed version of DM-Batrankus is available at the UT Marketplace. A DM/TDM/TSD map for 6 to 10 players, with strong focus on the floorplan and item placement. Key Features: Snipe the major powerups from the whole opposite side of the map! Use the underground zone to JumpBoot your way to pretty much any place within seconds... at your own risk! The sides have the weapons and pickups. The middle has the z-axis advantage. Easy to understand but hard to master! Quite a lot of shortcuts and crazy jumps for advanced players to be found (map can be navigated perfectly without jumptricks, though). Credits: Thanks to 'RattleSN4K3' for the awesome MapScaler tool. I can't stress enough how awesome this tool is. Wood sounds by 'rage91', 'maxdemianagl', 'yesfan', 'timpryor' and 'rudmer-rotteveel', from 'freesound.org'. Thanks also to 'tidu' for the Blueprint help to make the Keg spawn only on DM and TDM! Enjoy! And use your JumpBoots wisely!2 points -
DM-HighRise
SymphonyheLL and one other reacted to barsam2 for a file
Version 14
75 downloads
My take on the ShooterGameDemoMap from the UE 4 Learn Tab. In the period where WarpSpasm hasn't recooked this Map from mid 2015 to Nov 2016, I started converting this into a UT4 Map. As he already mentioned, it's not an ArenaStyleMap, but good SniperPractice Admin Info: Path: Game/DM-Highrise/DM-Highrise-v14 md5: CF2A0DF5E4AA01E76AE66BCF4F3CAE4C2 points -
2 points
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DM-Harddome
barsam2 and one other reacted to SymphonyheLL for a file
2 points -
DM-Cheops-UT4_V08
barsam2 and one other reacted to [PHX]Big_Deal for a file
2 points -
Version A1
71 downloads
A ginormous map based upon the UE4 Landscape Mountains demo. This was made as an experiment to see how a really, really big map plays in UT4. It's roughly 500k uu on each side, by comparison Deck easily fits in a 20k x 10k area. It's not really meant for online play (at least not unless the load time gets fixed) but rather for players who want to try playing with a lot of players/bots on a really huge map. The performance actually isn't bad even with 32 players/bots in. I easily hold 120+ FPS on a GTX 970 with 31 bots in, all settings at Epic and FXAA on. Some months back I was getting a rock solid 70 FPS with the same number of bots on a 2Gb GTX 960 (I don't remember what graphics settings that was with though). Important Notes and Caveats: - This map is really, really big. So large it plays best with sniperarena or zoom instagib. Though it can handle a lot of players, it's so big, even with 32 players, you really want a weapon with a scope. - The pak file is also quite large (nearly 500Mb), you probably will disconnect while downloading from the redirect server. Just let it finish downloading and then rejoin the server and you'll be fine. - It takes a while to load too, about 1 minute loading from SSD on my system. Not sure why loading takes so long, it used to take 10-12 seconds but something changed in the game several builds back causing it to take much longer to load. This may cause online timeout disconnects for players running on slower computers. I wasn't planning on uploading this map anymore until the long load time gets fixed but a few players keep asking for it so here it is. The map is now (or soon will be) up on all the MPF HuBs for online testing.2 points -
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Version 0.1.1
81 downloads
What this mutator is This is a proposal to become the new base movement in the standard game as a point to start tweaking from. This mutator changes the movement in such a way as to match UT99 properties. This doesn’t just include speed, height and length, but also duration of jumps and dodges as well as dodge delays. What this mutator is not This isn’t a way to go back in time or to say UT99 is superior. It’s not a 100% emulation of UT99, all the new ways to move like walldodge, wallrun and kneeslide are still in. This also won’t magically make old ported/remade UT99 maps play perfectly. If a map is scaled by a different factor than this movement, it will be out of scale by that amount. Using it Put the file in Documents\UnrealTournament\Saved\Paks\DownloadedPaks folder. Create it if it doesn't exist. Create a game from the menu. Go to the Custom tab. Select the Hardcore Movement mutator in the list and move it to the right. Click Play to try this movement out offline Or add ?mutator=/Game/Stolid/Movementv01/HardcoreMovement.HardcoreMovement_C to the (server) command line. Official UT forum thread https://www.epicgames.com/unrealtournament/forums/showthread.php?21750-Great-Rescalening-a-quot-new-quot-movement-base2 points -
2 points
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Version v14
37 downloads
“I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” Changelog: Game type changed to Showdown, although it still works really well as a Deathmath map. Added game objective points for showdown New spawn locations to incorporate the Showdown Mod. Added ammo to incorporate the Showdown Mod. Overcharge added to incorporate the Showdown mod BioLauncher added Minor adjustments to the map flow. Added Spectator cams Removed rock meshes from the perimeter of the map Made minor changes to the layout Added music "Dawn" by Archer6621 Currently Working on the following: I'm currently working on meshing the map out, and working the new spawn and weapon pleacement to meet the showdown mod needs. The theme is a disused power plant situated on an ice planet. The power plant was donated to Liandri for it's bloody matches. Game Testing: I need people to test the heck out of the map, I want to make sure I get all spawn and weapon placement perfect for the showdown mod, so crank up some team games on the servers. Video footage of matched would be awesome! Updates: I will keep updating on this thread, screen shots of the work in progress and so on. For now you still have the blocked out version of the map to play, until the meshed version is ready for testing.2 points -
DM-Broken
MoxNix and one other reacted to ConradJustin for a file
2 points -
2 points
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Version v8
7 downloads
The Nyan cat redeemer is back for ut4! I saw the Nyancat redeemer in UT3 and thought that it would be funny to remake this. If you haven't seen the UT3 one then here you go: https://www.youtube.com/watch?v=Fs-qfcfnsBw. Including features are the Nyan cat with rainbow trail and sparkles, Nyan music, colored explosions, Nyan cat flight hud and custom kill messages. Besides that there is even more added like custom weapon skin, cupcakes target indicators and seasonal cats including Tac Nayn on any Friday 13th! How to run it: Save it in "YourUserName"\Documents\UnrealTournament\Saved\Paks\DownloadedPaks and it should show up in Unreal Tournament. Start a custom match and add the mutator WeaponReplacement or WeaponArena. Select config mutator and change the weapon to NyanDeemer. Nyannyannyan! Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?22398-NyanDeemer2 points -
2 points
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Mammoth Patriot Mil-Spc GTA5
Unstoppable reacted to erik93203 for a file
1 point -
Dragonade
Unstoppable reacted to Whitedragon for a file
Version 1.9
606 downloads
This is a server-side game manager for the Renegade FDS. It includes a wide variety of features such as additional logging, gamespy forwarding, weapon and powerup drops, new game modes, crates, vehicle shells, vehicle purchase queueing, and much more. The source code is included and you can build your own plugins using the built in event system or use existing SSGM plugins. http://www.renegadeforums.com/index.php?t=msg&th=41119&start=0& Created by @Whitedragon and Black-Cell.net.1 point -
Version V16
73 downloads
Remake based upon Rich "Akuma" Eastwood's original DM-Malevolence for UT99. It has the same proportions (scaled up by 2.5), room shapes, item placement and no extra items (other than 5 vials replacing the ripper in the water passage). Malevolence is a fairly small map, great for fast paced Duels and FFA.1 point -
Renegade_Installer.exe
NaterPhantom reacted to r3sur[r3Kt] for a file
1 point -
Version 1.0
153 downloads
This is another one of my redzone maps,I made this map very symetrical, and very detailed as well. There are many buildings to garrison, there are defensive towers to capture, 8 bridges, and 8 tiberium spikes to capture as well. There is one very large redzone tiberium field in the very center of the map that grows really fast, faster than usual. and each player starts out with 1 regular redzone tiberium field, there are also 4 blue tiberium fields to expand to. There is alot of room for expansion in all areas of the map. This map runs really smoothely and has alot of cool eye candy , ENJOY.1 point -
Red Stealth Effect
ROZPIERDALATOR reacted to Berry for a file
1 point