Jump to content

zunnie

!Former Staff
  • Posts

    6653
  • Joined

  • Last visited

  • Days Won

    433
  • Donations

    180.00 USD 

Everything posted by zunnie

  1. I would like to thank all of our Founders, Administrators, Staff, Donators and Members for contributing to this great community we have formed from late 2011 to today. It can't be said enough but without you guys contributing here we'd be gone long ago. We have all done a great job at making this place fun i think. //nogay
  2. Updates were installed successfully. Gameservers are now booting up. Have fun @ MPF Closing topic.
  3. Updates have finished installing, rebooting one more time.
  4. Updates were installed on the Operating System. Rebooting now.
  5. Alright we'll enable/disable features as we go the weekend then
  6. zunnie

    DM-Lea

    Version Beta 01a

    107 downloads

    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes! Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-) This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make. Changelog: (2015-01-14) (Version Beta01a) (Compatible with UE4.6) Changed armors back to defaults. Finished the textures on a few more meshes. Fixed a few problems. (2015-01-12) (Version 04t) (Compatible with UE4.6) Huge Experimental Changes concerning armors. Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a. Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a. Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a. Changed helmet static mesh to a custom mesh. Helmet values are unchanged. Changed initial spawn times of the thighpad, helmet and vest to 30 seconds. Added more static meshes to the map and more textures. Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit. (2014-12-27) (Version 04o) (Compatible with UE4.6) Improved the lighting. Hopefully things are better now. (2014-12-22) (Version 04m) (Compatible with UE4.6) Added temporary lighting (the ugly blue lighting that everybody hates including me). (2014-12-21) (Version 04L) (Compatible with UE4.6) Temporary fix for "92 unbuilt objects" error. Added a window above the center helmet. Added more meshes New Post Processing Lighting (Not finished yet) Attempting to add a bit more color to the map with bright glassy parts (Work in progress) Improved a few things, might have broke other things. (2014-11-30) (Version 04h) (Compatible with UE4.6) Epic cooked this version. Same as version 04g, but with lighting fix. (2014-11-30) (Version 04g) (Compatible with UE4.6) Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map. Added new ceiling fan and ceiling meshes. Not finished texturing yet. Added new windows and curved windows. Fixed a few collision problems. I still have not addressed certain issues, please be patient. (2014-11-02) (Version Alpha04a) Added more static meshes to the map, improving visual detail. Improved textures on the windows. A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time. Added slanted walls in some places. Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt). Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance. Will add more information later. (2014-10-09) (Version Alpha03c) Music (Thanks nonemm!) Windows (Not Finished yet) Custom Lifts (Not Finished yet) Custom Lifts light up when in use. Emissive Materials on trims (Not Finished yet) Improved the shock rifle area Improved the lift area near sniper Added a new ramp near the lift near sniper. Added a temporary wall material to all of the checkerboard walls (2014-09-20) (Version Alpha02q) FIRST RELEASE Game Version Tested & Works: UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c) Installation Instructions for playing the map in UT4: Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks Description: A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay. Derivative Works: Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-) Disclaimer: This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-) Goals for this version: Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated. Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay. Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay. Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas. Known Issues: Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize. The map colors, and textures are *NOT* final and are subject to change. FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly. FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP. Working on it - Static meshes have not been optimized. There may be performance issues until later. FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc). The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area. The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those. Todo List (Plans): COMPLETE Implement custom music from Nonemm (Thanks!) Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio. Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered. Come up with a good color scheme. Take long and healthy breaks. xD Music: Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out! https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net Credits: MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback. Nonnem for the custom song! Check out his song here. Satan’s Father for helping me setup UE4 from github. Raxxy for helping me cook the map using his super awesome map cooker. -CaptainMigraine (Neil)
  7. We can turn it on and off a few maps i guess.
  8. Start your Vote Weekend_Stealth Everything will be stealthed, characters, vehicles, defenses, all of it. Weekend_Double_Points Buildings will give more points when you damage them. Weekend_Crazy Everyone will play as a Kamikazi guy equipped with a pistol, ramjet rifle and a repairgun to disarm beacons, if you ever get to place one :/ Weekend_Speed Everyone runs uber-fast. Weekend_Obiguns Everyone will have an Obi Gun in their inventory. Weekend_AGTguns Everyone will have the AGT Gun in their inventory. Weekend_Ramjets Everyone will have a Ramjet Rifle in their inventory. Weekend_Instagib Everyone has only 1hp and will die in 1 hit. We never had this event yet. Weekend_25K Everyone has $25000 credits when they join the server.
  9. Social Media & MPF We are members of several major Social Media networks. Most are free to sign up and you can join our group, subscribe or follow us there! Twitter | Follow MPF on Twitter Twitter is a short-message news website where we post small updates frequently, also when our servers or websites are temporarily offline for maintenance. It is free to read our messages but if you wish to reply or follow us you need to register an account. Discord | Join us in Chat Discord is a newer type of online chat that supports both audio and text chatting. Join our channel today! Steam | Join the Steam Group Steam is the world's leading game industry for online gaming platforms. You can buy and play TONS of games on Steam as well as create groups like MPF did to form a community. It is free of course and anyone can join the group, have fun. Youtube | Subscribe to our Youtube video's Everybody is femilar with Youtube probably. We have our own channel where we post video's frequently. Feel free to watch and/or subscribe to us! Twitch | Follow MPF on the Twitch TV Channel Twitch allows us to stream gaming video in realtime as we play games and you can watch whatever we are doing in game then. We don't stream 24/7 though. It will be announced in advance when we are going to stream games. Follow us on Twitch to be notified automatically when we are streaming. Facebook | Like MPF on Facebook We post messages, video and pictures on Facebook occassionally. Be sure to Like them. IRC | Internet Relay Chat This is our public chat network we joined to provide people from all over the world a place to chat. There are dozens free clients available on the internet for download but the most well-known one is probably mIRC. If you are new to (m)IRC then read this tutorial by unkle unknown to get femilar with it and jump on our irc to chat! IndieDB | Comment on, rate and download our Game Modifications This is our "Company Profile" on IndieDB where we post the games and modifications we are working on. Suggestions If you know of other well known social media websites please let us know.
  10. We've put up a new download for our Mappack and Keys Configuration file. The mappack v.27 is now once again fully updated to our server content. The keys config contains a new entry for Chinook Vehicle Transport abilities which will be used on Imperial Age maps in the near future. You can now press the HOME key to check on your veterancy status. You can download them from our Downloads Area @: - Download Mappack Here (1.05GB) - Download MPF Keys Configuration Here(160KB) PS, if anyone has questions or wants the keys config file for their Renegade just tell them to goto keys.ultraaow.com This link will take them to the download. Have fun ppl
  11. Very weird. Mappack updated btw t o v27.0
  12. Hmm... strange man :/ Is it happening right now? Maybe its a conncection issue from your area to the server area. It can happen and usually gets fixed sooner or later without your or our intervention.
  13. On a sidenote: The mappack is a bit outdated, let me upload a new one tonight.
  14. Just tried to join myself, worked fine. I think its a connection issue and will resolve sometime soon?
  15. There are people in the server i see, when did this happen? Its possible there was a temporary interruption of the webserver or connection of the serverbox. NFHAVOC was pm-ing me a bit ago he could not join the server too. I think it will resolve itself.
  16. Streaming right now with 40 ppl ingame
  17. Streaming right now too And will tonight @ 7PM as well.
  18. Streaming Tonight 7PM GMT+1 (Dutch Time) I will be streaming MPF's Imperial Age tonight at around 7 o'clock GMT+1 Dutch Time. Where to watch? Watch on Twitch.TV/mpforums Thanks Thank you for watching and enjoying C&C Imperial Age. PS If you do not already have C&C Imperial Age you can download it off our official website. You can also find very useful information there about the game. Cya ingame!
  19. 62 downloads

    File imported by an administrator
  20. 84 downloads

    File imported by an administrator
  21. Imperial Age v1.12 D2 Released Our Team has finished the new client version 1.12 D2 just now. All content is currently active on the server which include several code bugfixes and additions, texture glitch fixes and some object fixes. The game is now running on the TT 4.2 RC1 code which opens options for mappers as well as fixes for several bugs. New interiors for most buildings with Special Lightmapping applied by dblaney1. Many balancing issues addressed by ImperialKaskins and dblaney1. Previews Download The Game To download Imperial Age v1.12 D2 click one of the mirrors below: - Mirror 1: multiplayerforums.com - Mirror 2: indiedb.com Notes If you already had v.1.11 D2 installed, no need to worry, just install this on top of that installation. However, in some cases it is recommended to do a clean install, in that case simply delete the old folder. Default installation folder is C:\MPF Games\Renegade Imperial Age\ Help & Common Issues For help with (common) errors please visit and maybe post in the Support Forums. Thank you Thank you for downloading Renegade Imperial Age v1.12 D2
  22. [OPERATION VANGUARD] – Operation Vanguard has come to a close. [MAP GROUPS] – Train has been added to the Active Duty map pool. – Nuke has been moved to the Reserve map pool. [GAMEPLAY] – Smoke grenades are now more reliably kept track of on the client to prevent mismatches between smoke particle visuals and screen overlay visuals. – Fixed players being able to double stack inside a smoke to peek out of the top (and be really hard to see from outside the smoke). – Updated expiration of the smoke screen overlay to match more closely to the visuals of when the third person particles expire and vice versa. – Updated the vertical position slightly of the smoke particles to reduce seeing though edges of the smoke (particularly at the bottom). – Fixed spectator sometimes not getting the smoke overlay for the player they are spectating when that alive player is inside smoke. – Improved spawnpoint selection code to not spawn at occupied spawn points or spawn points of a different team. – Tagging values have been tweaked slightly to increase tagging on higher mobility weapons, and updated values for tagging on multiple hits to make it more effective – Increased price of the M4A1-Silencer from 3100 to 3200 to align the weapon’s price with its utility. – Increased Tec-9’s damage fall-off to reward players that close engagement distance. – Lowered Tec-9’s magazine size to 24 to reward more discriminate firing. – Lowered scoped movement values for AWP and Autosnipers. – The accuracy of the MP9, MP7, and Mac-10 have been improved. [sTATRAK] – Trade up contracts work on StatTrak weapons. – There is now a StatTrak swap tool available for purchase. It swaps the StatTrak value between two of the same weapon. [sERVER BROWSER] – Fixed the server browser showing the map workshop path in the “Map” column. – Added a sortable column to the server browser to display whether a server is running a map from the workshop or not. – Added a sortable column to the server broswer that displays icons for popular game mods running on that server. – Server browser will save the layout changes made between game sessions. – Updated the first time server browser pop up message. [uI] – Fixed scoreboard hiding at match end when you bring up a player’s Steam profile. – Added a game option in team options section to control whether lobbies get created with public access or private requiring invites for friends. – Added Flavor Text to the Bank collection. [MISC] – Add surround sound support (quad/5.1) on Linux. – Marked nav commands as a cheat to protect against potential server exploits. – Chicken kills are now logged in CS event logs on game servers including attacker and weapon information. – HE grenade detonations are now logged in CS event logs prior to logging player deaths from corresponding HE grenade explosion. – Added sv_reliableavatardata 2 game server setting for LAN tournaments production. In this mode the game server will load player avatars from corresponding csgo/avatars/76512345678-.rgb files (or csgo/avatars/default.rgb if the corresponding SteamID avatar is missing), and avatars will be recorded in GOTV demos. To produce avatars rgb files tournament operators can place 64×64 png player avatars as csgo/avatars/76512345678-.png and run the client-side command cl_avatar_convert_rgb to convert all 64×64 png files into rgb format. – Optimized the process of logging in players to matchmaking backend during game updates. [MAPS] -Dust2 –Opened up skybox around Long A double doors, Catwalk and Short –Improved visibility around blue car in Long A –Fixed render distance on a crate in CT spawn -Mirage –Opened up skybox around back of apartments –Simplified sides of CT sniper window in mid –Raised cover slightly in upper mid –Fixed visibility through a crate in Bombsite A -Overpass –Opened up and simplified Bombsite A –Added back stairs to pit near Bombsite A –Opened up semi-open door in bathrooms, fountain side -Cobblestone –Smoothed out movement in Bombsite B –Removed corner on left side of T tunnel into Bombsite B –Haystack near Long A now requires a jump to get on top -Train (Thanks c0tton and adreN!) –Various optimizations –Removed collision at top of ladders –Pushed Bombsite A further back towards CT side –Added a third train car to A site to reduce amount of long sightlines –Added a peek-position inside T main –Opened up area on the left side of T main exit –Moved dumpsters in Ivy –Raised crane in Bombsite A –Blocked extremely tight angle from lower CT ramp towards T ramp in Bombsite B –Prioritized CT spawn positions -Cache –Fixed an exploit boost at A –Added a decal indicating the boundaries of the A bombsite’s plantzone –Made white tarps on crates more spammable (Thanks Mod645!) –Fixed shadows casting into A main shed from boost spot –Improved readability from middle to A site container -Shorttrain –Added back to map rotation
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.