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  1. http://www.ultraaow.com - Visit our Website http://www.ultraaow.com/map_imperialkaskins.php - ImperialKaskins's G9 Series Information Page http://www.ultraaow.com/imperialkaskinsmaps.php - IK Map Screenshots Place this keys.zip in your data folder to be able to deploy vehicles with the Q key. UltraAOW Imperial Age In the UltraAOW Imperial Age Weekend everyone starts out having 25.000 credits right after maploads. The rotation consists of only ImperialKaskins maps which were recently updated to version G9. (Unit Information for Imperial's G9) New in G9+ is the ability to deploy several vehicles in additional positions with the Q key. Please download and extract to your data folder the keys.cfg from here. This will make some interesting games once again. Be there! All other settings are standard UltraAOW Settings as described on the website. When? The Weekend of Friday 30 May till June 2 Monday. TT 4.1 Update is Required The Tiberian Technologies Update 4.1 for Renegade is required to play on the server. You can download it on their official website if you do not already have it. It adds lots of extra's, anti-cheat and a ingame automatic map-downloader, awesome stuff! Active Server Plugins Of course the server will run our own MPF_NewMaps.dll plugin which adds additional functionality to the server such as Veterancy and Special Crates & Power-ups. Other plugins running on the server are for example the Team Donate and !ammo purchase ability every minute. Type !cmds for a list. You can also type !swap to change teams with someone on the opposite team, or to balance the teams. For a full list of modifications and adjustments please visit our Website. (changelog) Mappack is Available You could download our Mappack before joining the server. This ensures you have all the maps already. Then you will not experience any ingame download dialogs which may take long if you have a slow(er) connection. All you do is click Next, Next, wait for it to install the maps and then you're done and ready to join. Thanks Thanks people for reading this and maybe joining up this Weekend. Please feel free to spread this news around a bit to attract more people and let's see if we can have some fun the Weekend it lasts.
  2. New Mappack v15.0 A new mappack was generated today for our NewMaps 4.1 server. We removed a lot of old beta's from the package which reduced it's filesize to 894 MB's. Download Here @ MPF
  3. We seem to be experiencing some connectivity issues with our server host. Server is very unstable at the moment and is dropping players sometimes. Sorry for this, nothing we can do about it.
  4. C&C_MPF_Rage Is a new map/mini-mod that I (with the help of others) have been working on since February and has been released today. About the mod: The mod is a standard renegade map with all the vehicle units replaced by C&C 4 units, it also has a GDI Chronosphere and a Nod Mutant Lab. The C&C 4 units I had decided to use in an AOW map a while back when Hunter-Seeker got me interested in a C&C 4 fps mod. I didn't really like the concept of a domination map but I loved the C&C 4 vehicles. Two of the units on the map were too big for the regular WFs so Mauler created separate structures just for them which are called Advanced Weapons Factories which produce only 1 unit each, the GDI Mastodon and the Nod Avatar (veh limit is 3 per team). The C&C 4 flying units use a Helipad as a factory. In total there are 3 vehicle factories per team. The GDI Cronsospere is a structure that allows GDI to transport up to 5 vehicles anywhere a specific beacon is placed. When You purchase the beacon you are changed into a blue sbh (weapon was done by Mauler) and once you deploy the beacon you are changed back into whatever you were before you bought it, then a ten second timer will countdown and activate the Chronosphere. Note: If the beacon is destroyed the countdown will be halted.If the power plant is destroyed the Chronosphere will no longer function and be stopped if active and same if the building itself is destroyed.If you buy another char while you have the beacon you will lose the beacon.you have 5 minutes after you purchase the beacon to deploy it or you will lose it and be changed back.Only vehs can be transported.If you have a passenger in you vehicle when you are transported all passengers will get ejected and die If you get stuck when you are transported you will be ejected from your veh and killed, and your veh will be destroyed.Ion or Nuke beacons can not be transported.The beacon holder can not purchase other beacons.The Nod Mutant Lab is a secondary soldier factory which allows Nod to purchase 3 types of mutants and can still operate if the hon is destroyed. Also I have added custom crates that are dropped from an MPF cargo plane (skin by Mauler). Credits go to: Mauler for the AWFs, the Mutant Lab, helping with the Communication Center, the pt icons, the cargo plane skin, the mutant's and Chronosphere beacon carrier's weapon skins, the extracted flying units, and the vertex lighting in the Shrine of Nod.Hunter-Seeker for all the other extracted vehicles as well as assets, vehicle sounds, and the pt huds.Matt Fabian for the awesome waterfall and splash emitters.All those who helped in testing.And of course zunnie for help with many many things.Screenshots
  5. dblaney1 fixored up the !support command bot dropoffs so they no longer take a little damage when they go down to the ground. They are now all using the rope Nice dblaney1 Thanks
  6. Map by Blazea58 LE Setup & Emitters by MPF Pwn Call Custom Scripts by MPF Zunnie "Here's one of my last maps for Renegade. I always enjoyed maps that only had barracks and hand of nod, and so I wanted to do it as just with only one single entry to each base, very limited pathways, and tight quarters to fight in. This is a teamwork based map, without teamwork it will probably never end if its a marathon, but i wanted to cater to infantry, seems a lot of players prefer sniping or being infantry anyway's --Blazea58 This is the final version of the map each team has Barracks and Hand of Nod. Mine limit of 12. Credits flow in at a rate of 5 per second and there are ion/nuke pedestals near each base. At the top of the mountain there are 2 houses containing repair gun spawns, UltraAOW Weapon Spawns, and there is an UltraAOW crate spawn in the very middle. With scripts from Zunnie we have set it to a 45min timelimit as well. Screenshots:
  7. http://www.ultraaow.com - Visit our Website UltraAOW 25K Weekend In the 25K Weekend everyone starts out having 25.000 credits right after maploads. This will make some interesting games again, the last time we did this was over 3 months ago. All other settings are standard UltraAOW Settings as described on the website. When? The Weekend of Friday 28th March till March 31st Monday. TT 4.1 Update is Required The Tiberian Technologies Update 4.1 for Renegade is required to play on the server. You can download it on their official website if you do not already have it. It adds lots of extra's, anti-cheat and a ingame automatic map-downloader, awesome stuff! Active Server Plugins Of course the server will run our own MPF_NewMaps.dll plugin which adds additional functionality to the server such as Veterancy and Special Crates & Power-ups. Other plugins running on the server are for example the Team Donate and !ammo purchase ability every minute. Type !cmds for a list. For a full list of modifications and adjustments please visit our Website. Mappack is Available You could download our Mappack before joining the server. This ensures you have all the maps already. Then you will not experience any ingame download dialogs which may take long if you have a slow(er) connection. All you do is click Next, Next, wait for it to install the maps and then you're done and ready to join. Thanks Thanks people for reading this and maybe joining up this Weekend. Please feel free to spread this news around a bit to attract more people and let's see if we can have some fun the Weekend it lasts.
  8. http://multiplayerforums.com/index.php?/files/category/32-mappacks/ Feel free to download the new mappack which contains all the maps we have in rotation. Including the new G5 Series maps by ImperialKaskins recently added.
  9. In the month March 2014 we will be battling for the EA's Ultimate Collection. You must be ranked 1st on our Renegade NewMaps 4.0 server. Also you must be a member of our forums. To receive your copy you must have an Origin Account @ http://store.origin.com
  10. http://multiplayerforums.com/index.php?/topic/3123-joinsounds-for-players/ Post in that topic if you wish to have a joinsound! Everytime you join our server that sound will then play
  11. Version 4.6.2

    800 downloads

    Install this AFTER you update your game to 1.037! The client patch with the TT scripts. Adds a whole lot of new things like automatic map downloader and seriously improved anti-cheat measures. The installer removes old scripts installations and other mods like RR, because these are incompatible with TT, due to various technical difficulties. Don't worry though; most features of those are also included in the TT scripts. New in 4.2: Client side support for reviving dead buildings. New console commands revivebuildingbytype, revivebuildingbypreset, revivebuildingbyname, and revivebuildingbyid, and new engine function BuildingGameObj::On_Revived that support building revival. New engine call Grant_Weapon which grants an object a weapon without needing a powerup. New engine call Get_Animation_Target_Frame that gets the target frame of an animation which is generally the "end frame" passed to Commands->Set_Animation. New scripts for TSR Veterancy work JFW_Deployable_Vehicle, JFW_Veteran_Weapon, JFW_Veteran_Weapon_Deploy, JFW_Veteran_Armor, JFW_Veteran_Armor_Deploy, JFW_Mech, JFW_Deployable_Mech, JFW_Veteran_Help_Text, JFW_Limited_Jetpack_Timer, JFW_Veteran_Model, JFW_Veteran_Custom, JFW_Veteran_Weapon_NoSwitch, JFW_Veteran_Weapon_Switch (unless you are working with dp88_veterancyUnit you dont want these scripts) New scripts JFW_Ion_Storm_3, JFW_Sabotage_Beacon_Layer, JFW_Sabotage_Beacon_Zone, JFW_Sabotage_Beacon. Various changes (new scripts, bug fixes, improvements) to Jerads scripts Add a new mix file creating function BuildMixFile to MixFileFactoryClass.cpp (its loosely based on what makemix.exe does and was written as part of some "mix file patcher" code I wrote for the new launcher the APB guys are doing) Players will no longer get stuck in ghost collision after exiting a ladder. Players will now detonate proximity C4 while on ladders. New engine calls Lock_Soldier_Collision_Group and Unlock_Soldier_Collision_Group which locks which collision group a solder will use or clears the lock. Add new SoldierFlySpeed setting under "global settings-general" in LE that will allow you to have a different speed for flying infantry than the default running speed (just as with walking speed and crouch speed) New engine calls Set_Object_Visibility_For_Player and Set_Object_Visibility which allow you to have per-player visibility for objects (Set_Object_Visibility_For_Player sets the visibility for just one player, Set_Object_Visibility sets it for all players) Make lsdview work again Fix player names sometimes not being visible when a player first joins a game. Fix a crash caused when a refinery building controller class is deleted but the harvester still exists (this only happens on map shutdown/game exit, not when the refinery building itself is destroyed) Fix some issues related to the downward tilt that happens when you reload (including an issue where you could shoot the ground if you are holding down the fire button when your reload completes) Add a fix to vehicles so that vehicles set up with projectile physics (used for certain special things in Tiberian Sun Reborn) will correctly stop moving when they are thrown to the ground Make the UseExtraPTPages tt.ini setting usable in the per-map tt.ini files. Add a new engine call Get_Damage_Is_Explosion that will return true if the damage is comming from an explosion, false otherwise. A bunch of fixes to bugs and issues in various dp88_xxx scripts New script dp88_CreateAttachedObject New script JFW_Vehicle_Crate Fixes to JFW_Medic_Beacon Fixes to JFW_Per_Preset_Visible_Person_In_Vechicle, JFW_Per_Preset_Visible_People_In_Vechicle and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle so that the visible person objects will be properly made invisible if the vehicle is stealthed. Fix to Reborn_IsMech so that when certain units are being delivered, the legs dont animate Remove some obsolete scripts created by Saberhawk. New script SH_ResetDoorKeysOnCreated which will let you clear out the door keys held by a soldier when they re-spawn and issue them with specific keys. Add a "Lock Vehicle Camera To Turret" checkbox to wwconfig.exe New engine call Change_String_Player which changes a specific strings.tdb entry for a specific client (the string table reloads on map change so the changed strings get reset) New engine call Force_Position_Update which forcibly updates the position of an object for all clients. Fixes to ring and sphere primitives (this fixes glitches with the ion cannon animation for example) Add special logic so that objects of type "simple" with "projectile" physics get their position and velocity sent over the network (allows you to have scripts that "throw" something like it was a piece of C4 and have the projectile code handle flying through the air and landing) New scripts JFW_EMP_Mine_Manager_2 and JFW_Spawn_Projectile_Death. Fix a bug with Superweapon building controllers Fix some issues with special-case code for bump-maps so that they get loaded identically to stock again. New engine call Get_Random_Pathfind_Spot which is used to find a random spot via the pathfinding code Fix a crash caused when an AI soldier enters a vehicle New engine call Set_HUD_Help_Text_Player_Text Re-read the team names from strings.tdb on map load (that way maps with custom strings files that change the team name will work properly) Small fix to some texture mapper related code Add a change such that putting "Prelit=false" into the user text of a mesh will cause the default "bumpmapped meshes don't get vertex solve" code to not run (i.e. you put it there if you know that you have the right settings on your bumpmapped mesh and it wont screw up when you run vertex solve on it) Fix an issue with the text in w3dviewer.exe New scripts JFW_Medic_Beacon and JFW_Medic_Beacon_Layer Fix so that the per-map ini files work correctly if you are using the -map command line option to load the map New script JFW_Ion_Storm_2 Fix some sound related issues with JFW_Ion_Lightning, JFW_Vehicle_Weapon_Switcher, Reborn_IsDeployableMech, Reborn_IsDeployableTank, Reborn_IsDeployableTank_2, Reborn_IsDeployableTank_3, Reborn_IsDeployableTank_4 and RA_Ore_Truck_2 Removed "This build of Renegade is out of sync with the strings database (strings.tdb). Strings will be incorrect and may cause the game to crash." warning message as the reason the warning existed no longer matters. Fix crash if the game tries to spawn a soldier and cant find a spawner for them (e.g. if you do "team 1 -3" since no team -3 spawner exists) Fix some cases where gun turrets on certain SP maps (the big one on M03, the ones near the research center on M08 and all the turrets on M10) were starting out pointing at the 0,0,0 of the map instead of the correct direction that they should be pointing Fix to the mutant hijacker script so you cant hijack a vehicle that is currently deploying or undeploying Fix so that weapon reloading properly syncs to all clients over the network (including manual reloading by pressing the reload key) Fixes to code for vehicle AI (this affects all ground vehicles as well as the gunboat in the third mission and anything else that doesn't have an "aircraft" vehicle type) Un hard-code the colors used for the win text on the multiplayer win screen dialog via new hud.ini keywords WinScreenGDIColor and WinScreenNodColor New scripts JFW_Spawner_Delay and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle. Fix so that EntryHelpMessage setting on vehicles only displays for the player that entered the vehicle (a bug was causing it to display for everyone) Fix a bug with the sound volume for movies played via the "movie options" dialog Fixes to Reborn_IsDeployableMech Custom per-map load-screen support (now you can have a completly different loadscreen for your map with different text placement and everything). Players with an older scripts build that doesn't have this feature will simply get the stock loadscreen. Per-map sky color overrides (so you can have different sky color/tint on your map, say, a red tint for a Mars map or whatever). Players with an older scripts build that doesn't have this feature will simply get the stock sky colors. New engine call Set_HUD_Help_Text_Player that displays a string as the "HUD Help Text" (the text that appears in the middle of the screen in single player). Yes it does send over the network properly. New script JFW_Set_HUD_Help_Text_Player that uses the new engine call Fixes to w3dlib.dll and altmat.exe. Fix a typo related to loading some registry settings Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in. Fix so that objects with their collision mode in LE set to "KILL" work correctly. Extra debugs for detecting certain kinds of network issues including packets that are too large. New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline) New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. Fix to some issues with certain kinds of texture mappers not rendering properly. Fix some glitches with damageablestatic physics objects Fix an issue that can be caused if you have a TT package containing a dazzle.ini file. Fix some issues with fog. Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj) Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data. Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work. Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed. Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on. Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester. Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances. Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way) Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed. Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy" Improve the randomness of spawn point selection. Improve certain math functions to use SSE (makes it slightly faster) Remove code that generates sysinfo.txt (it couldn't detect modern hardware) Some fixes to the special Mendoza and Raveshaw boss objects. Fix an issue with movies in single player causing a crash Fix an issue with the single player EVA map dialog causing a crash Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone) Fix an issue with radar in single player Fixes to vehicle dazzles to make them work like stock Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options. Improve the randomness of the team remix code New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range. Add a cooldown timer to SH_UndergroundVehicle. Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to) Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off. New script Reborn_IsDeployableTank_4 Various fixes to deployable vehicle scripts Various fixes to the obelisk and AGT scripts including fixes so they wont target AI harvesters. Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees. Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock. Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned. New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%. Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again. Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero. New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom. New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished. New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit. New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead. Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle. Fix a bug with vehicle name display New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds. Constructions yards and various scripts will now treat simple objects with the encyclopedia type "Building" as buildings. Changed default private message color to light blue. Change the mlist console command so it displays all the maps if you don't pass any parameter. Hide dazzles on stealthed vehicles. Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files. Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds. Fixes to how the time limit/time remaining changes get sent over the network so they work better. Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts. Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say. Add an Update_Game_Options engine call to force sending new game options if they have been changed. Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player. Improvements to the way we detect a missing d3dx dll Some fixes to AI code used for VTOLs. Fix some issues in various pieces of saveload code. New script JFW_Per_Preset_Visible_People_In_Vechicle. New Find_Observer function on ScriptableGameObj. Fix so that dead soldiers wont collect powerups New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs. Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone. New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase. New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not. New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage. New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle. New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type. New flag on Physical objects in LE, IgnoreForTracking. Turn this on and the object will be ignored for tracking purposes even if it would otherwise not be. Clear out the texture set by the Set_Info_Texture engine call on map load. Fix an issue where AI units being told to move to the same point they are already at could act weirdly (this was noticeable with the helicopter in the tiberium meteorite room on the dam mission) Fix a case where an object being resized by the engine could result in the game entering an infinite loop Change infantry head turn logic so that it now stores the bones per-infantry instead of globally (fixes the case of objects with custom skeletons) Add support for a "C HEADT" bone that the engine will treat like the "C HEAD" bone but which is also a valid target bone. New script dp88_customPointsPercentage New script JFW_Object_Spawn Fix a crash in Create_Effect_All_Stealthed_Objects_Area Fix missing sun dazzle Some improvements to the in-game chat logic Fixes for a number of netcode issues
  12. http://multiplayerforums.com/index.php?/files/category/32-mappacks/ Feel free to download the new mappack which contains all the maps we currently have in rotation No more ingame downloading
  13. Map Fixes and Update No screenshots this time but trunkskgb has fixed 3 maps so far that got broken by 4.1's latest update: Pacific Arena Tiberium_Temple And a map created by trunkskgb himself: Ridge And also a map made by me (zunnie) based off the Blaat map (now removed from rotation) called MPF_Valley. Featuring Helipads, repairpads, conyards, advanced comm center, shrine of nod and a medical center with medicopters and ambulances! Also the maps mention in last news topic from Pwn Call are now added, there was a bug with 4.1 which broke them :/ The server is now running on RC3 again so they are now working properly. They have been added to rotation Have fun
  14. Created by mixed assets from the MPF Dev Team created on maps by PwnCall Seven New Maps by MPF will be available tomorrow on the server NewMaps 4.1: Airai Atoll Cracked Ferk Night Lazer Tag Stockade Winterfell
  15. 80 downloads

    This menu skin changes your in-game pause menu to orange instead of green. To install: copy the "Data" folder into your C&C Renegade directory Peace! Rancid.
  16. 67 downloads

    This simply replaces the original C&C Renegade background menu image with just a black screen. Looks much better and simpler on wide-screen monitors! To install, copy and paste the Data folder into your C&C Renegade directory Peace! Rancid.
  17. Version 1.0

    92 downloads

    This is just an edited version of the original loading screen. Nothing major, I made it originally just to test my .dds plugin for photoshop. But personally I think it looks better in red. To install: copy and paste the Data folder into your C&C Renegade directory. Peace! Rancid.
  18. MPF_Sand General Map Information The original map C&C_Sand this is based on was created by Westwood Studios and released by aircraftkillEr a dozen years ago and overhauled by the MPF Developers to include Tiberian Technologies special features making it the first map utilizing these functions in Renegade. Mutant Laboratory There is a initially Neutral Mutant Laboratory on this map in the center. This building can be captured by repairing it after which your team receives three extra Mutant purchase options: The Mutant Acolyte, The Mutant Initiate and The Mutant Templar. They have modified laser weapons that fire green lasers doing good damage to enemy units and buildings. Note that the Mutant Templar is kind of slow but it cannot be crushed by enemy vehicles. *Notice that you can continue to purchase the Mutant characters even when the Barracks or Hand of Nod are destroyed. Secret Shrine and Advanced Communications Center This map sports a Secret Shrine for Nod and an Advanced Communications Center for GDI. These buildings provide your team with the Superweapon abilities. Without it you cannot buy Nukes on Nod or Ions on GDI. When the building is destroyed you can no longer purchase beacons, place them, and existing planted beacons will be disarmed. Inside the building you find the Beacon Purchase terminal where you can get beacons for $1000. Helicopter Pads The Helicopter Pads on this map are 4.1 updated and work with the sidebar functionality. When a helicopter is purchased they will fly in on the map and land at a position highlighted by arrows. Take note that anything at the location of purchase will be destroyed or killed when the helicopter is delivered. The helicopters have limited ammo and must be refilled on the Helicopter Pad. The Chinooks and Orca's/Apache's have also undergone some armor changes: They are more resistant to ramjet fire than usual, however, they are more vulnerable to other weapons now. Sniper Units Apart from being able to buy multiple skins for the sniper units they are also nerfed a bit where the Snipers have only 3 shots per clip and Ramjets only 2 shots per clip. This in an attempt to make it a less sniperfest map and not render the choppers completely useless. Alternative Characters There are a dozen alternative characters available on this map for purchase such as Hotwires, Deadeyes, Gunners and many more. Weapons Spawn and Crate Spawn There is one Weapon Spawn on this map in the tunnels. There is one crate in the center in front of the Mutant Laboratory. Superweapon Placements You are unable to plant beacons on top of the Secret Shrine, Advanced Communications Center and the Mutant Laboratory due to the absense of ramps. Screenshots below: The Sidebar in use with Mauler's custom HD Icons:
  19. http://www.ultraaow.com - Visit our Website UltraAOW 25K Weekend In the 25K Weekend everyone starts out having 25.000 credits right after maploads. This will make some interesting games again, the last time we did this was over 3 months ago. All other settings are standard UltraAOW Settings as described on the website. When? The Weekend of Friday 14 February till February 17 Monday. TT 4.1 Update is Required The Tiberian Technologies Update 4.1 for Renegade is required to play on the server. You can download it on their official website if you do not already have it. It adds lots of extra's, anti-cheat and a ingame automatic map-downloader, awesome stuff! Active Server Plugins Of course the server will run our own MPF_NewMaps.dll plugin which adds additional functionality to the server such as Veterancy and Special Crates & Power-ups. Other plugins running on the server are for example the Team Donate and !ammo purchase ability every minute. Type !cmds for a list. For a full list of modifications and adjustments please visit our Website. (changelog) Mappack is Available You could download our Mappack before joining the server. This ensures you have all the maps already. Then you will not experience any ingame download dialogs which may take long if you have a slow(er) connection. All you do is click Next, Next, wait for it to install the maps and then you're done and ready to join. Thanks Thanks people for reading this and maybe joining up this Weekend. Please feel free to spread this news around a bit to attract more people and let's see if we can have some fun the Weekend it lasts.
  20. IMPORTANT Tiberian Technologies Update 4.1 The TT team has released yet another update for Renegade. It brings the version up to 4.1 For manual installation downloads visit http://www.tiberiantechnologies.org Thanks Thank you for using 4.1 and making Renegade fun to play. Seeya on our server
  21. View January 2014 Rankings Congrats to LiMaDo for winning January's Prize: The game Command and Conquer 3: Tiberium Wars on the Steam Platform. Once we get around to talking to LiMaDo, he or she will receive the prize into their Steam Account. To receive your copy you must have an Steam Account @ http://store.steampowered.com
  22. Moderator Applications Opened Anyone wishing to apply may do so now. We are looking to add more staff. Guidelines Please follow the application guidelines. http://multiplayerfo...tion-guideline/ Apply here: http://multiplayerforums.com/index.php?/forum/46-ren-moderator-applications-open/
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  24. Here a little video preview of what is to come in Tiberium Crystal War 2.0 If you have no idea what it is then pleaes visit the website here. --------------------- Tiberium Crystal War Developer Night Amsterdam (Netherlands) Saturday, 25 January 2014, 15:00:00 CET UTC+1 hour Calgary (Canada - Alberta) Saturday, 25 January 2014, 07:00:00 MST UTC-7 hours New York (U.S.A. - New York) Saturday, 25 January 2014, 09:00:00 EST UTC-5 hours London (United Kingdom - England) Saturday, 25 January 2014, 14:00:00 GMT UTC Paris (France) Saturday, 25 January 2014, 15:00:00 CET UTC+1 hour Moscow (Russia) Saturday, 25 January 2014, 18:00:00 MSK UTC+4 hours Sydney (Australia - New South Wales) Sunday, 26 January 2014, 01:00:00 AEDT UTC+11 hours Beijing (China) Saturday, 25 January 2014, 22:00:00 CST UTC+8 hours New Plymouth (New Zealand) Sunday, 26 January 2014, 03:00:00 NZDT UTC+13 hours Introduction Hello everyone i would like to announce that we are going to hold a new gaming event for Tiberium Crystal War 1.52. Most, if not all, of our Developers and Testers will be available during this event so you can ask questions and or make comments about the current version 1.52 and the upcoming (rumoured to be dead) version 2.0 which is under construction. Newcomers If you are a newcomer to Tiberium Crystal War or never heared of it, go watch our video trailer first on homepage.Tiberium Crystal War is a full standalone conversion of the Renegade W3D Engine, you do not need Renegade to play it and you can run it aside Renegade just fine. It consists of structures, vehicles, units, sounds and many other assets from the game C&C 3: Tiberium Wars which were worked up by our Developers to work with Renegade. There are 15+ maps and a few different game-modes such as the classic All Out War, Deathmatch, Co-Op and Domination. If you want you can look at our Official Manual. Where You can download the Tiberium Crystal War v1.52 client from our website at www.tiberiumcrystalwar.com There are several mirrors available and all are hosted on 100Mbps and 1Gbps connections. Thanks & Have fun Thank you all for reading this and maybe joining up in this event, we haven't held any events for a while so we hope to see many people join up and have some good old fun. I would really love to see many people ingame this time again so Please spread the word and let's have some bigass fun in there Greetz the Tiberium Crystal War Development Team www.tiberiumcrystalwar.com
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