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bk57

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Posts posted by bk57


  1. 1 hour ago, FunkyFr3sh said:

    Everyone who played at least 10 ladder games can join. Post here if you want to join or send me/xme a message on cncnet OR discord OR post here in the forums and tell us the nickname you used to play the 10+ games.

    cncnet ladder - bk57

    Discord @bk57#5013

     

    • Check 1

  2. I have similar problem. Lately started new map witch crash on loading screen and has almost nothing on map yet. All I did is made an spectacular landscape... | Need help!

    minimap.png.dca05ca32c5ee2dd9e9bde8b3349809e.png prototype_one.map

    Sometimes it helps if you add/remove AI and remove all tiberium trees and buildings on map.

    1083149527_GIF1.thumb.gif.966f193af5548ddf91ecb17c04caac6c.gif

     


  3. 20 hours ago, AKWhitey123 said:

    After saving game, 

    Just played your map on skirmish. I don't see why you have to save your game... Indeed map works fine, has no errors, no new units, buildings literly nothing that might make map ''glitchy'' after reloading it.


  4. You know one of the most exciting things you've done in significant short time is definitely this kindoff result you get here.
    I can clearly say that I did appreciated to make this mod and my excitement for this is still not going off yet.

    Thank you amokk for your support!!


  5. 56 minutes ago, Captan34 said:

     

    what do you think is possible?

     

    Nothing is impossible but am pretty sure am not going to make a mod from all 4 sides... think of this - once they all meet up in middle its going to be a traffic jam, what fun that makes?

    Game probably slows down if your CPU can't keep up with all units and structures on map but if game start slow it means your CPU is already under pressure and I can't do anything about that unfortionately. 


  6. 20 hours ago, Captan34 said:

     

    Hello , You made "Sky's Spiral Tower Defense mode" I wanted. Thanks for your effort. how can we play the map

     

    All my mods are available free to download:

    Step 1: Download
    Step 2: copy/paste in game map folder (example: M:\Games\TiberianSun_Online\Maps\Favorites\paste_here.map)
    Step 3: restart or open your cncnet client
    Step 4: Play and enjoy!


  7. Lately one of guys on cncnet asked me if I could make the Sky's Spiral Tower Defense mod in 4 directions... and ofcourse I replyed:


    (24) [22:54] <FiveM_bk> whats up?
    (24) [22:54] <Captan34> Can you make a spiral tower map in 4 directions?
    (24) [22:54] <FiveM_bk> hmm

    One minute later... 
    (24) [22:55] <Captan34> north-south east-west directional attack. would be great
    (24) [22:55] <FiveM_bk> am not sure how the spyral will works out on that
    (24) [22:56] <FiveM_bk> but I have something in my mind already

    He came up with plan:
    (24) [22:58] <Captan34> those from the north will only attack the south. is it only possible that those in the east will go west?
    (24) [23:01] <Captan34> If you do it will be a super legend

    (o.O am I not a legend already? oh well...)
    (24) [23:02] <FiveM_bk> ofcouser u can make them fly, go or dig any way u like
    (24) [23:02] <FiveM_bk> do u want me  to add some new units aswell?

    (24) [23:07] <Captan34> you can add new units. but I'm very curious about how it will be.
    (24) [23:09] <FiveM_bk> I'll see what i can do and I let u know when am done. :)

    This is what I came up with exacly two days later.

    690787266_SkysX-SpiralTD.thumb.png.7c6d71acbb3be506b247df20e36a5638.png

    All mods availabe here: 

     

    • Like 1

  8. So nice it's Friday right?! How about we make this weekend even better... Finally here Full beta - Temple of Tiberian Sun.

    TempleofTS_Campaign.png.af6dcc60d41069082d2499cfe0a3c413.png

    Minimap.png.27cef7bdc9de131cd520b5ccb3f3caf3.png

     


    1. Secure the train - Infiltrate Nod's outpost.

    TempleofTS_Pro_train.gif.5b4d5f333a7f868b95a316a17191636c.gif

    2. Objective One: Locate a capture T.V. array South.

    TempleofTS_Pro_base1.gif.c93ce6248a924c5afff8daff78142eee.gif

    3. Objective Two: Destroy Mammoth Mark II Prototype. (Capture GDI's Radar and disable Bridge destruction security protocol)

    TempleofTS_Pro_MKII.gif.45a18a5827421832b427e2d01e02a0c4.gif

    4. Objective Three: Assasinate Tratos. (Locate and Capture 2nd T.V. array)

    TempleofTS_Pro_Tratos.gif.bf22661442a42f8042a3b89c392b20fe.gif

    Download link will be announced in couple days. Don't miss -> Available.gif.e9e0a305738f8f223564926263aa660a.gif
     

    ______________________________Credit_________________________________

    Discovert Operations: Mission 3 (map).......................................Messiah
    Standalone Patch (Units, Structures, Terrain and more)..............Holland
    Full reconstruction from Campaign to Multiplayer............................bk57


    ______________________________Extra__________________________________

    Start only with E1 (infantry).............................................................Holland
    Capture T.V. array multiplayer..........................................................Wtf_ovo
    Max Queue Units 10..........................................................................Holland
    Flamethrower Arnolds for...................................MikePence(Hungry Mike)
    Message Delay 1.7..............................................................................EliteGI
    2020 XTX inis....................................................................................Holland
    No MCV's at start..................................................................................bk57


    ___________________________Lead Test Crew____________________________

    +3 AI | Temple of Tiberian Sun | Beta 0.0.1..........................................bk57
    +3 AI | Temple of Tiberian Sun | Beta 0.0.1...............................HK10THFC

    +3 AI | Temple of Tiberian Sun | Beta 0.0.2..........................................bk57
    +3 AI | Temple of Tiberian Sun | Beta 0.0.2...............................HK10THFC
    +3 AI | Temple of Tiberian Sun | Beta 0.0.2.................................Computer

    +3 AI | Temple of Tiberian Sun | Beta 0.0.3.........................................bk57
    +3 AI | Temple of Tiberian Sun | Beta 0.0.3..............................HK10THFC
    +3 AI | Temple of Tiberian Sun | Beta 0.0.3................................Computer

    +3 AI | Temple of Tiberian Sun | Beta Final.........................................bk57
    +3 AI | Temple of Tiberian Sun | Beta Final..............................HK10THFC
    +3 AI | Temple of Tiberian Sun | Beta Final................................Computer

    +4I | Temple of Tiberian Sun | Beta Pro..............................................bk57
    +4I | Temple of Tiberian Sun | Beta Pro...................................HK10THFC


    _____________________________Utilities_______________________________

    FinalSun.exe............................................................................XCC Editor
    FSSToolkit................................................................................XCC Mixer
    Discord........................................................................................Notepad
    Gifcam..........................................................................................Hotkeys
    TiemViewer......................................................................................Mods


    THANKS TO

    CnCnet Team

     

    This is what you get most of the time while trying to get map working... and oh! hello a crate lol. :D 

    Launch_bug.gif.f1b56d14d4cd8d9532c5369ddea75816.gif Pro_TempleofTS_sp3.1.gif.9037e44a8fa565a5830f1028e2ac8456.gif


  9. On 4/21/2020 at 6:27 AM, JeffyB said:

    ... whenever I send a huge mass of units to attack his base there is a reconnection error... Any idea what´s causing it?

    These are CnCnet rules for online limits. Exceed them an you will get sync error.

    ; ******* Object Heap Maximums *******
    ; These are the absolute maximum number of these object types
    ; allowed in the game (at any one time).
    [Maximums]
    Players=8                ; ipx layer limits this to 8 maximum
    Aircraft=150
    Anim=100
    Building=650
    Bullet=50
    Factory=32              ; 32 is minimum for 8 player game
    Infantry=550
    Overlay=1               ; special case -- only needs one
    Projectile=20           ; projectile types, not actual projectiles
    Smudge=1                ; special case -- only needs one
    Team=60
    TeamType=60
    Template=1              ; special case -- only needs one
    Terrain=500             ; trees and rocks
    TrigType=80             ; trigger types
    Trigger=200             ; triggers themselves
    Unit=650
    Vessel=150
    Warhead=10              ; warhead types, not actual warheads
    Weapon=55               ; weapon types, not actual weapons


  10. Almost.... almost done! Act I, Act II, Act III - complete.
    City.thumb.png.9425b9c2580f33d6db0adcfd0d3f24ea.png

    Final Beta test: Available.gif.e9e0a305738f8f223564926263aa660a.gif
    Download link: aTemple_of_TS_coop.map

    SKIRMISH  &  3 Player

    Skirmish.png.270414c72f6bc8a26db8740a6a97fa58.png

     

    MULTIPLAYER (2 Player)

    Multiplayer.png.a271256b3b2718371c066b8e16f20ac8.png

    Add extra AI for more players.

    _______________________________________________________________________________________________________________________

    BasesOFF.png.13278f19f6a9b99de5da2ff9ec687672.png Unit Count - 03 (Max) BasesON.png.6403ad7089fdadc51b1bd47dce586a61.png Unit Count - 00
    Feel free to start with Nod or GDI. To avoid game from crash don't start Side: ''???''.

    • Like 1

  11. 45 minutes ago, FunkyFr3sh said:

    But anyways, if you play just offline with AI players then open spawn.xdp in notepad and raise the limits and you should be fine!

    This means if changes are done I have to make backup spawn.xdp to continue play on multiplayer right.. 
    One last thing; any chance I can get ''old limiter'' settings here for compare? This is what explains all coop maps crashing on multiplayer. (expecially BIG ones)


  12. 1 hour ago, FunkyFr3sh said:

    u copy the whole rules.ini into the map and it's getting too big then the server will refuse the map. 

    If it's ts map and you try to add a custom map preview image then it will also refuse the map.

    Its a TS map and you right again its huge. For now am sending it for few ppl just to test it.
    Preview using only existing minimap.
    /map 16d377cc27c29aa0439871169ff3d9c158cae549 hash


  13. 9 hours ago, FunkyFr3sh said:

    0.0001 seconds :D

    Seems that I am Legend. Yeah I mod maps make coop and defense but the point is when I start a game and have my ''new coop map'' noone can see the name of the map neither the map preview after join room. This is where Forum comes very handy you can download ''new coop map'' here and it works on client straight away. It's strange. 😲


  14. 1 hour ago, Messiah said:

     

    Is this stuff anywhere to download yet? I only have the ecache55.mix, which only contains .tem files, but lacks any .shps. Especially the train station roof is hard to find.

    The link in the first post is dead.

    Get Standalone download 123MB

    all files included

    easy setup.

    • Check 1
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