IPB

Welcome Guest ( Log In | Register )


43 Pages V   1 2 3 > » 

Ixith
Posted on: Aug 18 2015, 01:55 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


neverrrrrrrrrrrr!!!

that being said...most everyone who used to be here and remained active is now at PPM or C&C Communication Center and maybe other places.
  Forum: General Discussion · Post Preview: #50362 · Replies: 2 · Views: 3,996

Ixith
Posted on: Dec 13 2012, 02:03 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


To any Guests or Users who still visit here, you may have noticed recently, in the last week or so, that the site wasn't loading. It was due to the host changing the DNS settings. Someone managed to contact the DvD and it's fixed. However, the DvD brought sad but expected news that concerns why the host changed the settings and the site was unable to be accessed. Here's his quote from his post on the Project Perfect Mod Forums:

QUOTE (The DvD)
Hey guys.

I changed the settings to the ones Renegade provided and it seems to work. Now as to what caused the site to move, it could be related to the fact that I didn't renew the site's hosting plan at Siteground. They must've moved it to another location in preparation for the cancellation of the entire thing.

The reason why I didn't renew it is because, well, the site's completely dead (aside from the TS mapping and modding forums it seems, and Aro diligently updating it with TI news #Tongue).

I backed up the entire ftp a few days back but in all honestly I wasn't even planning to make any sort of statement or notification about killing off the site confused.gif I honestly didn't think anyone would still care, sorry for that. I'm very busy with studies atm and actually never give the site a moment's thought aside from when Siteground bothers me about it (which they recently did concerning the renewal of services, which I declined).

So while I'm here I may as well urge all whom it concerns to back up any exclusive stuff or move it to PPM. If anyone's interested in the backup files let me know and I could upload them. Which reminds me.. I don't think I backed up the forum database.. I think I forgot how to do that, at least I cannot for the life of me remember it right now, so if anyone would enlighten me, that'd be nice.

BTW, the hosting expires at 30th dec, if I understood Siteground correctly (which isn't always easy) that's the date they will physically delete the files from their server.

Oh, and PMing me on here is the correct way to contact me, as it'll email on an account I still use. I'm no longer admin on GameReplays because the owners are a bunch of scrubs.


So Tibweb has, most likely, until the end of this Month to exist. If you have any valued information or assets here, it is suggested to back them up before the 30th. It is also a good idea to post that stuff to another community site such as Project Perfect Mod, if it hasn't been posted elsewhere already.

I regret posting this news. But I feel it needs to be posted here despite the lack of activity, as it was coming to this. At least now there is some definite warning of when the end for Tibweb will actually be and that we have a last chance to secure any assets and information that hasn't been posted onto other sites within the C&C Modding Community.

I'd like to take the last bit of this post to say, thanks to all who made Tibweb what it was and that I had a lot of fun here with you all.
(feel free to recall and post any fond memories or moments that you have on here! [and on Tumsun for that matter])
  Forum: TiberiumWeb news · Post Preview: #50207 · Replies: 7 · Views: 16,826

Ixith
Posted on: Jun 5 2012, 01:03 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


holy crap you do have 280 posts here...

on another note. Alliances isn't really anything all that great really. I think a lot of the people who play it have never played a real C&C game before either lol. What gets me is that the strategy gets thrown out the window through leveling/upgrading your units. And I think eventually the plan on allowing research upgrades eventually too which may or may not make things better. Not sure if my creation of the 'tiberiumweb alliance' has brought some people here or not...but I think I have 23 members in my alliance now. lol
The game just gets really slow once you get to a certain point as you have to wait on command points so you can attack a Forgotten camp/outpost/base or a player base and upgrade costs for your structures and units goes up a lot each time and each time you upgrade something that produces resources the wait to collect the package gets longer. I think I'm at 5 hours per package on my shortest one right now. But...if you're gonna sit online for a good while each day or even if you're just going to pop in and check every so often it's something to do.

current coordinates on World 13 [USA East Coast Server]
-681:852 Fort Holixe
-682:854 Fort Asvetia

So if you play and are on that server or if you join that server...find me and send me a message. wink1.gif
  Forum: General Discussion · Post Preview: #50034 · Replies: 3 · Views: 4,214

Ixith
Posted on: Jun 5 2012, 12:47 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Update time. lol

Not much has happened on the maps shown here since the last update. Crescent Expanded still needs some trigger tweaks as does that other small 2 player one I showed off last time. But here's a 'new' 4 player that sat with just a very very base layout until recently and also a slight update on the Landing Zone 8 player.

This new 4 player map needs a name. Obviously not much shown off for it now to give people any inspiration on names...but meh...


the small update to LZ
before:

after:


as you can see some small areas have been filled in and all the player tib fields have been added. so little progress is little progress.

I've also finished the detailing of the 'Train City (2-3)' map from the original post but I don't feel it's worth posting a minimap comparison of. All that's left for it is to add in the train triggers, day night loop, some moving vehicles and maybe one other thing. And to tone the lighting to match the setting of the map better. Can't decide on a 'color' for it...I'm thinking a more generic dusk feeling is probably most appropriate though as there's urban areas but the majority of the map is grassy and forested.
  Forum: TS Mapping · Post Preview: #50033 · Replies: 16 · Views: 14,040

Ixith
Posted on: May 9 2012, 11:07 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Not sure if this has been asked before. But is anyone who lurks here occasionally playing it? Or is anyone interested in playing it?

If so let me know as I just started playing it 2 days ago and have today started the 'Tiberiumweb Alliance' in hopes of catching some attention on the game to the forums here. In it's description I have linked to the forums (don't think that's against their rules...guess we'll find out) so people who read it may end up coming here. Of course even if they join here they'll need to get validated before being able to post...but hey...a little extra potential for life here ain't bad.

To describe the game... It's a browser based game in which you build up your bases and I guess...try to take over this 'Forgotten Land' which is inhabited by the forgotten. As of right now it seems, on the server i'm on anyways, that you're restricted to using GDI. And outside of just other players you can/have to attack Forgotten camps, outposts, and bases in order to gain control of the middle of the island.

It relies on time based increments. For example upon building a harvester on a tibfield, it'll start collecting and after X amount of time you'll be able to click to collect it's load. When you upgrade a harvester it increases the amount it holds per load but also increases the amount of time a little bit that it takes to be able to collect. You need, tiberium, blue 'crystals', and power for various upgrades to structures, base defense, or offense. So far it seems the tibfields in your base do not run out. Powerplants run about the same. They produce X amount of power per load. Refineries are similar but produce X amount of Credits per load. Credits along with Research allow you to research new things for your offense and defense sections. Research you get by attacking camps, outposts, and bases.

If you want to see pictures of it then well I'm sure you know how to use Google and Youtube. lol

Overall it's one of those games that, when you start things move relatively quickly...but as you progress there's longer periods of waiting. I assume once you manage to get a second base that things get faster as you'll have two bases to run with instead of just one.

But yea...if you play or decide to play, post here about what your name on it is, and what your Base is called. I go by Ixith there and my base is currently called Fort Holixe. Coordinates are 637:897.
  Forum: General Discussion · Post Preview: #50021 · Replies: 3 · Views: 4,214

Ixith
Posted on: Feb 3 2012, 06:25 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


QUOTE (Bittah Commander @ Feb 1 2012, 08:05 PM) *
Honestly the main problem with Tibweb is that... it's impossible for new members to register confused.gif


Yup but as tore put it

QUOTE (Tore @ Feb 2 2012, 06:55 AM) *
It was set to approve because TibWeb was bombarded by spambots.


which is really evident when you look at how many 'people' are viewing tibweb just as guests alone...
"57 guests" at the time in which I am posting this. I have seen it as high as 80 guests with 4 'members' in the last couple months, which judging by names were obvious spam bot members. If members didn't need administrative validation then Tibweb would be in a sea of spam and not the food kind.

So it's kind of a blessing and a curse.
  Forum: General Discussion · Post Preview: #50001 · Replies: 264 · Views: 130,845

Ixith
Posted on: Dec 11 2011, 10:51 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Progress remains slow. And like always I can't help but start new ones instead of finishing old WIPs. However, a couple of the ones listed are closer and 3...or 4...hell maybe even 5 new ones have been started which I will not post on yet.

remember this map?
Attached Image

well EVA just said new terrain discovered....
Attached Image

of course it's not just expanded...it's been hit by extreme mutations. Similar to how Holixe River became Desolated river except in this case it's expanded and both worlds exist. Mutated and relatively fine areas. All that's really left to do on this one is touching up on some triggers and finalizing the lighting which I want to be similar to the original map's lighting but not quite as dark and maybe not as red too. Give opinions on that? (click the link to the original in my sig if you need refreshing on it)

but here is a new small one i will post.
Attached Image

so maybe soon there will be some releases...
  Forum: TS Mapping · Post Preview: #49982 · Replies: 16 · Views: 14,040

Ixith
Posted on: Oct 15 2011, 05:13 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Name: Kalistia Crestland
Map Maker: Ixith
Map Size: 90x60
Players: 2
Theatre: Tundra/Snowy
Info: This map is a small 2 player map. The area is populated with little villages to torture for amusement. Various triggers have been added into the map that may be found appealing. Build space and tiberium amounts should be plentiful. Tiberium has also been edited so that the blue tiberium will spawn from one kind of the normal tiberium trees and a few of these trees have been placed on the map. This appears to be my 34th map...so enjoy! wink1.gif

Added Story: Kalistia is located in the north of the Holixe region. The people in the crestland enjoy hunting and logging, however they are quite timid. Many have already evacuated after the initial exposure to tiberium. The rest remain hoping that the forces of GDI and Nod do not battle over the tiberium resources that are generating in their land.

Also the release of this map falls on Westwood's 26th birthday. So in honor of that...it's getting released.

Megamap (click for larger version)
** a small section of the mega got cut off by accident on the right side but not very much. also a few small edits have been made since the making of the mega**
Attached Image
Attached File(s)
Attached File  Kalistia_Crestland__2_.zip ( 319.94K ) Number of downloads: 267
 
  Forum: Finished Maps · Post Preview: #49938 · Replies: 2 · Views: 4,886

Ixith
Posted on: Sep 6 2011, 04:17 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Okay I now see what's wrong with your Radar Used trigger now that i've had a chance to look at the actual map.
The issue isn't a trigger issue but rather a rules issue. so if you add the following to your map file via text file editing then you should be able to send an engineer into it and THEN the trigger will spring because something actually entered it.

[CAARAY]
Captureable=yes

As for your Radar Taken Away trigger....not sure what it's suppose to do exactly. I assume that when you get caught in the spotlight it's suppose to disallow the use of the Radar Used trigger? If that's the case I was not able to check if it was working yet myself. It should by looking at it...although i know using Speeches are all fubar. took me forever and a day to get the one i wanted in Tiberian Epicenter working properly and then I made a fix and then I lost the fix. x]

As for the map itself. Not too bad for starters and the concept of being divided is kinda cool, although I can tell you now that some people may dislike the idea of being held up by the Firestorm defense wall keeping the players from fighting each other. However, that'll only really apply to 1v1 matches or 2v2 online matches as playing a FFA against the AI and you'll battle the other start spot on your side then focus on the other 2 and by the time you finish the one on your side the firestorm will most likely be down.

-You do have cliff errors on some of the cliff areas, typically these errors are the 1 tile connectors.
-Concerning balance, the main issue i see is that the bottom right player has 2 tib fields near them which both have tib trees however all the other players only have 1 tib tree near them. Not to mention he's a bit closer to even more areas of tib than some of the others too.
-A detailing tip that I can add is that for water when using water rocks try not to use too many of them in small areas. It makes the water look cluttered. Also IMO big water tile 1 looks bad when there are multiple ones near each other mainly because they stand out more than the other tiles.

That's it for now from me as I wouldn't want to overload too much stuff. I know some people might complain about the tiny bit of tiberium you have on grass or it even being near grass but really that's not a big deal. afterall tiberium trees have to mutate from something.
So all in all, decent job. Theres some things you can do but it's good to see a release from you. Especially here at ol' tibweb.
  Forum: Finished Maps · Post Preview: #49923 · Replies: 3 · Views: 5,219

Ixith
Posted on: Aug 21 2011, 10:04 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


QUOTE (Daroach @ Aug 21 2011, 12:37 PM) *
[attachment=7473:Lighting.jpg]


right there is probably your problem. Your Ion Ambient is EXTREMELY low. That would result in a map appearing VERY dark during an ion storm. It would perhaps mess up the normal lighting somehow or another but i doubt it.

Never go below ambient lighting values of 0.400000 unless your Color values exceed 1.00000 and even then I wouldn't go too much lower. Your current value is 0.005000 which is my guess as to why the screen goes black.
Level on the other hand is the opposite a lower level is more welcome in many cases in order to prevent blockiness in lighting.
  Forum: TS Mapping · Post Preview: #49910 · Replies: 21 · Views: 15,597

Ixith
Posted on: Aug 21 2011, 01:23 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


what confuses me is how the ion storm time effects your lighting. I mean I can understand if the Ion Storm lighting itself is way too dark...but the length of the ion storm should have no effect on how dark it is just how long the ion storm lasts.
With that in mind go to your lighting settings and make sure the Ion storm lighting values has an ambient above 0.40 and the color values have something in them instead of 0.0000.
Oh also you didn't do anything with the Ground Lighting did you? (Highly doubt this as it's hidden within the map itself and not accessible in finalsun.)

As for your Radar Trigger...i want you to test something. Instead of having the event parameters say Neutral type in -1 in the parameter values box.
As for Text triggers. I believe they don't work because you need an updated FSData.ini or you need to modify it as in the original they left out a certain value in the actions format in that file which prevents the Text trigger from properly setting up.

I believe this is the updated FSData.ini file Here.
If you replace your old FSData.ini file with that and then do the text trigger it should work then. If not I should be able to lead you through on how to get them to work another way.
  Forum: TS Mapping · Post Preview: #49908 · Replies: 21 · Views: 15,597

Ixith
Posted on: Aug 20 2011, 12:59 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Okay well for your Radar trigger. It looks good, I question why you have it set to repeating as I believe the way it's currently set it'd just keep firing a reveal all after it gets captured a single time. which isn't really a problem either unless you have the shroud regrowing on you.
So that leaves me to believe that you simply don't have the trigger attached to the building on the map. So go to the radar you want to fire the trigger when captured and double click on it, this should bring up the Structure Options. Now in that box go to the last thing available called Attached Tag, if it says None, then there's your problem it should have the Radar Used trigger there.

Now for your firestorm trigger set...
I'm confused on a few things here...
1-Are you wanting the firestorm to fire after the ion storm begins?
2-Or are you wanting it to fire after the fighting starts?
3-Is this for a neutral house on a multiplayer map or is it suppose to end up being a trigger for the player house on a SP map?

I ask #3 because of the action you are using in it called#34 add repeating superweapon. Which would pose the problem in that all that does is give a superweapon usage ability. Thus by giving the AI (and a neutral house AI at that) a superweapon, they just don't know what to do with it. So if you're wanting this on a MP map and for it to turn on pre-existing neutral owned firestorm sections you should instead use action #92 Turn Firestorm defense online and then use the dropdown box in the parameters and set it for Neutral.
**NOTE: a few actions in that 92-94 range are not normally shown in finalsun unless you have modified your Finalsun.ini or dled the modified one. If you do not have a modified one don't worry too much. You can still set the trigger but you have to type the action # into the selection box instead of finding it in the dropdown menu. It will also not show a parameter thing but the dropdown box in the parameter value will still list the houses.**
For an example you can take a look at my Perseco Terra map as it uses some firestorm walls which are activated until some stuff gets destroyed.

Now currently from what I see this is how your firestorm triggers will work out...
Map begins -> Instantly a VERY short ion storm will occur along with it Firestorm walls for the neutral house will turn on (once you change the action # that is) and a local will get set. -> The local allows the Fighting Starts trigger to go off 10 gameplay ticks later -> 2 text triggers go off and the local is cleared.

So if you want the firestorm to turn on at some point during the ionstorm then something like this needs to be made:

Trigger 1: Ion Storm
Event: Any Event (Ion storm will start at beginning of gameplay)
Action 1: Ion Storm Start -> 1000 (mainly because 10 is too short tongue.gif )
Action 2: Set Local -> Firestorm Defense Online

Trigger 2: Firestorm on
Event 1: Local is Set -> Firestorm Defense Online
Event 2: Elapsed time -> 250 (these events together will cause the firestorm to turn on 1/4 the way through the ionstorm)
Action 1: #92 Turn Firestorm Defense On -> Neutral (this will turn on ALL existing, neutrally owned, firestorm walls)

Now for fighting after the firestorm you could have something as simple as this IF it is indeed an ion storm from the start of the map for 1000 ticks...

Trigger 3: Fighting Start
Event: Elapsed Time -> 1001 (note it's 1 game tick longer than how long the ion storm will last. Thus the trigger will fire 1 game tick after the ion storm ends. If you want the ion storm to start in the middle of the map you'll need something a bit more complex)
Action 1: Text trigger -> whatever your number is for the text you want
Action 2: Whatever else it is you want..

as for the 'no i'm not hiding anything' comment i made. I was making a suspicious addition to that post concerning the fact I posted on your topic right after I posted my new map thus covering up my map from being the topic shown on the forum index.
  Forum: TS Mapping · Post Preview: #49904 · Replies: 21 · Views: 15,597

Ixith
Posted on: Aug 18 2011, 04:05 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


QUOTE (Team Black @ Aug 17 2011, 12:31 AM) *
it's an itty bitty map!

If you added beaches for hover/amphibious units it might add some strategic curveballs people could use


Well it's not the smallest i've ever made but it is small. Just needed something to finish up while slowly working on the larger ones.
oh and as for the beaches i thought about it...but figured there were only a few good spots for them on each side and in the end when hover/amphibious comes back up they'd have to go straight back into routes that other land paths already dominate anyways.


QUOTE (Pepsi @ Aug 17 2011, 06:38 PM) *
For one moment I thought it looked like the quick-match addition of Arden River.


Yea i got through doing the main river canyon spot and the lower end and then the next time i loaded it up i kinda stopped and thought it was somewhat similar to another map. Kinda put me off from finishing it up for awhile too. But it's really just the perspective in that the river is wide and cuts diagonally from upper right to lower left just like it and then is canyoned off with a small land connection.
However, I like to terrace with cliffs so there's more level changes and the what not.
  Forum: Finished Maps · Post Preview: #49900 · Replies: 3 · Views: 6,787

Ixith
Posted on: Aug 17 2011, 01:21 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


ahh well glad i could help somewhat.

...and no i'm not hiding anything... (don't ask)
  Forum: TS Mapping · Post Preview: #49893 · Replies: 21 · Views: 15,597

Ixith
Posted on: Aug 17 2011, 01:19 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Name: Perseco Terra (means 'dissevered land')[ ...well at least that's how I came up with it...original name was River Divide...but i wanted it to be in the line of Terra's but Divided land didn't sound right...sooo i looked up a synonym for divide and dissever came up...using an English to Latin translator online Dissever Land became Perseco Terra]
Map Maker: Ixith
Map Size: 80x80
Players: 2
Theatre: Temperate
Info: This map is a small 2 player map. There are essentially 3 main routes between the bases although the top most route is impassable unless a certain trigger is fired. In the impassable area of the top route also lies a tiberium field with a new color of tiberium. Build space is somewhat limited for higher tech battles however you are able to build down the terrace towards the bridge. Funds through tiberium are on the tight side for large armies unless you take control of the patch of new tiberium color. A fair bit of triggers were added but nothing all that special. Edits to tiberium values, growth and spread have also been made. This appears to be my 33rd map...so enjoy! wink1.gif

Added Story: None... well okay here's a crappy quicky....the Lital river area has been rather peaceful. However, as a new tiberium type has emerged on the path between the two neighboring cities, GDI quickly sealed it off with firestorm walls to attempt to restrict access to it. But...like all special tiberium types...it shall be fought over.

Pics: Have a hastily made non-perfect mega-preview! (which i believe covers the minimap and the need for all pictures even if it isn't a perfect mega.)
yes you can click it for even bigger version.

**some small edits have been made since the making of the mega. primarily removing the blue lamps on the water as I didn't really like it...**

Attached Image
Attached File(s)
Attached File  Perseco_Terra__2_.zip ( 433.67K ) Number of downloads: 234
 
  Forum: Finished Maps · Post Preview: #49892 · Replies: 3 · Views: 6,787

Ixith
Posted on: Aug 15 2011, 09:37 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


QUOTE (Daroach @ Aug 15 2011, 09:43 AM) *
However, I have a question: What are Locals/Globals? And what do they do? Because the Firestorm "Barrier" will not activate.
(Oh, and my capture radar trigger doesn't work confused.gif , though that's for another post.)


Locals and globals are two different but similar things. Pretty much how they work is that, They are independent events which can be manipulated to spring multiple triggers. So an example would be something like:

Let's say you want 5 things to happen when you destroy a church but you want them to happen at different times thus they can't all be a part of a single trigger so it'll look something like this...

Local = Pissed off Believers

Trigger1= Church Destroyed
Event= Destroyed by anything
Action1 = 11 (text trigger) -> 215: Scrooge!
Action2 = Local is set -> Pissed off Believers

Trigger2= Pissed off Believers unite
Event= Local is set -> Pissed off believers
Event2= elapsed time -> 1000
Action= Reinforcement team -> Angry Mob at waypoint x

Trigger 3= God's Wraith
Event= Local is set -> Pissed of Believers
Event 2= Random delay -> 800
Action = Meteor shower at waypoint -> shower size 3 at waypoint z

and so on for whatever else you want to happen because of that single thing.
Day/night loops are pretty reliant on locals one for Day and another for Night and then each trigger sets the other ones local and clears it's own so that the can keep triggering each other. I have a few examples of locals in work on my maps as i'm sure others do. Though to really gather a good idea on locals you should check out SP maps as they tend to use them more. I know one FS mission uses like 50 some odd locals on it..which for a beginner with locals, might be a bit much to look at though lol.

Globals However were used by Westwood on the missions in which if you took the side mission and then you'd get one scenario but if you didnt take it you'd get put into a different scenario. For example...there's a GDI mission in which you can send the Ghost Stalker on a train on the edge of the map and if you do you get to do a mission where you destroy an underground Nod power plant facility to buy yourself some more time as it temporarily knocks out power to the Nod base in the next mission. I'm pretty sure that was done through globals.
So locals are kind of situations within a single map while globals were merging situations from multiple maps. IIRC

as for your capture radar trigger thing...if you can give details about what you want on it and what not I could probably help there. I've been checking the forums a bit lately so I should answer you now. lol
  Forum: TS Mapping · Post Preview: #49890 · Replies: 21 · Views: 15,597

Ixith
Posted on: Aug 15 2011, 10:23 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


QUOTE (Daroach @ Aug 12 2011, 12:50 PM) *
off topic: I've always wondered this, what does nod mean Like the Brotherhood of nod? Is it a person or a thing?


The Brotherhood of Nod is a reference to the land of Nod which is on the east of Eden, in which Cain from the bible flees to after killing his brother Abel. And supposedly The Brotherhood of Nod has ancient beginning as to make you think more of that connection.

QUOTE (from wikipedia)
The Brotherhood of NOD and Kane seems to be a reference to Kain in the bible. 'King James' Genesis 4:16 states "And Cain went out from the presence of the LORD, and dwelt in the land of Nod, on the east of Eden." The land of NOD's meaning is explained in the bible as well. 'King James' Genesis 4:11 states "And now art thou cursed from the earth, which hath opened her mouth to receive thy brother's blood from thy hand." The meaning of "The Brotherhood of NOD" is actually literally meaning "The Brotherhood of the Exiled", wanderers of the Earth, cursed from it, outcast, cursed from normal society. This can be seen very well through the entire story of C&C.

  Forum: General Discussion · Post Preview: #49883 · Replies: 5 · Views: 6,951

Ixith
Posted on: Aug 15 2011, 10:14 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


epic news my friend.
  Forum: TS Mapping · Post Preview: #49882 · Replies: 23 · Views: 15,159

Ixith
Posted on: Jun 7 2011, 02:14 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Nod Mission: Divided Effort

Description/Main Objective:
Commander, we are have received word of a GDI Tech Center in the area developing long range weaponry that may surpass our own artillery. The GDI owned territory is littered with small outposts protecting this Tech Center. There is an artillery convoy en-route. Your job is to coordinate the removal of a few small outposts and patrol squads so that our artillery can destroy the Tech Center from across the river in relative safety.

Map Progress: Layout is done. but so far that's about it. Some detailing has been placed but not much. Pictures to come...whenever I get to it...

Pics: None yet.
  Forum: Nod Warfare · Post Preview: #49801 · Replies: 1 · Views: 9,773

Ixith
Posted on: May 30 2011, 01:01 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


/hides



Attached Image

more work around the edges, then start locations will get done, then fine detailing of trees and rocks, then triggers and lighting...not sure what i'll do for lighting as of right now though.
  Forum: TS Mapping · Post Preview: #49789 · Replies: 16 · Views: 14,040

Ixith
Posted on: May 25 2011, 04:27 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Okay...now that it's been close to a year since i've updated this topic....i think it's time to do so with an update on The Landing Zone.

Old Minimap from previous post


new minimap
Attached Image

so yea...not done obviously and still a fair ways away from being so...but work does continue. After not having FS open at all for quite some time i've had it open a good bit the last week working on this. No clue when the motivation will disappear or not though.

now let's see if anyone notices.
  Forum: TS Mapping · Post Preview: #49783 · Replies: 16 · Views: 14,040

Ixith
Posted on: Feb 10 2011, 04:17 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


I think i have you beat...

Attached Image

that's what i got on PPM (as guest) when trying to view a news post there are anything in the PPM Zone area for that matter...
So yea...i could see the forums...but when i went to the specific topic...i got that massive mess...and yes it's massive...look at the scroll bar...

everything seems to work fine once logged in though.
  Forum: General Discussion · Post Preview: #49677 · Replies: 9 · Views: 8,449

Ixith
Posted on: Jan 23 2011, 08:43 PM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


The FSData.ini is a part of Final Sun. Not the game. It tells Final Sun what to do with the various game elements and tools available inside Finalsun.

You can find an updated version of the FSData.ini Here in the topic Mapping Tools. That should be a good updated version of it in that list of Mapping Tools. Once you have that, just put it wherever your finalsun is and overwrite your old FSData.ini and then open up your map in Finalsun and re-try your text trigger. It should work.
  Forum: TS Modding · Post Preview: #49635 · Replies: 4 · Views: 5,942

Ixith
Posted on: Jan 23 2011, 12:45 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


Anything you have saved in your Sun directory that's the same name as something in the MIX files should over rule what's in the mix files. Thus your problem probably actually lies in your FSData.ini for your finalsun. I do believe you need to update that with the fixed up version for it to correctly do text triggers if you have not already found and updated it.
  Forum: TS Modding · Post Preview: #49633 · Replies: 4 · Views: 5,942

Ixith
Posted on: Jan 13 2011, 02:32 AM


Cyborg Reaper
Group Icon

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27


hrmm something about the grass LAT job at the upper right and lower left start positions just makes it feel as if someone took the Grass LAT in a 2x2 (for the must part) and went *plop* *plop* *plop* *plop* *plop* *plooch* i mean surely it's better than what we all used to do of the fine lines of grass, grey, and sand...but it just really looks as if it was "ahh crap i need to detail the player start areas...."

then 2 smaller things based on the megamap that i see...

1) The Tunnel Entrance in the bottom left corner seems to have a graphical glitch in which the cliff shadow is taking away the tunnel look and thus you can see the paved road where normally the tunnel terrace should be.
2)what appears to be ruins up on the edge of the upper left city area...the blackness of it just seems to cut through the trees. or so it appears anyways. It sticks out like a sore thumb that has grass growing all over it but worse yet is that growing on the grass on this sore thumb lies a tiberium growth of some sort...
  Forum: Maps · Post Preview: #49616 · Replies: 1 · Views: 3,457

43 Pages V   1 2 3 > » 

New Posts  New Replies
No New Posts  No New Replies
Hot topic  Hot Topic (New)
No new  Hot Topic (No New)
Poll  Poll (New)
No new votes  Poll (No New)
Closed  Locked Topic
Moved  Moved Topic
 

Lo-Fi Version Time is now: 29th March 2024 - 05:31 AM


XGhozt.com