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Server maps - changelog 28.11.2025


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  • Developer
Posted

Provided by @DemonicXTC13

Tested by @ArcticPrism @MaxRen06 @Forithow

Changes that affect pretty much every map:

  • converted all .tga textures to .dds
  • removed unnecessary files i.e.:
  • asset_report.txt
  • log.txt
  • meter.tga
  • ta_cement.tga
  • ta_dummy.tga
  • ta_front.tga
  • s_a_human.w3d
  • stock game textures
  • unused files

(RxD Map Changes)
Changes that affect all RxD maps:

  • Added VIS
  • Added missing Nod Refinery MCT screen
  • Fixed Silos registering as Refineries on the Info screen

Canyon_RxD:

  • Reworked the terrain's texture mapping on multiple meshes
  • Added blockers to prevent players from going out of bounds
  • Added an invisible ramp over the minecart rail to prevent collision issues
  • Added missing building aggregates (mxref_ag_4) for both GDI and Nod Refineries
  • Added missing decoration Tiles
  • Replaced the static Air Tower interior with the original dynamic one
  • Added collisions to various meshes that were missing them

City_Flying_RxD:

  • Reworked the terrain to fix VIS sector issues
  • Adjusted the lighting so the map is no longer too dark
  • Added a vehicle blocker to the underside of the bridge to prevent the camera from clipping through the bridge when flying against it
  • Added the Helipads, SAM sites and Tiberium Silos as shown in the RxD 4.0 release preview video on YouTube

Field_RxD:

  • Added blockers to prevent wall walking on barricades

Islands_RxD:

  • Added base to base blockers
  • Added meshes to fix the gaps in the tunnels
  • Removed the old water mesh since RxD uses a new water mesh

Under_RxD:

  • Added blockers to prevent players from going out of bounds
  • Removed the barricade where the GDI Silo sits

Snow_RxD:

  • Added the new base to base blocker .w3d into the .mix

Uphill_RxD:

  • Removed the original ramps from the base entrances since the RxD ones replace them
  • Fixed the texture mapping on the barricade ramps

Volcano_RxD:

  • Removed the vehicle collision mesh from where the post used to be between the Nod Air Strip and Power Plant
  • Adjusted the lighting so the map is no longer too dark
  • Fixed a small gap on the side of the mountain

Walls_RxD:

  • Removed 1 of each teams base defenses and moved the remaining 2 to the sides of the base entrances

Walls_Flying_RxD:

  • Added a vehicle blocker to the undersides of the base entrances to prevent the camera from clipping through when flying against them

(User Made Maps changes)
Atoll_b6:

  • Added VIS
  • Added the Nod APC back to the vehicles menu
  • Fixed the vehicle drop waypaths

Atoll_b7 (New revision of Atoll):

  • Added VIS
  • Slightly reworked the terrain and added Refineries to both teams
  • Added the Nod APC back to the vehicles menu
  • Added vehicles blockers to the map to prevent access to certain spots where vehicles either might get stuck or are not permitted
  • Fixed the vehicle drop waypaths

Bio:

  • Removed projectile collision from the bushes

Creekdale_Flying:

  • Fixed the bridge mesh causing aiming glitches
  • Added walls to block off the entrances of the lower infantry tunnels
  • Added missing files to the .mix (08drkmtl01.dds, e_tib_smolder1.w3d, gsilo_exp.w3d, mgsilo_ag_ex.w3d, nsilo_exp.w3d, mnsilo_ag_ex.w3d)
  • HEX edited the mp_credafly.w3d to remove projectile collision from the grass and shrubs
  • Fixed Nod announcement audio playing for GDI when destroying Nod's Silo
  • The strip of the Air Strip is now targetable

Dawn_RaidDB:

  • Added a blocker to prevent players from going on top of the canyon wall
  • Fixed SAM sites to now correctly function as base defenses

Death_River:

  • Reworked the terrain to remove unnecessary meshes and fix aiming glitches in the tunnel behind the Nod Refinery
  • Fixed announcements for Repair Pads and Silos

Field_2B & Field_3B:

  • Added VIS

Marsh_BETA2:

  • Added missing files to the .mix
  • Replaced the original beta models for the GDI Medium Tank and Mammoth Tank with updated ones that have moving wheels and made them selectable as alternate skins in the PCT vehicle menu
  • Replaced the Tiberian Dawn Mobius and Tiberian Sun Kane character models with proper re-rigged versions
  • Removed the duplicate Nod_Repair_Facility building controller preventing the game from ending after base destruction
  • Removed projectile collision from the water

Old_Times_b5:

  • Added VIS
  • Added vehicle blockers to the tunnel entrances
  • Removed projectile collision from the bushes
  • Removed MPF loadscreen

Quick_Draw:

  • Hex edited the terrain .w3d to make the barbwire on the GDI Barracks invisible since it wasn't placed correctly
  • Fixed Nod harvester waypath going through the vehicle construct zone on the Airstrip
  • Added VIS
  • Added missing Nod Refinery MCT screen

River_RaidTS:

  • Added missing textures (bbngrascrv, bbngrasstrt)
  • Removed projectile collision from bushes

Silent_Dawn:

  • Added missing textures
  • Added tree model that would've been missing from the server's side
  • Removed projectile collision from bushes
  • Removed projectile collision from the barbwire on the GDI Barracks
  • Replaced Recon Bike models with one's that have the boundingbox fixed

 

  • Thanks 4

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