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Posts posted by Agent
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And it'll send your target a notification, @Madkill40
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We're not paying $30/month -- that would be if we wanted them to host the website, which would impractical. I already had a self-hosted license laying around, and the renewal fee is $50 every 6 months for updates and support (which really isn't much).
And yeah, phpBB was tied into the front and download pages as well. I didn't even realize that until I put the forums in maintenance mode and nobody could reach the downloads.
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The website has been converted from phpBB 3 to Invision Power Board 4!
General improvements include:
- The entire website (minus the wiki) now uses a single, consistent theme
- A downloads section where you can upload levels, mutators, etc.
- Much more mobile friendly
- You can now actually read your private messages!
- It's not phpBB 3
The website will continue to be worked on over time, including possibly widening the website (done), merging the Leaderboard directly into the website (right now it's a separate website/server), fixing bugs, and other general improvements.
If you find any bugs or have any feedback with the website, please let me know either by replying in this thread or the Feedback & Bug Reports forum so that I can fix them. If you know how, please include any relevant CSS changes with your post.
- Jessica 'Agent' James
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https://wiki.beyondunreal.com/ is a useful reference for UnrealScript. Their site often goes down though, so sometimes you may need to look at cached or archived versions.
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Oh, I could've sworn that made it in. Future wonky mechanic then.
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Just throwing this out here, why not tie ownership of com center, to purchase of jammer? That way, you have to capture center, to get jammer, so when you lose center, you can still infiltrate, and just need to recapture to get another jammer in case you die.
That's a terrible idea; the communications center already gives more than enough. The primary reason I particularly want a personal radar jammer is to allow for potential infiltration, while also removing the current wonky mechanic of not seeing enemies in your own base.
I was thinking the cost could be 200 or so, but I'm pretty not great at pricing.
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I was thinking it just wouldn't occupy a slot, and would only apply to the individual to hide them from radar; the communications center would then be reverted to show within your base (essentially providing a very false sense of security). This probably wouldn't apply to vehicles. So far everybody I've ran the idea by seems to like it.
An actual item though that jams a radius would also be neat, though I still tend to lean in favor of the individual jammer.
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I'd also like to see a purchasable item that cloaks you from being seen in this way.
A personal radar jammer sounds like a neat idea, actually
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Don't expect server queues in the foreseeable future; it would be nice, but it's still more effort than it's worth right this minute.
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I may work on lobbies (and possibly other social features) at a later date, I just haven't gotten around to it (and honestly probably won't). If I don't get around to that, then yeah, tossing a quick IRC client to connect to the #RenegadeX channel should be relatively trivial.
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Packages placed anywhere in UDKGame/CookedPC should work. The example mutators are in the RenX_ExampleMutators package.
For compiling mutators, you should download the SDK.
The wiki page could use some additional content if anybody feels like contributing.
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Let's call it a feature. That is interesting though.
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The solution freak mentioned should work, which would add the configured bot counts on match start. That's also how the Skirmish menu adds bots to the match. The skirmish menu also tacks on the following value, though I suspect it's currently unused.
"?Numplay=" $ (SelectedMap.GDIBotValue + SelectedMap.NodBotValue) Example: ?Numplay=6?GDIBotCount=3?NodBotCount=3
@kenz: There's already a bot-side plugin that regulates bots, though to be frank I haven't tested to see if it still works. It's perfectly possible that it may have broken with the recent RCON updates (but would be easily fixable). The plugin's named "RenX.MinPlayers", and what it actually does is regulates the bot count to enforce a minimum number of "players" (bots + humans). This means that as players join bots get naturally be phased out, and as players leave bots gradually get added. It's imperfect though.
Honestly though if you're just setting up a small server (i.e: a LAN server), it's not really worth the hassle to setup an administration bot for just one plugin.
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Many folk are from the US, including myself.
But yeah, it's primarily a European player base.
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Ah, didn't think about that. I suppose it would also mess with movies a little as well.
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What?
How am I supposed to know that Eyes is being replaced with Glasses in the upcoming patch. You said nothing about that in your previous post.
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Unless this new version has a mini/overview map and is being included in the upcoming patch, it's definitely not 'pointless'.
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It should download just the config files, which should be < 1 MB.
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Honestly I hate that mutator myself as well and have avoided playing on that server as a result. Giving shotguns to engineers is just silly and somewhat game breaking; I feel similarly about pretty much all of the weapon modifications on that server.
But yes, in general servers are permitted to run any non-malicious mutators.
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Would honestly just delete all UDK* files in the config directory and start from there. They're usually the root cause of issues like this.
Clicking "Reset Game" on the launcher should do this for you.
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Your level seems to lack a mini/overview map. Can you please add this?
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Like a repository of mutators that you can browse through and download?
Neat idea, but extremely unlikely.
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Players just need to be unable to change their own team when bIsCompetitive is true. The same goes with name changing, which also messes teams up for non-steam users.
As I've mentioned, the automatic team retention works correctly. The only other "flaw" is if not all players have loaded in, which is rare.
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We've had ideas, but haven't really worked on implementing any of them. We're still primarily focusing on the base client and CNC mode. Implementing additional game modes in a reasonable amount of time would probably involve recruiting more programmers (and maybe another level designer or two, but mostly programmers).
I'd love a campaign mode (for both single player and co-op).
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I cry