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Everything posted by Sn4ke
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@ThommyK0104 screenshots from Try-Out: Snipers could get on top of strip using a buggy as ladder glitched nuke inside the rock behind GDI Ref (right side) though it's quite close to the Refinery... it didnt deal damage My own screenshots: did this alone, I guess 2 stankz are sufficient to jump over the wall collision. I know... this is pretty hypothetical... but it's possible so some players might want to use it (altough its no lonely-wolf issue..) Hope that's it! Regards, Sn4ke
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@Henk Ok, time for a double post... sorry that it took that long but I got a bit lazy regarding RenX map testing (or posting..) following screens are from Try-Out: Bad collision / breakdance area: Floating stuff: Green muschroom glow (too strong): Hope thats everything you need to fix that great map Regards, Sn4ke
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@ThommyK0104 I'll test it again a.s.a.p. you added the latest teamsilo version? I think you've been using different ones on River & Headlands (dunno when you worked last time on River though)
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haven't played on public CT server for a while. I've just seen those bot msgs on the Test Server..?
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@(Ger)Luhrian Release section - Gobi @Ruud033 move it?
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taking a shower = you fall down & die... or is that intended?
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any fraction controlling the hill could easily place a sniper on the log rock next to the cascade - if that is any kind of advantage? guess not (really) as the spot is too obvious. But I'm no sniper But the Refinery rock needs fixing. Yes you need a vehicle but 1 SBH on top of a stank can easily do the job, the stank doesnt have to climb up. And I guess we all agree about the glitching nuke spot on top of the rock. We usually test & report all the stuff that is not clearly intended by map design. But maybe some spots are intended and the mappers just don't want to tell us about 'em
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could you translate it for us? or is it just funny for dutch people
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- sometimes a base camping bitch that cries about the "f***ing campers" on the next map - bad aim (no sniper at all) - tanker / repair bitch - map tester (either doing all the stuff myself or simply ask Try-Out as he usually tested all the stuff before I do that, then I access his ftp and post his screens as hes even more lazy than I am)
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Alright here we go @ThommyK0104 ! Altough you didn't mention it in the changelist you finally fixed the GDI Harvester path in 2.1.0 unfixed stuff: rocks behind Nod Ref need collisions this rock still needs fixing... you can also glitch a nuke into it - the other rock (APC) is blocked. you can climb it and walk along the collision, but you cant glitch a nuke into it glitched nuke spot.. you need to be on top of the rock I know where you stand... Silent in the trees.... You cant climg the rock via the log, you'll need at least a buggy to climb up Vehicles get stuck a lot at this rock @ GDI base entrance (especially after jumping down the tunnel exit/entrance ) - but leave & re-enter the vehicle usually works floating grass @ INF path Rock behind GDI Ref (see stank above) you can climb the containers by stacking some vehicles... behind GDI Bar (Bunker got fixed though) still no collisions @ hill cascades (both sides) there is a vehicle collision right in front of the Humvee next to that wall @ base entrance - this collision is on each side (Nod & GDI base -> 4x collisions) climbing the containers works in GDI base too <3 hologramms in tunnels and near Silo are hardly visible - maybe pick another colour? Hope this is it... (if not... I'm sure Try-Out will remind me) Regards, Sn4ke *** Special thanks to: Try-Out & InSoMnIa ***
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alright... I'm sorry ^-^ when I started to test maps in general I used to play on CT test server and so it seemed wise to start a topic there and I didnt search all the RenX forums.. gimme some minutes
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can you tell us any prelaunch details or did you took a vow of silence (about such issues)
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@Ryz that one? I dont understand anything.... well at least not the context
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@ThommyK0104keep it up! but don't forget about fixing Horologe. But you could also blame me... I just posted the Horologe bugs on CT forums in my original bug report topic... I didnt find Horologe in WIP section... didnt think of Release section and so far I've been to lazy too re-post em.... Guess all old Renegade players long for a good remake of City in RenX - but I think you should focus on one project now. finish Horologe as its almost done, then concentrate on City... then... River / Headlands / I dont know ^^ you've started so many maps
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lies, you want $$$$$$$ Hooray, hooray! Congrats Henk!!!!
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@HenkAccording to Try-Out the "vehicle breakdance" issue is NOT fixed.. Didn't test the new version yet. Maybe tomorrow... EDIT: Alright @Henk I can confirm Try-Out: The upside down cave terrain collision is NOT fixed. But there's no more real vehicle breakdance [I loved that! ] at first I tried to find the collision again with a buggy.. I failed but Nod APC worked [reticle] other side - same problem as in the previous map version (1.3) Nod APC caves in the mud while trying to free my APC it tipped over and did a weak breakdance but got destroyed...
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please open the second ground entrances to vehicles if the map is going to be non_flying so we can med / stank rush from all sides like in old times
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sorry - didn't want to double post you didnt release the fixed version in the download section yet?
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I think the building settings is fine at the moment. let's wait for the new (fixed) map version. will be easier for sneakers and maybe GDI got the advantage now But I guess this topic should be *locked*
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why? Apaches MG is already super strong against infantry - even dealing a lot of splash damage so it's hard to hide from Apaches think that's just unnecessary limiting of strategic possibilities
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Kryp I know that generally non_flying = no stairs... but it could be a map without orcas/apaches but with stairs... and about Walls.. seriously? no. at least not with the current map design. Walls_non_flying needs an only_inf_path (imo) and maybe no ramps at the side (or reduced ramps) with extra inf entrance. because without orcas/apaches on the current design you got 2 entrances only... (yeah meds & stanks can easily climb the ramps, but thats not intended by map design so it's a damn glitch)
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Remove building stairs or not?
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@Fffreak9999 No! Don't update the new Tunnels version on Mara/AOW yet - only Test server is fine.... Will post the bugs in a couple of minutes ### Edit: ### broken minimap broken sunlight in Nod tunnel (near Airstrip) above the new tunnel branching (mid map) is a small - extremely funny - collision... your Humvee goes breakdance... your MedTank flying. flying APC due to the colision as you can see.. we had a lot of fun TEST it! its amazing Try-Out managed to get a Nod APC cave in the tunnels (near branching, see collision screens above) vehicles can access the inf new infanty path (both of them) floating stones near GDI PP the bushes in (both) Tib Fields got collision. Nod harvy gets stuck there sometimes the green mushrooms glow too strong it's possible to climb the PPs (also GDI PP - SBH on top of a stank can easily jump on PP) Stuck places: GDI base infantry entrance Hope we got everything. Happy fixing Henk the new version looks good! *** Special Thanks to: Try-Out ***
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I voted that commanders should be able to disarm all mines.. But now I think thats simply not the job of a commander. My suggestion: Add another rank to vote for like "Defensive Officer" - so teams can give the ability to disarm team-mines to a trusted / dedicated defender.
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periodic bonus: do nothing but wait to be Vet/Elite? [it's currently possible too... armor break / building kill / harvy kill - team bonuses, but that depends on the team..] veterany should be earned even if it's done by teammates no-vet-reward-for-teams-without-ref: what? killing enemies harvester is good to get cash & vet and hamper the enemy.. it's a good way to make up for the loss of the Refinery. behind in score: score is only important in AOW - even if you're 10k behind in points ýou might be able to win certain Marathon maps - so the score leading team gets punished to lead in score? hmmm I think it depends on the map. if the team is able to farm enough crates to get new tanks / units / cash / spies - they are still able to do anything they want... I agree with @Axesor the loss of refinery should be a punishment and force players to question their actions (which vehicle / unit is really needed now) but could this be tested at a PUG game?