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yosh56

Totem Arts Staff
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Everything posted by yosh56

  1. That was a big part of it right there. We really didn't get any snipers, and that kind of screwed us over. We did also seem to have A lot of solo acts. If your whole team is communicating, it's probably a good idea to let them know that you're in a freakin' building. Honestly I don't even know when people started the plan to Ion. We also have a lot more new players in pugs now, and TS gets filled with so much nonessential chatter that I'm sure some start ignoring it.
  2. Not going to lie, the weapon pickups were kind of awesome. Not a huge fan of most of the changes to final version, but at least it won't have Negative spammage.
  3. Don't think the github will solve all of your problems; resource names changed and others move I believe. It's why the Commander Mod is broke atm.
  4. I'm slowly updating myself. When I did the Deck mutator and infinite ammo I was using just notepad. Now...I'm using notepad++ and running all all uc files as c++. They're close enough, and the Uscript plug-in I had wasn't worth the effort of customizing. So yes, simple Yosh is simple.
  5. I use two separate computers, and usually give patches out to a select few people before I release it... none of us ever have issues with the launcher updating. I honestly have no idea why some people have issues with it, and considering I didn't write the launcher I'm not exactly enthusiastic to look into what might be the issue X.x. That goes double since it seems like an issue that's all over the place. However, I am thinking the launcher could be updated to maybe show updates on the side pane and such. Could also use a player counter as well.
  6. Can probably build a manual patch for the SDK this week sometime. Don't hold your breath though... 'kinda already swamped with things to do.
  7. We already broke Valley with it =D It's actually not that bad.
  8. But could you double jump D=!?
  9. Watch new people play on Youtube... you will basically get your answers. Getting new people to come: Advertisement and make things that are appealing to more than just old Ren players (I'm looking at the beta 4 trailer... which was fine up until the use of JDIU and the floating text imo. Youtube comments on that video alone should tell you what you need to know). Getting people to stay: Make a reliably ending game-mode. Most complaints at launch weren't about bugs or glitches at all... they were about stalemates, and lack of any sense of accomplishment. Admittedly these are also the same people that run around with a rifle soldier and complain that a free unit is weak, and don't actually even know you can choose character classes... but those were our majority. That brings us to the point that this game... really... really... needs a tutorial. Finally... I don't think RenX is cut out to have a very large player-base. Not that the game is bad... but with the inability to really make an effective anti-cheat, all we end up with is a game filled with hackers, annoyances, and bad reviews... which will inevitably bring us right back to being a 200- playerbase.
  10. Man, that's iffy for me with the idea of raising the eco on the map. As far as I can tell, the strained economy is what keeps the map sane, so not everybody is a sniper, and Nod can't just spam SBHs, and GDI can't just spam Gunner rushes. I think it nailed the idea of map control very well already, and hopefully you won't go overboard with increasing the economy. I adore this map by the way... if you couldn't tell through Skype alone .
  11. Yeah, don't panic... it's not like either of the maps are unplayable, and this dev team, myself included, doesn't exactly always release things that are perfect right out of the gate.
  12. Far too late for that. It's not like the version posted will be unplayable or anything. Besides, it'll easily be fixed in an update. If I were to go back just for this one map, I would have to: Download the latest Training Yard, recompile shaders, re-cook the watch tower asset, move the files onto the NA server to be put in the patch folders, then re-make the patch... re-upload the patch, verify integrity, then wait for it to replicate to all mirrors. No. I've run through it already. If nothing else I'll just release a miniature patch in like a week that'll just be devoted to maps. Pretty sure people will find broken things in Eyes within the week too.
  13. You updated this when I wasn't looking.. the version built into 5003 is going to be one of the older variants then.
  14. Oh hell yeah there's a PUG tomorrow. Sorry, had gotten all caught up in patch things Sound off!
  15. Not going to lie... rappelling sounds useless when we all already have parachutes. Airlifting vehicles MIGHT get considered down the line... like WAAY down the line.
  16. Wait, what's a known issue?
  17. Are you completely sure about that ?
  18. Well since the incredible Yosh wrote, it, it actually knows which team won when it passes. It does, however, just say the enemy base was destroyed, since we'd have to rig up a message in Flash, then repackage all that just for something aesthetic. Maybe next time patch. Also, considering it's a team-only vote... I'm pretty sure it doesn't break marathon if enough people on the team really aren't having any sort of fun and vote themselves into a loss. And it is a definite loss and definite win for the other team.
  19. Do I need to break out the "current fu**s given" list again? I'll do it!, I WILL DO IT =p
  20. Buildings have 4000 health.
  21. I wish more problems got solved in 45 minutes with no intervention in. Yes, the game receives patches through the launcher. The in-game browser shows all servers, even those that are out of date, or a version above.
  22. We've known about this for a good long while. The secondary for rep-gun was something different IIRC. All I know is it crashed servers, and nobody ever brought back the healing of your own mines either.
  23. If you can, post your log files. C:\Program Files (x86)\Renegade X\UDKGame\Logs Preferably just upload the last like ... 30-40 lines.
  24. Added to main change-log: +Added a legitimate team surrender option to the vote menu (opt 3). +Added the Volt Rifle and Laser Rifle to list of units with Aircraft damage modifiers. +Buffed SAM Sites and AA Towers, since they were the most specialized towers, and sucked at their job TREMENDOUSLY. Both rockets together only scored 40 damage on an Orca. Also patch got delayed temporarily since we found something kinda' sort of major right before it was about to get green-lit. It's fixed already, but still caused a delay.
  25. I'll just edit this. For the love of God, people: infiltrating is not rushing. You want to see a RUSH on the Powerplant on Under: I'll have that video up hopefully by tomorow. On top of that, what you just said basically enforces Jeff's post with Nod having like one viable strategy on the entire map. Infiltration gets countered by one very boring/dedicated individual sitting by the tunnel in an APC anyway. If a team loses a building to infiltration, it's more of a play on their lack of paying attention (or someone got bored of camping). Really failing to see how people want to make Ren out to be a game of straight teamwork, then turn around and yap about how the only wins for a team on a map are just one person rolling lone-wolf. Kinda' contradictory. TL;DR : Under's about as imbalanced as it gets. GDI's always supposed to have BETTER infiltration options, since they don't have stealth, but Under gives them better/more options for EVERYTHING. Seriously, if you lose as GDI on Under... there is something very much wrong with your team.
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