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Nielsen

Totem Arts Staff
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Everything posted by Nielsen

  1. No there's a 4 GB total memory limit, depending on your vram vs ram and how the videocard takes up memory in that process it can be less than 4. If you reach that limit as we did a lot before, it leads to game crashes which were much more frequent in the past. There is a way to get around it using LAA : https://www.techpowerup.com/forums/thre ... re.112556/ (I never tried it on Ren-X, could potentially help) But we chose not to use this, use that program at your own peril. It's pretty much required for any Sins of a Solar Empire mod for instance.
  2. 32-bit game because of reasons, so the RAM available is very limited.
  3. Love the prefab kits, they should go into some maps regardless.
  4. I can't believe I never played it... it looks really good to be honest, proper objectives and side objectives etc per map. It's like superior ren+ BF 2 or something.
  5. Quite surprised to see people being ok with transforming the game into something which is not C&C. We have discussed this somewhat a few times within the team but felt it unwise since C&C is one of the big pulls of this game. If it were to be retooled I'd rather we do it on UE 4 but it would practically mean building a new game pretty much, it's easy to talk about new factions and backstory but actually expressing them in terms of design and aesthetics is not simple and can be quite time consuming if you want to do it right. C&C is appealing because it has an interesting backstory, you can't simply pit some generic faction vs generic faction and think this out on an afternoon, we're invested in GDI & Nod because we've played multiple games with a lot of information and backstory on them. I'd say your best bet for getting this done (retooling the current UDK game) is doing it yourselves as a community. Speaking for myself here but I simply can't afford to work on free projects anymore like Rypel said the college days are over. I'd be more than happy to give some advice of course. And out of sheer curiosity, what would you like to see TA build if we were to build a new / UE 4 game? -Heh interesting that ETQW trailer, the first bit with the ambush is pretty much exactly the Ren cutscene in the canyon on mission 1.
  6. Post it here with the details and maybe someone will pick it up : )
  7. The spots are on the landscape though, not the rocks so the rocks' lightmap res has nothing to do with it, they're only responsible for the shadows on the rocks themselves not the projected shadowmap. The rocks even at lod 3 aren't that square that they will project anything bad. The landscape components are all individually placed on a landscape lightmap, either too high or too low a resolution will cause bleeding or insufficient resolution and you get crappy sectors, that is the most likely cause. From what I can tell it looks really low res per sector atm so just try upping the lightmap on the landscape first.
  8. I think the fix was to paint a "bottom layer" at .01 or lowest opacity possible and paint all others on top of that, set that layer to alpha blend as well. You can make this layer middle gray or just a normal map or something so it doesn't interfere with any of the other layers. edit - lol Havoc also says this in his post btw. If this fix doesn't work for you then it's a different problem, I assumed it was the black squares since I can't see the picture posted in the thread anymore. It could be related to different stuff otherwise, you might have to "regenerate" your terrain (change the size of the squares but keep the same overall size will force it to recompute and usually gets rid of weird errors and stuff) or it's the lightmap on the terrain having too low a resolution.
  9. They should be in your Nigerian bank account already!
  10. You will be well compensated and can look forward to early retirement!
  11. to the OP: Start with Unreal Engine 4 or Unity and build something no matter how small with it. You can mod Ren-X if you want but you're working with an outdated engine and Uscript which has been done away with in UE 4 in favour of Blueprint / C++ the latter is more relevant for a career in games anyways.
  12. My grandfather who passed away in march 2014. He lives on in cyberspace now.
  13. No offense taken or anything, just stating why it runs faster. I like this idea a lot and having several scenes for variation is a neat idea, especially if it would alternate on startup.
  14. Increase in fps is logical, a lot of the hangar deck scene isn't rendered. It's a very small cutout now instead of hundreds of armour plates and what ever meshes + a huge hovercraft, it just renders a small corner and 3-6 characters. Looks cool in any case!
  15. "I want, I want" lol In any case: Zixxer is the author of Scorpion Hunters (yes there was a UT3 mp version of the map) If the map still exists then maybe someone from the community can port it, I doubt Zixxer or any one from the team will at this point. (there is plenty to do + playing that map was a mixed bag tbh regardless of whether it had defenses or not)
  16. Before, when I had an ATi card, I had loads of problems with UDK / Unreal with regards to overdraw issues / any form of transparency in the game. I'll run by Canyon, see if there's anything that stands out with regards to that. Otherwise I fear there's not much we can do.
  17. This is NOT official in any way. I'm trying to gather opinions and suggestions on the UI so we can possibly do a good UI / Usability patch, or at least help convince everyone we should. I'm curious about your thoughts on a UI / usability patch. What would you like to see improved that'll help promote communication / teamplay or improve the UI so it's clearer and more helpful. So far I've seen: -Voice chat (obvious) -Radio commands being localized / louder / icon above head. -Minimap showing friendly team as green, enemy team as red. (apparently we have this done but it's not working or something) -Improved chatbox, improved fonts, colouring etc. -More logical weapon / item purchase menu in PT. -Better spotting functionality. Add and discuss your own UI gripes and all that and I can update this post. I'm hoping to get a broad range of opinions and / or suggestions on what to fix. It's very likely we won't have time to do it all but it's good to have it all in one place for starters.
  18. using A & D in a submenu sounds pretty bad because you can't walk or do anything. Off to the side is also something I'd like to avoid, since you want it to be very clear at a glance and when you know the combo it's hardly even there at all. (it's off to the side right now + really small, takes too long to look at it relatively speaking) As for "clutters the screen" eh that much but ok. I just used WT exact menu, we could well do with something smaller, but it's not in the way of the crosshair because it's below that and it doesn't interfere with any useful keybinds while in the process of using it.
  19. You must be great at parties. Post an example please, played Tribes 2 but that's ancient history.
  20. I think that's all possible but you'd have to ask the programmers to be sure.
  21. "Alarmstufe Rot 2" ^ That is hilarious, reminds me of being in Germany a long time ago and reading "Stirb an einem anderen tag" or similar which filled the entire "Die another day" film poster... barely any space left for the actors On the surface the models look good, clean and well rendered versions of the RA 2 buildings, well done!
  22. To clarify this isn't a mouse based UI like Battlefield, so Q spot would be it's own thing. This isn't meant for spotting either, it's team communication. Q would remain all the spotting / attack context sensitive stuff.
  23. No this is exactly why I suggested it as such and not integrating it into alt / control, because that already exists and is unwieldy. You cannot use Alt / control for this new system, only 1 key because everything would be divided by the numbers 1/5 and then a submenu. Right now you cannot rebind the ctrl key for the radio commands properly; I have it set to "duck" but it also brings up radio commands. Besides people are already coming in saying they want to keep the old system as well, it's there so we can leave that as is. So my suggestion is to implement the "T" system and have T be rebindable. Also keep that Ctrl / Alt system but also have that rebindable. Yeah I'm pleading for a big usability improvement before final release but Steam is still nowhere in sight unfortunately. There are other things we can improve in the meantime however such as this.
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