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Kil

Former Developers
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Everything posted by Kil

  1. Oh whoops typo. "Doom Rocket Jumping" (and even explicitly adding "Episode 2") top results all have the info, so something as minor as a particular episode within the one game isn't enough to out right call it a lie, especially since which episode it was is irrelevant to the initial point. Anyway, moving on.
  2. With all due respect, what the heck are you talking about? This is a plain lie. I'd certainly appreciate not being called an out right liar thank you. Especially when you have obviously not done any verification or research. http://www.rome.ro/lee_killough/history/doomqna.shtml EDIT: Site seems to be down at the moment, so I'll save you trying to call me out on that (just in case, seeing as you felt the need to the first time), the quote is: "The only way you are supposed to reach the secret switch [inside the blue box at the north end of the map] was by (1) getting the invincibility, (2) blasting a rocket into the wall so you would fly backwards into the box. We found out early on that it was possible to flip the switch from outside, so Sandy made the walls thicker." - John Romero (you may/may not have heard of him - he made the game) Check your facts first before making accusations, otherwise you look like a dick.
  3. Trivia: Rocket jumping wasn't unintended. It was an intentional mechanic first seen in Doom 1, as it was the indented way to access the secret level in episode 2.
  4. There is no dev called Alabama Ku$h.
  5. Usernames on this type of forum are used with the intention of being a persistent, unique identifier. An administrator can change your name for you, but will not if you are likely wanting to change it again within a few weeks. I specifically mention this for you because you've only been registered for a week and a half and already wanting a name change, so I'm just making sure you understand it isn't a Steam-like display name you can change as often as you want. If you are happy for the change to "Kriemhild Gretchen" to be permanent, then post in here to confirm and it'll be changed.
  6. Memory leaks are in most cases out of our hands as most of it is handled engine side. Though there is a setting change that will be tested with Beta 3 that effects how the game handles map changes that may result in less data being "carried over", so there is a chance that it might reduce this problem.
  7. Oh hey look, more of the same stuff from the other thread that was just locked, from *gasp* some familiar faces. Yes get-a-grip, a moderator shall intervene, you can take a break. Sorry that your thread has to die N3. I'm not the PR department so I won't give a very detailed answer but simply; yeah development speed is in a lower gear at the moment than during the initial release hence the longer wait for beta 3, but hey that's the nature of trying to develop a AAA-esque product where no one makes a single cent, the speed fluctuates as people come and go regularly. Official news soon.
  8. Kil

    RenX Is Dead

    Well since you appear to be incapable of realising I'm addressing you directly, not the players as a whole, there is no reason to continue talking nor continue this thread that is based on an incorrect statement. Locked.
  9. Kil

    RenX Is Dead

    To someone like you? No. Go away.
  10. Kil

    RenX Is Dead

    Oh so now it isn't dead? Then don't say it is and then berate the others who don't agree with your bold negative statement that isn't backed by fact, no one appreciates it.
  11. Kil

    RenX Is Dead

    Well since you've said the game is dead, there is no longer a point for you being here. Good day.
  12. Kil

    intro:-):-)

    Good to have you here!
  13. It shows whether a player is an Engineer class (not specific classes). I recall it showed vehicles been driven, at least during beta... but I don't know why that would've been removed, maybe a bug, or maybe I really am remembering incorrectly...
  14. Kil

    Muting

    "log into RCON from ingame and use it" - does that mean you are a player in the server and use "Admin AdminForceTextMute"? I believe that AdminForceTextMute as an admin client will work, but not via execute as server (rcon or the Admin xxx command). That's just a result of the way the stock UE3 console commands work without specific setting up; which will be changed soon.
  15. Yeah, a few things have changed since 2002 ;-)
  16. Was working when I implemented and tested it. I haven't specifically tested it in the latest version (I have no reason to believe it broke) but looking at the code, doesn't look like anything has been changed. So I'm interested to know why you think they're always -1? People wanted it to be a shuffle that balanced teams out by score, not just the team counts, as it would then be more likely the teams would be more truly balanced. Of course score isn't a perfect way of calculating a players ability but it is still far more accurate than not considering it at all. Bots didn't end up working as intended so it isn't accounted for properly. Will be fixed either by making the bots work the way that was intended, or just a fallback to considering bots like your one here does. That's down to preference, and should be made a server setting - which'll be added. Though I agree it should probably be largest swaps by default. Players can also set their preferred Team when joining a game (not shown by any of the RenX interfaces, but it's there, left over from UT3), so that may also be considered in future as well. The inaccuracy is only in the slim chance, where the teams have an almost even distribution of Nod and GDI players anyway, so whether they swap or not, would be totally negligible for either keeping most people on the same team, or moving them to the other team. But if people really care enough, it can be fixed - suppose might as well when I'm in there updating it anyway. Unless you're referring to something else? It was kept in mind that people would potentially want to implement their own algorithms for shuffles (like now), so it has been setup in a way that it will be quick to add in a mutator hook, once the mutators are officially supported.
  17. The menu will be addressed, but in the meantime, you can type PlayerList in the console and it'll give you the PlayerIDs of everyone.
  18. Also destroying the Gun/Rocket Emplacements causes the vehicle count to drop when it shouldn't, hence why it happens often on Whiteout.
  19. Probably not a problem then, as crashes on changing to particular maps (different from the main regular map change crash) was an issue with the OB2 installer, since fixed in OB2a.
  20. Client right? Was this with Open Beta 2 or with Open Beta 2a/Open Beta 2 with your permissions fixed.
  21. Kil

    Upcoming game update

    Crossing my fingers that this relates to the buggy animation / too-slow-for-sprinting aspects. You won't get momentarily stuck on the door due to lag any more. Nod being able to get in the sides of GDI base? Yes.
  22. Kil

    Upcoming game update

    There is a console command for donate, press F5 then type "donate name 800" where name is a partial match on the name (like private messaging). Make sure you use "donate" and not "donatecredits" because the latter requires you to use player id (which you can get by typing PlayerList, so you can resort to that if the persons name is weird). "donatecredits 257 800"
  23. Yes we do plan to support mutators properly (with a specific Rx_Mutator class with extra hooks) but seeing as we're still in beta, supporting third party development isn't priority, and not recommended seeing as the game itself hasn't stabilised out yet, it is still subject to a fair bit of change thus third party content will likely break, or even become redundant (like in this case) in subsequent versions. But of course even now we still do like to see people trying stuff out to see the potential, and so that you guys will be as prepared as possible for when we will be supporting it. Link appears to be working for me now.
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