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DoctorB0NG

Former Developers
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Posts posted by DoctorB0NG

  1. For some reason your packets are traveling across the Atlantic to the US and then they go right back across the Atlantic back to Europe. This is pretty strange because you have Ziggo and lots of Dutch folks who play Ren-X also have Ziggo. I would assume that's why you're getting really bad bandwidth.

    I can zip up a pre-installed copy of the newest beta for you. All you should need to do is extract and you'll be ready to play! I'll work on getting that for you here.

    Edit: Try downloading this and extracting. To start the game, go to \Binaries\Win32 and run UDK.exe

    http://constructivetyranny.com/renx/Renegade_X_5.14.zip

  2. I see it more as glitching because... you just went off the intended playable area, and inserted your transport through ways people would least, if at all expect

    There's also not a way to defend this "entrance." You can't place mines there. You can only hope to catch someone in the act.

    Actually, you can defend it on walls, it's possible to drive up on to the overhanging rocks and lay in ambush for when someone attempts it. You also get a pretty good vantage point for defending your main entrance. Unfortunately the CT servers (being the main servers these days) have a bad sense of fair play, you can use the glitch to attack a base but defending from there gets you kicked...

    Please do a !modrequest in game or post on our forums if you see unfair behavior happening. We have a very active moderation team and are willing to discuss rules and adapt as per what the community wants to a certain extent.

  3. Dear coders, mappers, server owners, players, etc

    Over the existence of Renegade-X, one major thing has been missing and is crucial for any game: an interactive, in-game tutorial. In the past, other things have taken higher priority but now I think Renegade-X is to a point where a tutorial would be the greatest thing to increase the daily player base by retaining more new players.

    Mappers: How difficult would it be to create events through kismet and other mapping tools where a character could run around giving vocal advice to the new player? For example, McFarland would run around on Walls and teach the player how to place mines, how to purchase vehicles, and other crucial details.

    Coders: How hard would it be to implement parts of the PT UI and other in-game UI elements to help guide the player throughout his/her tutorial experience? For example, when the new player opens the PT, certain elements would highlight/illuminate to emphasize the in game dialogue.

    What sort of overall collaboration would be required for this to be done? Would this burden mostly fall on the coders or the mappers?

  4. RypelCam is very useful. How much has it improved lately? Last time I used it there were just some annoyances that I experienced like: no arms in first person and some sounds missing.
    If anyone needs any demos, please contact me. I will gladly supply an FTP account where you can snag the demos. A word of warning: do not distribute the demos to anyone else as they contain each player's IP address for that session which can be used maliciously in the wrong hands.

    Still waiting.

    PM sent. Sorry for the delay

  5. If anyone needs any demos, please contact me. I will gladly supply an FTP account where you can snag the demos. A word of warning: do not distribute the demos to anyone else as they contain each player's IP address for that session which can be used maliciously in the wrong hands.

    @RypeL: Getting a link for RypeLcam would be amazing. The stock UDK demo viewer is less than desirable and is missing key features.

  6. Their splash and damage make the weapon too easy to use and the delay changed that. It probably needs a nerf to both damage and splash instead of a delay. Either way, the delay definitely did an effective job in making infantry combat much more interesting in my opinion.

  7. I subscribe to the idea that there is no perfect place to put mines. I put spares on the sharp turn at the top of ramps, like WF, Air, and Ref.

    Assuming there is a "perfect way to mine", here is an idea:

    - Make doors have personal mine volumes with personal mine limits, for each area of each door, or even "designated mine places" where placing a mine automatically generates a mine in that exact position.

    - Make a "variable mine limit", a limit that exists now, except subtract anything you would normally mine a door with, leaving mine limits closer to 4-8 outside of the "designated mine areas".

    - Destroyed buildings, no longer contribute EVEN MORE MINES to other structures. Is anyone complaining? No, you aren't, because it decreases stalemates from 1-structure-24-mines.

    That way:

    -Any door has a personal mine limit of 3.

    - Laying extra mines exceeding that door's limit, instead costs "map mine limit".

    -Losing a structure, loses some of your mine limit, and the reason why that is good, is because 24 mines on 1 structure creates stalemates.

    -If you want, you can even control "where the mine spawns inside of that area", or just narrow the area to the center of the door so the mine has to be placed in a "good place".

    -If you desired, you could also hook it to the Building-UI, where icons show how many mines are within. Easier to code, you could just make friendly mines explode, cause "building under attack" message, like EMP Grenades do.

    To do it, you need someone to code, volumes, that allow 3 mines each individual volume, that don't contribute to the ridiculously low 4 mine map limit as long as it's inside the volume. Any more than 3 mines that volume, they disappear or start counting toward map limit. Any more than map limit, they start disappearing. The volumes would be the hardest thing to code or place. After being coded, they could even possibly be attached to structures, so placing a structure comes with it's door-volumes for mines.

    There very much is a perfect way to mine.

  8. First testing session will be this Saturday (January 16th) at 18:00 GMT.

    Please make sure you're ready before 18:00. Please be on TeamSpeak (ts.constructiveTyranny.com) and either have the map downloaded before hand or make sure you can auto-download the map.

    The maps we will be testing this week are:

    1) Snow (Henk) http://maps.constructivetyranny.com/data/public/snow1.2

    2) GoldrushTest (Bananas et al.) http://maps.constructivetyranny.com/dat ... ldrushtest

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