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neagu

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Posts posted by neagu

  1. QUOTE (b3h1ndu @ Aug 13 2009, 03:55 PM) <{POST_SNAPBACK}>
    I was just thinking.

    I saw in your newest video how the Repair Beam locks on to vehicles/people. (which I think is really good, don't get me wrong.)
    But, is there going to be some kind of priority lock-on for the beam?

    I'll give an example for what I mean. Say you are defending the Weapons Factory as GDI, and you're sitting there repairing it while Nod pound it relentlessly with Mobile Artilleries.

    Then comes along someone else on your team, and they are all like "don't repair, just let it die, you're just giving them points". Obviously, you don't listen to them. But then they get angry, and they start jumping around in front of your MCT. In this situation, will your beam stay locked on to the MCT, so that you can continue to save the building? Or will it lock on to the other teammate (assuming they have taken damage or something from the MobArts)?

    Also, another example is if you're in field and repairing tanks, and then a sniper comes along who has taken a hit tries to jump in front of your beam, will it lock onto the sniper, or stay with the tank?[/b]


    The rep gun could fire a straight non-locking beam with the primary fire and a lock-on beam with the secondary fire, thus making the secondary fire useful and unique.
  2. QUOTE (BLaZor @ Aug 1 2009, 06:30 PM) <{POST_SNAPBACK}>
    I know it doesn't kill enemies, my question was destroying buildings. Iirc, you could point your repair gun at the master terminal in any building, you could destroy it slowly. More repair guns, the quicker the building was destroyed.[/b]

    You are wrong, the repair gun DOES NOT damage buildings in multiplayer matches.
  3. QUOTE (BLaZor @ Aug 1 2009, 02:00 PM) <{POST_SNAPBACK}>
    This may be a silly question, but could you use the repair gun inside a structure to destroy it like before on those master terminals?[/b]

    The repair gun doesn't do damage to enemies, it repairs them just like it repairs friendlies, therefore it can't destroy a structure.
  4. QUOTE (Ban4life @ Jun 12 2009, 05:32 PM) <{POST_SNAPBACK}>
    Dont know about the question, but it has been answered at least two times =). Last time it was the post before yours.

    Ban4life[/b]

    Please read this attentively: "each server will be able use it's own custom mods for this mod ?"

    The previos post was: "Yes that would be a no to adding your own music. It's for the same reason that you won't be able to customize skins (the UT3 data structure and package system.)"

    My question was about server side mods, while that answer refers to client side mods.
  5. QUOTE (thrash300 @ Jun 12 2009, 12:41 PM) <{POST_SNAPBACK}>
    KK This is a question that I MUST ask.

    When Renegade X comes out, what will you be using for the kill sound, the original boink, or something else?.

    I will be using the original boink.[/b]


    FAQ:
    Q: Is the kill boink sound going to make a return?
    A: You bet your ass it is!
  6. QUOTE (Havoc89 @ May 23 2009, 07:21 AM) <{POST_SNAPBACK}>
    We wanted to do a change and actually make a some what normal mod update, excpt without the grey untextured models. Well no I'm lieing, we just wanted to stack up art assets that are supposed to be in the first release.[/b]


    So how close is "the first release" ?
  7. A topic which will contain links to all maps (and their variations) that are either based on the C&C universe, or are remakes of maps already made.[/b]

    -DM-Tiberium "Large DM Map set in the ruins of a tiberium infested city. Environment inspired from the Command and Conquer series."

    -DM-Tiberium-Special Edition "Large DM Map set in the ruins of a tiberium infested city. Environment inspired from the Command and Conquer series." Remake of DM-Tiberium

    -WAR-Iscariot "A small, tight packed warfare map set on a volcano sort of thing, that happens to be an old and abandoned mine station that now serves as a perfect but hazardous warfare battefield, because it has lava and nodes and stuff" Remake of C&C-Volcano

    -VCTF Hourglass "A remake of the original C&C Hourglass map. Released for standard Unreal Tournament 3 as a VCTF map. Features Tiberium. Created by Sod.X" Remake of C&C-Hourglass

    -DM-RB-Wasteland-SE

    "Medium/Large sized deathmatch inspired from the C&C Universe.

    Features:

    -2 completely destructible buildings

    -Almost all ground floors are "drive through" with the Goliath

    -Physics objects, with impact sounds

    -Destructible/Crushable physics active cars

    -Random explosive containers

    -Bombs activated by detonator

    -Artillery strike

    -3 vehicles: Goliath, scavenger, scorpion

    -3 powerups

    -All weapons present

    -3 powerups: Udamage, invisibility, Berserk"

    If there is a map i missed please post the link in a reply.

    Also if possible, copy and update this topic on other forums. Inform the community!

  8. The site is still messed up, somebody ought to try and fix it. Remeber more and more people see it with each new update, so it's important to have the site constantly updated.

  9. shaders.dll goes into your Renegade folder, and the files in the Data folder go...yes you guessed it, into your Data folder

    And i quote:

    QUOTE
    ###########################################

    # #

    # D6HUD v1.0 by cAmpa & DeathLink6.0 #

    # #

    ###########################################

    ### Content

    1. Beschreibung - Description

    2. Installation

    3. Credits

    ### 1. Description

    Das ist meine Version eines HUDs für Renegade and es benutzt eine modifizierte Version der shaders.dll.

    This my version of a custom HUD for Renegade and it uses a modified version of shaders.dll.

    ### 2. Installation

    Öffne den Ordner D6HUD dieses Archives und kopiere dessen Inhalt in den Renegade-Ordner.

    Scripts 3.4.4. müssen installiert sein.

    Open the directory D6HUD of this archive and copy its content in your Renegade-directory.

    Scripts 3.4.4. must be installed.

    ### 3. Credits

    Shaderhud.cpp/Shader.dll modifications by cAmpa

    Graphics + HUD.ini-Setup + additional Shaderhud.cpp/Shader.dll modifications by Deathlink6.0[/b]

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