
RypeL
Former Developers-
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Everything posted by RypeL
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@Jake: Yeah its based on your suggestions. Exchangig an airdrop for some credits is not yet in so i know you wont like that. But that option is most likely gonna be added soon aswell. So thats not ruled out. Still planned.
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No point is spamming such threads so close to the release of a new version. Pls wait for what has been fixed in the next version. I will delete your threads but will keep a local copy in case you want it back and didnt safe it yourself. Thank you.
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Yes its possible and yes its fixed in Beta 4.
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one thing is that we definatly should make stank rockets less random. so thats comming.
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I think it will automatically generate them if they are not there
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http://www.speedyshare.com/vjvcQ/RxTime ... isable.zip
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1. No config value afaik. It would require a mutator. 2. I dont know how it works and it doesent seem to be maintained atm. People who were working on that vanished. 3. When we publish a new release you can post mirrors in the release thred wich we will then add to the mirrors list. Some server owners we know we can trust we will give the link before the release.
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Fair enough. I wasn't in a good mood I guess. @Handepsilon: I would gladly help to get you started.
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3. It's in B4 7. In B4 there is a counter on the beacons targeting box reaching zero when the beacon can't be disarmed anymore.
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Ah ye, always so easy and fun to pick on something as complex as AI right ? This is a free MULTIPLAYER shooter done on weekends and evenings. If you want human like AI you should look somewhere else. AI was mainly done for when we werent even closed beta. So that the devs had a way to somewhat play the game and test gunplay. Since then we barely touched AI and dont intend to work on it much more.
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What B4 will do is to enhance the record demo functionaliy. For example when those recordings are played back you will now be able to see the hit pattern more clearly. It will be much easier to tell from this recordings if someone really cheated.
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I might start on such a system after B4. Its definatly on the radar.
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Where does it ask you to patch ? When it does try to abort the patch. The next ren x version update will come soon. So you might also want to wait for that. As far as i can tell the next version is currently scheduled to be released within the next 10 days.
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Originally bots arent supposed to even get mines when they get a hotwire. It seems to be a Beta 3 bug that they even got their hands on mines again.
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Im happy if you can atleast get some enjoyment out of the bots. They are not our focus cause MP is, but for B4 i made some slight improvements to the AI. For example they wont abandone a vehicle anymore if it goes below 10%. Also their movement patterns was adjusted a bit so that they will stand still on the middle of the field or base less often so that it was pretty easy to snipe them. Also they will be able to fly that flying things in B4. I never trained them to use mines though. So i dont know what they are doing with mines and what patterns they are using, but whatever it is, they must have learned it themselves Bots dont know what an MCT is atm. So that they wont attack or heal it (wich. I had that on my todo list for a long time but most of the time something else relevant to MP was more important. But if B4 wont have too many issues i might invest some time again into AI to teach them how to use the MCT and if thats done i could possible try to teach them some different strategies/attack patterns. Basically to make them less predicatable in general. I dont think they will ever be able to fight a human team for the win but that is a goal too high anyway i think and would require a lot of work still while that time mostly is better spend on MP. But anyway: B4 will have some AI improvements and more might come in the future.
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They should have atleast included dodge jumping like in UT04. They removed it for UT3 and it might be the main reason why UT3 never took off. Now they are leaving it out again as if they didnt learn their lesson with UT3. Dodging alone just isent that fun. It is very bland if you compare it to strafe jumping. Atleast dodge jumping helped to make the movement more interesting and fun. The project will come down to how many passionate, gamechanging modders it will really get (and its impossible to predict if that will happen). Chances are it will also rely on old community modders like me btw and if i make another RypelCam version for UT4. RypelCam was an important mod for UT99 and UT04 and helped to keep them alive but UT3 couldnt really be saved by anything. Now i have to ask myself if making my mod again for UT4 would be worth my time. Though chances are the game wont be a success cause it seems to be UT3 all over again. Without dodge jumping or other movement improvements im not convinced in its success. Shiny graphics arent everything. But we will see soon enough.
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As if the ammount of unfinished random maps for a DM game is anything impressive. That beeing said i tried it yesterday for the first time and i will keep following it. Though it really just feels like UT99. Thats why i think it will be hard for it to get a playerbase. It might come down to modders to find the right type of gamemode that appeals to a larger crowd. I played Ut99 in clans and it was great but nowadays its very hard to get a crowd for a DM shooter. ATM its the hype giving the game players but that will dry out soon.
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Unreal Engine 4 is now available to everyone for free!
RypeL replied to MajorLunaC's topic in Renegade X
We wont switch. Deal with it. We have wasted enough of our lifes on this. Porting it over would pretty much need to be a new project by new people. With B4 we will release all the content uncooked and we allow everyone to do new projects based on it aslong as those are non profit projects aswell. -
The regisry settings are only for the uninstaller i think. So they are not required. You can copy the game folder arround and it should just work.
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Yeah youre right. You guys deserve an update so i compiled a new list: viewtopic.php?f=13&t=74428&p=145585#p145585
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To keep you in the loop while you wait heres an update on things we have been working on since the changelist was posted. (At this point we dont plan to add new features anymore. We just try to get the remaining necessary fixes in): - LCG fireinterval from 0.08 to 0.1 - Slight LCG spread increase - Airstrikes cant be placed near a beacon anymore - Airstrikes have a 30 second cooldown per team - First iteration of Airdrop code. They become available with a 2 mins cooldown and increased cost when WF/AS gets destroyed (cooldown will probably increase to more like 4-5 mins. keeping it fairly low atm so that they are easier to test) - The visibility of the targetingbox now matches the weaponrange more closely - Inreased vertical movementspeed of Apache/Orca to make them more fun to fly - fixed a server crash that could happen when AT mines were present on the server - fixed B4 servers getting removed from the serverlist after idling for 60 minutes - fixed start of game message saying "match begins in 5" instead of "waiting for players" - fixed that if you scope in with a sniper and then press F (toggle third/first person), you will have a third person scope that shows your head and is a bit higher - fixed timelimit staying at the default 10 mins matchtime for deathmatch even after switching to a C&C mode map - fixed disarming your own mines awarding you points - fixed beeing able to deploy beacons while parachuting - fixed SBH not uncloaking on the other players point of views when the SBH was doing headshots - fixed hitmarkers not showing when scoped - fixed not getting points for a kill - Reduced volume of some of the GDI Airstrike sounds - removed spread from ramjet - removed headshotmodifier from flametank and adjusted damage (probably needs more tweaking. also flametank range and possibly damage falloff at range should be looked at) - disabled ability to throw weapons - Some small fixups from Agent's posts - Added weapon firing animations to the Volt AltFire. - Renegade Score and Kills now reset over seamless travel - Suicides no longer increment kill count. - Player Pings are now decompressed (multiplied by 4) when being displayed on the ScoreBoard. - Fixed the issue of PT when Hottie/Techy dies, the proxy carried over to the respawned player - StartingCredits, VehicleLimit, and MineLimit options set in the Skirmish menu should work now - Reduced max spread on tac rifle - Increased max spread on laser chaingun to match tac rifle - Various event log updates - Added dynamic RCON commands. * Added "Help" RCON command (lists commands and displays help/syntax for specific commands) * Added "HasCommand" RCON command * Added "ListMutators" RCON command * Added "LoadMutator" RCON command * Added "UnloadMutator" RCON command * Added InitRconCommands() function to Rx_Mutator for mutators to override. - Fixed Airdrop issues (cooldown time will increase in the next patch and an airdrop animation is in the works aswell) - Obelisk now only charges if he has a clear line of fire - Fixed Airstrike cooldown counter in MP - Disabled weapondrop for now (we will get back to it later) - Added a music player to the audio settings preloaded with ren and renx tracks - Repairguns secondary firemode now automatically keeps firing for about 25 seconds (can be canceled/reset by pressing either secondary or primary fire again) - Updated to latest UDK version - Added "Donated;" GAME Rcon log. - Added "RecordStop;" DEMO Rcon log. - Expanded "Deployed;" logging. - Fixed "Disarmed;" log spam. - Added "MAP" RCON command. - PT no longer set the player's loadout upon exiting (by hitting 'esc' key or pressing exit button in Purchase terminal). The only way to loadout is by performing refill or purchase. - Added RCON commands: Team, Team2, Ping, GiveCredits. - Reduced bleed damage of chem thrower - Missile launcher has increased light and heavy armour vehicle damage - PIC/Railgun has a full 100 damage against light armour for being able to 4 shot mrls/arty/orca - Increased EMP Grenade cook time to allow vehicles to be able to avoid grenades before they detonate (we are currently thinking of making EMPs stick to vehicles so that there is a delay for the EMP effect but so that the vehicles cant just easily avoid them) - Added Rx_SeqAct_GetCredits and Rx_SeqAct_RemoveCredits kismet actions for mappers to make kismet actions based on a players credits - Added 3D Studio Max rig example files for weapons, vehicles, and characters - Set smoke grenade to be purchasable in PT - Havoc and Sakura will now use Remote C4 instead of timed C4 Vehicles: - Updated vehicle collision to make them less capable of climbing over other vehicles - Vehicles have increased friction which prevents them from being able to climb up on 90 degree walls, blocking volumes, and buildings - Vehicle destroyed shell lifetime reduced to 0.1 second Chemical Thrower / Flame Thrower - projectile speed reduced, range, and headshot damage Tiberium Auto rifle - projectile no longer has an arc on the projectile - increased vehicle and light armoured vehicle damage Volt Auto Rifle - Reduced primary fire rate of fire - Reduced alt fire projectile speed, range, and explosion radius - Fixed alt fire electric damage being insanely high Maps: - Too many map fixes to list. Especially to the new maps. Note: Some of the fixes might be fixes to bugs introduced in B4 so that they dont apply to B3.
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Unreal Engine 4 is now available to everyone for free!
RypeL replied to MajorLunaC's topic in Renegade X
Uncooked seems to work fine and i dont notice longer loading times. So there is no reason to care if its cooked or not. It doesent matter unless you want your game to be playable from a slow DVD/Blueray, wich seems to be the only use case where cooking could make a difference and the only thing cooking was invented for. -
There are so many downloadlinks. Surely one would work for you ? What is the problem ?
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we will release it when we can
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We are working on it, but there are problems left that we dont know yet how long it will take to solve. I said it is almost done and it is. But we dont know how long the last remaining things will take. Also depends on availability of people etc.