RypeL
Former Developers-
Posts
1641 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by RypeL
-
General: Added support for custom maps Added auto patcher to the launcher Added 3 new maps (CNC-Complex, CNC-Under, CNC-Canyon) Donations are disabled for the first mins of a game depending on new serversetting 'DonationsDisabledTime'. Default is 3 minutes. The start of an online match is now delayed by 20 seconds. The start of the match will be delayed till either the server filled up or till NetWaitTime=20 rans out. After that a final 10 second counter will start before the game begins Remote C4 does not influence the teams minelimit anymore. Instead there is a special remote c4 limit of 4 per person When you get killed the camera now rotates towards your killer so that you can see what direction you were killed from Optimized particle trail effects on various missile, shells, and bullet particles for better performance Mines now show who placed them in their targeted description You can now disarm your own mines to place them somewhere else (With secondary repairgun fire you can still heal them aswell) Added mapspecific mine- and vehiclelimits that can be configured in the UDKRenegadeX.ini. See DefaultRenegadeX.ini for examples Timed C4 now plays beep(s) every 5 seconds When you die from C4/Mines the kill message should now always display the C4/Mine owner as your killer instead of just "you suicided/died" New character/vehicle shader system with cubemap reflections Added visual countdown to the beacons targetingbox indicating how much time is left to disarm it SBH and Stanks have their stealth deactivated when inside an EMP Field Servers can now use a Fixed Map Rotation by setting bFixedMapRotation to true Body damage now causes blood splatter effects Added Smoke Grenade. Spawns a SmokeScreen that blocks targeting and Line of Sight from Base Defences. New Vehicle Locking system: Players can now bind to a single vehicle, which allows them to lock/unlock the vehicle at any time. Locking only locks the driver seat. If another player is currently the driver at the time it gets locked, they are moved to passenger (or booted out if no room). A vehicle will auto-unlock if the owner dies. Binds are lost on team change, disconnect, enemy hijack, binding another vehicle. Auto-bind will occur if a player gets in a vehicle they purchased, and they don't already have a bound vehicle. Lock/Unlock is performed by pressing L. Bind/Unbind is performed by holding L for one second. Vehicles show if they are locked or reserved and whether you own them in their targeted description. [*]You now get 10 damage per sec when standing on an active air vehicle to prevent vehicle surfing [*]Crates adjustments: You will not get a refill crate when your ammo and health are above 75% You will not get a character swtiching crate if you already have a non free character Crates now will spawn at the beginning of every game minute to make them less random Initial Money ctate credits changed from 100 -> 150 Character Crates wont award the free char classes anymore so that its more worthwhile to get [*]Changing to and from walking and jumping is now client-predicted to make it smoother in online play [*]Additional improvements to pawn movement speed adjustments: The Jumping slow down now applies while maintaining constant speed (before it would only apply if you changed to a different speed (eg from sprint to run) The slowest you can be forced to go (via repeated jumping) is walking speed. Improved smoothness. [*]Clients can now see the about to be kicked for idling warnings [*]Set KickIdlers on by default, and set to 5 minutes [*]Vehicles that have passengers but no driver now remain on the occupants team instead of going neutral. [*]If a vehicle reserve time expires, its team gets switched to Neutral. [*]Added a server option bReserveVehiclesToBuyer (default true) which when set to false, disables the automatic buyer-only reserve of a purchased vehicle. (It still remains Team reserved) [*]Added collision on a few deco props that needed collision [*]Added a 'Your score this minute' info to the additional HUD info that you get by using the 'V' key [*]Harvester respawntime increased by 10 secs [*]Respawntime for vehicles created after a harvester increased by 2 secs to make it less unlikely for them blowing up the previously spawned harv [*]Added check to prevent players from placing beacons inside their own base (the check is based on the spotting locations/buildings. if the nearest spotting actor is a friendly building the beacon cant be placed. The player gets a message informing him about it) [*]Improved the End of Map vote. You can now exclude the last X amount of maps (RecentMapsToExclude [def=3]) and also define how many options to list (MaxMapVoteSize [def=5]). They are also scrambled, so they aren't always listed in the same order. (Config in UDKRenegadeX.ini) [*]The EMP Grenade Blast can now disarm Proximity and AT Mines [*]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) [*]Hitting an enemy building with an EMP triggers the "Building Under Attack" message [*]Base Defences now all have proper names in kill messages. [*]Suppressed death messages when a player switches team or disconnects. [*]Harvester now gives proper kill messages when running players over. [*]Kill messages now differentiate between killing yourself and dying "by nobody" (eg the World). [*]Players will now switch to previously equipped weapon from any explosive-type weapon(s) once the ammo count has reached 0. [*]Characters have less gravity to be a little more arcade-ish [*]C4s now play "impact" sounds [*]Added vehicle death messages [*]Havoc and Sakura will now have remote c4 as their default explosive weapons [*]Camera doesent get attached to head gibs anymore [*]Setup of global map info parameters for vehicles and characters similar to the stealth parameters that can allow various visual components of characters and vehicles to be edited on a per map basis. Such as global cubemaps, reflection colour, and brightness [*]The light at the end of the repair beam is now blue [*]Reduced momentum inflicted to dead bodies so that ragdolls are less extreme [*]Airstrikes cant be placed near a beacon anymore [*]Airstrikes have a 30 second cooldown per team [*]Added ability to buy vehicles via airdrop at increased prize and with a 4:30 minutes cooldown when WF/AS got destroyed [*]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 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 beeing able to deploy beacons while parachuting [*]fixed hitmarkers not showing when scoped [*]Reduced volume of some of the GDI Airstrike sounds [*]Suicides no longer increment kill count [*]Player Pings are now more accurate on the ScoreBoard [*]Obelisk now only charges if he has a clear line of fire [*]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 Rx_SeqAct_GetCredits and Rx_SeqAct_RemoveCredits kismet actions for mappers to make kismet actions based on a players credits (Kismet category: Actions->RenX) [*]Added 3D Studio Max rig example files for weapons, vehicles, and characters [*]Added Bloom and MouseSmoothing options in both Main Menu and Pause Menu [*]Disabled static decals by default in all video modes below ultra cause it uses a lot of performance [*]Removec vehicle explosion debris for now as they might be responsible for game freezes. We will see about maybe readding them back later [*]Reduced Orca distant engine volume [*]Some additional hit replication into demos (for cheatdetection purposes when viewing demos) [*]Doubled ConfiguredInternetSpeed and MaxInternetClientRate which might result in smoother online play [*]Refinery still giving 1 credits per sec when destroyed [*]Harvester airdrops with a 6 min cooldown if AS/WF are destroyed [*]First three lower tier char classes are still available at 20% increased prize when HON/Bar are destroyed at an increased prize [*]Death of PP now inly causes a 50% cost penalty instead of 100% [*]stamina should now be updated client-side for refill crates User Interface: Added error messages dialog for errors that occured during connecting/loading maps End game scoreboard will now scroll to the most bottom everytime there is new chat message in Hud doesent show passengers of enemy vehicles anymore so that you cant judge the danger of an APC rush that easily anymore chat box will scroll down for each message that comes in pause menu. chat box is now set to multiline and warped resolved duplicated message in pause menu chat box will no longer overflow outside its bounds in pause menu spotting adds markers on the minimap spotting adds markers on the Main HUD increased the font size for the end game scoreboard chatlog, chatInput and chatButton Resolved issue on locked EMP and AT for hotty and techie in PT in MP Resolved the issue of missing/non-removal loadout issue in PT when purchasing/swapping characters Nuke/Ion Beacon deployment HUD message is now displayed in the kill feed area. Moved Building destroyed HUD message over to Kill Feed/Game Events area. Team join messages now appear on the HUD in the Game Events area AGT and Obelisk show a "Weapons Offline" description when the Power Plant is destroyed. Main HUD Images are now noticibly sharper and brighter, flash filters are now used correctly Added a variant of the loading screen with the how to play instructions player will be notified with a dialog once the ingame server fetching is completed RCon: Added Rx_Mutator class. Will allow for any Rx-specific mutator hooks (like custom rcon commands) Kills by base defences are now RxLogged. Team changes are now RxLogged. EVAPrivateSay command renamed to HostPrivateSay. The name is displayed as "Host" rather than "EVA". Added HostSay command which displays a chat message to all players in the chat area as Host (rather than the EVA area). Host name is pale blue like the HostPrivateChat, and message is plain white (stands out slightly from the blue-tinted white of normal player chats). Beacon disarm messages are now RxLogged and displayed on the HUD in the Game Events. Added new Rcon Command implementation that allows for commands to send back replies. Added HUD and RxLog messages for Silo capture and neutralise. Added RxLog message for map change and load. Includes map changing to and whether or not it is Seamless. Added ChangeMap RconCommand. ClientLists now shows Admin Status. ClientList retrieved via rcon now separates fields by NBSP rather than the double space. Added RecordDemo RconCommand. Timed C4 now shows the countdown in its description (not for enemies) The auth success response now also includes the IPString for the connection. Votes are now RxLogged. Added CancelVote RconCommand that can cancel votes in progress. Vehicles, Automated Defences and Emplacements kills are all now explicitly separated from each other in log messages. Kills by AI (not bots, but defences and harvy) are now completely logged. RxLog format revamp for nicer parsing. Added Mutate rcon commands Added RCON commands: Team, Team2, Ping, GiveCredits 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 Fixes: Fixed Team Donate messages saying you donated to yourself when someone else team donated to you Harv is less likely to stop moving and if it does pushing it around can now make it go again Fixed spotting always saying a player was spotted near a building. Gives proper area descriptions now Fixed points system not always awarding points/credits based on actual inflicted damage. For example running an enemy over with a vehicle could sometimes award you 2000 points/credits. And doing the last 1% damage to an enemy could award you the same ammount of points as dealing like 20% damage. Fixed hitmarkers showing on dead bodies/vehicles Fixed instanthit weapons not dealing damage at cheastheight in MP Death by Proxy should now show correctly use the Proximity Mine icon instead of the AT Mine icon. Fixed destruction of Defence Emplacements (regardless of team) causing GDI Vehicle count to decrease Fixed Ref harvester docking door not opening/closing in MP Optimized the ammount of calls that are sent to the masterserver informing it about a change in playernumber. This should help reducing issues of the servers sometimes not showing the correct ammount of players Fixed online Refill issues Client-side vehicle effects are now able to play for passenger weapons Fixed SBH sometimes beeing visible to you, when you switched teams from Nod to GDI or connected mid game Fixed killing yourself or teammates with your own beacon awarding you points Fixed auto teambalancing not working. It will work again like in Beta 2. Fixed AGT Rockets not actually being on the GDI team. Fixed issues with C130 animation starting too soon when spawning harvesters or for the next vehicle after spawning a harvester Entered passengers (not swapped seats) will now update its HUD to its vehicle representative instead of default A-10 icon. Fixed Repairgun Beam display issues in demoplayback Fixed that when you were killed on first person you couldnt see your killed player model with the death cam Resolve issue of MapList's ScrollingList UI Component being resized in MainMenu Map. Fixed issue with weapons trying to resume fire in the last used firing state when holding down fire when coming out of a reload. Vehicles: Buggy: 4 Wheel steering Vehicle physics made to be a bit more chaotic and slippery Reduced gravity make the buggy catch more air and hang time Optimized physics by removing 4 invisible wheels that were used to calculate cosmetic suspension (They are no handled without having clone wheels and are now following the actual wheels to handle the cosmetic suspension effect) GDI/Nod APC: have new firing sounds have gotten a similar lower gravity treatment just like the Buggy Made the GDI APC less wonky Humvee: got a similar lower gravity treatment just like the Buggy Flame Tank: Flame Tank rate of fire doubled but damage halfed Flame Tank fire effect removed and instead projectiles now hold emitter for accurate display Flame Tank projectiles now travel straight out of the barrel rather than turning to hit the crosshair Flame Tank damage vs infantry increased slightly Reduced projectile speed Optimized fireball projectile effect Reduced fireball spread because there is a volumetric projectile instead Artillery: Artillery projectile travels slightly slower MRLS: MRLS projectiles travel slightly faster Chinook: Fixed weapon reloading issue Weapons: Updated sight textures on various weapons Grenade: Increased damage and radius slightly Reduced bouncy-ness Added an alt fire which doesnt chuck the grenade too far can now damage through walls like C4 Tactical Rifle Removed distortion emitter from tactical rifle's muzzle flash from first person view so that the scope is clear when firing Marksman Rifle: Added 2 more magazines Updated scope crosshairs PIC / Railgun: Changed the reticle to be the same as the sniper Autorifle: Updated iron sight to be less obtrusive and more accurate Carbine: Reduced rate of fire Reduced pitch of firing sound to match rate of fire Flak Cannon: Primary fire is a little more accurate Primary fire is slightly faster Primary fire has a bit more headshot damage Alt fire is a little bit faster Alt fire has a little more damage Secondary speed and damage has been increased slightly Fixed projectile spawning too far from the right of the character Flak cannon has a new firing sound Grenade Launcher: Reduced max range Increase grenade velocity to make it easier to hit mid ranged targets (vehicles) Chaingun: Removed rev up and rev down times Recoil goes up instead of down Rate of fire decreased slightly to compensate for no rev up time Base spread increased slightly Chemical Thrower: Increased projectile velocity Increased range to make it easier to hit mid ranged targets (vehicles) Updated effect to be easier to see but also more accurately represent the projectiles Mag size reduced to 50 Reserve Mags doubled to compensate Range increased (Effective Range matches Flak Cannon) Projectile radius increased Damage vs all increased (Damage Per second matches Flak Cannon) Added radial splash damage Rate of fire reduced to match ren's rate of fire Flame Thrower: Increased projectile velocity Increased range to make it easier to hit mid ranged targets (vehicles) Updated effect to be easier to see but also more accurately represent the projectiles Mag size reduced to 50 Reserve Mags doubled to compensate Range increased (Effective Range matches Grenade Launcher) Projectile radius increased Damage vs all increased (Damage Per second matches Grenade Launcher) Added radial splash damage Rate of fire reduced to match ren's rate of fire Laser Chaingun: Removed rev up and rev down times Recoil goes up instead of down fireinterval from 0.08 to 0.1 slight spread increase Machine Pistol: Has the same reticle as the Autorifle Mag size increased to 40 rounds Ramjet Rifle: Updated Beam to be a bit less obvious damage vs infantry has gone down from 200 to 180 so no more one hit kill on free infantry Volt Auto Rifle: Reduced primary fire rate of fire added charged alt-fire Tiberium Auto rifle: projectile no longer has an arc on the projectile increased vehicle and light armoured vehicle damage Maps: New Map: CNC-Canyon New Map: CNC-Complex New Map: CNC-Under Xmountain: fixed collision on rocks fixed getting stuck between rocks and walls fixed GDI tib growth animation fixed rocket ladders (GDI side) added blocking volume fail safe for rocket ladders (both sides) fixed GDI harvester path resolved the "stupid tree" (near GDI wf) fixed floating trees fix possible way to get out the map built paths built production lights put blocking volumes around the large bunkers to stop people jumping dont in to the base removed the ramps in side the large bunkers (dont need them to look though the view ports) removed all the trees in the middle of GDI base moved GDI harvester to the middle of the base moved the rock boundary to conform to the new base shape re painted and sculpted the landscape in and around GDI base re did the grass trees and stone foliage in around GDI base re did some paths in GDI base removed and replaced the track decals around the GDI base edit added new blocking volumes to some rocks in the inf only area (stop wall jumping) fixed issue were you could jump over a wall on GDI inf only side fixed You can drive humvees and buggys into the bunkers fixed It's able to get on GDI PP with vehicles (Buggy/Humvee and APC is what i know of) fixed The wall behind GDI base is drivable and when you get out you can walk on the wall fixed You can drive into the walls at silo. Even if your vehicle is a little it in the wall, you can't get in the vehicle anymore fixed Floating tree at the bridge when facing GDI base fixed Stuck at a few places on the cliff of Air Strip fixed Stuck at a tree at Nod Bunker removed the blocking volumes from around the base bunkers ... shuffles the rocks between the bunkers and wf /air a bit to help stop glitch beacon spots removed the blocking volumes from the rocks around the bunkers dropped the ladder volumes down a bit made all ladders non strafe-able (hopefully will help prevent the rocket ladder bug) Volcano: fixed the 2 rocks in the main tib cave not having collision added world off set to water and lave so it has a up and down movement now fixed rock collision issues and some spots you could get stuck Field: Widened tunnel entrances Added a ramp for infantry to have another exit and a sniper vantage point from their bases to the field Air tower is rotated so the entrance is facing the obelisk Removed all wall barriers in the bases Added some rocks on top of the sniper perches to allow tanks to damage infantry with splash damage Modified tunnel entrances slightly Lowered water level to allow infantry to cross and use the river bank Bridges have been updated to allow infantry to cross under them Removed all base walls to allow more access to infantry and vehicles Updated path nodes configuration for hopefully less AI getting stuck ness Added path nodes in the river bank for infantry to cross Added small water puddles here and there Added cover around the silo Mesa: Cave is now inf only Vehicles can now use both side routes Various other changes to structure placements etc Whiteout: Enhanced background scenery Removed cluttered scenery Added infantry only base entry points Added automated base defenses Added gun emplacements Added additional cover to silo area Revised entire tunnel system (now includes side tunnels) Revised background aesthetic for entire to provide cleaner/less-cluttered appearance Repositioned base defences Altered coloration of tiberium areas Altered post process effects slightly Altered coloration of landscape slightly (with addition of second, slight, color variation in snow Volcano: added world off set to water and lave so it has a up and down movement now Goldrush: added tiberium silo inf route changes various other changes Lakeside: fixed "broken river" added some more rocks to cover up the brake in the meshes added a tib volume to the random bit of tib near the GDI entrance that you can land / jump on) Islands: Fixed incorrect wall texture on islands Walls_Flying: fixed a sniper exploit (could use a chopper to get on the 2 side rocks) map is less bright Various other optimizations to all maps, effects, assets etc.
-
Yeah i think it might be better to wait with it for now. I think we should contact EA again in about a month or so. Right now they are releasing BF Hardline so i dont think we should press the issue on them right now. In the next email to them however we plan to make clear that we are waiting on a Steam yes or no for them since 2012. And that we are running out of options. If they still dont give us something to work with then, then i think a petition might be good and could help to get EA´s attention.
-
That has been fixed in B3 already as far as i know. You cant change your nick like that anymore. This thread is a year old.
-
@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.
-
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.
-
Yes its possible and yes its fixed in Beta 4.
-
one thing is that we definatly should make stank rockets less random. so thats comming.
-
I think it will automatically generate them if they are not there
-
http://www.speedyshare.com/vjvcQ/RxTime ... isable.zip
-
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.
-
Fair enough. I wasn't in a good mood I guess. @Handepsilon: I would gladly help to get you started.
-
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.
-
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.
-
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.
-
I might start on such a system after B4. Its definatly on the radar.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Yeah youre right. You guys deserve an update so i compiled a new list: viewtopic.php?f=13&t=74428&p=145585#p145585
-
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.
-
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.