RypeL
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Everything posted by RypeL
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To all snipers: You´ve heard my oppinion on the sniper spread and how i defended it but we´ve also heard yours and we came to the conclusion that the damage nerf to the ramjet might be enough nerf for now. And we dont want sniper spread to become the heated topic that distracts from every other of the many changes. Thats why we came to the conclusion that Beta 4 will most likely NOT introduce sniper spread. Maybe the ramjet might instead get a slight increase in fire interval though. The first closed Beta will still have the sniper spread but it will be removed shortly. Other things like Havoc/Sakura getting additional C4 is also discussed and not set in stone at all atm. Theres a good chance that we will rethink the role of EMP and Airstrikes till Beta 4 comes out aswell.
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game throws me at main menu instead of a server.
RypeL replied to Nikki Z-boy's topic in Technical Support
This is pretty weird. Its notmal that the main menu map is loaded first but after that it should connect you to the server. But in your log the game didnt even try to load the map. It sat there idle for about 8 seconds then the game just quit. No info in the log about what happened in this 8 seconds. Did you try to connect multiple times ? Have you been able to connect before or is this your first time trying to play online ? One thing you could try is to go into UDKGame/Config and then delete all .ini files that dont start with 'Default'. That resets most dynamic game values when you restart the game. If it might be some kind of settings problem resetting the ini´s this way should fix it. -
game throws me at main menu instead of a server.
RypeL replied to Nikki Z-boy's topic in Technical Support
Pls post the log file from udkgame/log -
Yes for most messages. Not everything is in the int files but you can start there.
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Thx Jake, good post. Got arround thinking about this a bit more deeply now. Your suggesting a system that sounds like it could be pretty effective without the need of implementing veterancy points wich keeps it simple for players and devs. So it is pretty charming. I will discuss it with the guys.
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Might be that the server you connected to was full ? Unfortunatly the game doesent tell ypu the reason atm. It will with beta 4 though. For now we would need your log file to tell you what exactly happened. You can find the log file in the udkgame/logs folder.
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Ah ok it should be cause you didnt start the server with the "-nosteam" option. For lan atleast you need to start it with that.
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Wait. I checked again and it should work in lan. You shouldnt get kicked in lan. I tried it and it worked fine for me while beeing offline.
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http://www.mathsisfun.com/binary-decima ... erter.html can convert the steamid64
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We need the Hex64. So thx for converting those to it already.
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Hm. yeah the game checks if you are on the global ban list. If the game can't check that it assumes you might have tried to bypass the check and so it shuts you out and closes. So no LAN support atm for the sake of security. But we'll look into making it possible again.
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On it. We will make sure that these are in the final B4 release.
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To prevent multi weapon combos our current plan is to only allow you to pick up one weapon. Once you pick up another one it replaces the weapon you´ve previously picked up.
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Gatsu we gave you a lot of reasons. The problem is you dont want to hear them. Spread is needed so that you have to use the scope. Yes you can still land lucky shots as in Any game with scope. youre making this sound like an argument bit it isent. Like if every spread shot would be a headshot. And if you get a lucky headshot once in a while while the guys using scope getting them all the time is the most normal thing on earth. That you only play one type of game (arena shooter) with no ads etc isent our problem. We heard you, we tried to discuss with you but you still keep saying the same things without giving new arguments. Your only argument is that spread is a no go. We explained you that many games have it so that you're argument is invalid unless you manage to explain why renx is more like quake then like any tactical shooter. I already told you that I think renx can not be compared to Quake in terms of movement and levels etc. So still you're argument for no spread remains totally invalid to me. If you still want to repeat yourself over and over again hoping that it will help save your play sstyle you should make a new thread for that as this thread I think has seen enough of this.
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No Peanutbutter magic atm I think we will need a partner to do a new leaderboard. A dream would be a weekly/monthly etc leaderboard. We can give out player data in JSon format. We are looking for someone to store that in his own database and to display it with some php or something magic. Maybe you guys know someone who would be up for the task ?
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Does this mean I might see SBH snipers on Tmx or EKT? Nobody should want that. Not even devs So ya we actually havent thought about that thus far but now that you mentioned it we sure will add something against that. Also we currently want the weapondrop option to not solely drop weapons. It can drop a 25% ammo resupply or a 50hp armor or health resupply (like the ones you can pick up in Black Dawn). So you can either get a weapon OR a resupply item OR nothing at all. Im personally not sure about ammo etc resupplys beeing dropped but if we will keep it will depend on your feedback.
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Lets look at this again: We have a game where you dont have advanced movement options like strafe jumping or dodging. You cant even hop arround much. You can sprint but thats the only thing. You also often dont have much cover cause of the big open maps. Then against you you have a sniper that is totally precise at any range without even having to scope (so also no scope delay, nothing). There is no spread, no bullet travel time, no bullet drop, no need to use scope, nothing. Oh but also your crosshair turns red when an enemy runs into it so you just have to click and hit him instantly at any range. Very little coordination and timing are needed. The more i think about this the more it becomes apparent to me that this is wrong and an imbalance on so many levels. The tiny spread we are talking about will mean nothing, nothing at all, at close range.
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@GatsuFox: I was/am a Quake and UT player aswell for many years. There i love my no scope railgun and i love my strafe jumping etc. But Ren-X isent Quake. It just makes no sense to compare Ren-X to Quake. Your best bet is to compare it to BF. And in BF there also is hip fire spread. Yes there is some RNG. People are dealing with it in games like BF just fine.
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I think we should give ramjet hip fire spread a chance. It isn't necessarily true that this punishes skill cause it introduces quick scoping as a new skill you will have to master if you don't want to loose accuracy at any range. That's why you can also argue that this change promotes skill cause in some way it certainly does. Also now being able to see what direction you were killed from will force snipers to change their position more often. So it should take a bit more effort to play a sniper to buff other inf a bit.
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Whiteout didnt get adv. defense towers, just the smaller ones.
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Thx for your feedback so far. beacon disarm reward and stolen vehicles not counting towards the enemies vehicle counter are likely/sure to be taken out again. Keep your suggestions rolling. Still a month to go.
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Theres mentioning of refill fixes and im pretty sure this is included.
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Instead of rotating the strip we could rotate the vehicles depending on the map. At least the harvester.
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Hey guys, here is a list of what you can look forward to in the next version of Renegade-X, due to be released at the end of february. We will hold a short closed beta test in february first. Cause it should really only be a kind of short test we didnt want to go through a new testers recruitment again and will use the current internal testers plus we are letting TMX and EKT selecting some aswell as they have a lot of dedicated members and can come up with a selection process among their members themselves. But even if you are not an internal tester you can now get an idea of what you can look forward to when the next version is relesed publicly soon. List is not final and some points might change again based on your and the testers oppinions: 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" Added DM-Deck to the maplist (will play as a 10 mins TDM match if voted) 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 Added bAllowWeaponDrop serversetting (off by default) 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 [*]Stolen vehicles dont count towards the vehicle limit of either team anymore [*]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) [*]Decreased beacon disarm reward from 300 to 200 [*]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. [*]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 multiple timed 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 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 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. 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 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 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 Increased ramjet heavy armour damage to 30hp per shot from 10hp per shot to compensate for reduced infantry damage Decreased ramjet rifle damage vs light armour vehicles ramjet and sniper have a slight spread when hip firing damage vs infantry has gone down from 200 to 150 so no more one hit kill on free infantry Volt Auto Rifle: added charged alt-fire 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) 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 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 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. *Edit* Update from 07.03 of additional things: - 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.
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Did you try reinstalling it ? If you do pls make sure that you uninstall it first AND clean any remaining files in the Ren-X folder that the deinstaller might have left there.