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RypeL

Former Developers
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Everything posted by RypeL

  1. RypeL

    Maps Update!

    Let me guess, uncooked Renegade X method? Correct.
  2. Just host it as you would with a dedicated server then connect to it by using the IP. Make sure the server is started with the -nosteam option if you have no inet at your lan.
  3. RypeL

    Maps Update!

    A week ago it looked like we would release B4 this week. The changelist already is as big as B3, probably bigger. But we couldnt really activate enough people in the team to test and to do the last remaining bits yet and the closer christmas comes the more unlikely people are available. And if there would have been bigger problems during the holidays we probably wouldnt have had the people to react to that. Even though i think B4 already took too long again it probably was the better decission to go with like Jan/Feb as a releasedate wich also gives time for the mappers to finish the new maps as only Complex is fully done atm. One of the issues left is that we need to make changes to the installer. This changes are done in line with other changes to make custom mapping possible. We want to release B4 in a way that will make it possible to do custom maps and it is a pretty safe bet now that it will support it. So now is a good time to get yourself familiar with the Unreal Editor if you want to get into mapping. The videos from kenz3001 are a good way to learn about mapping for Ren-X: https://www.youtube.com/user/kenz3001/videos Otherwise if you would like to do gameplay changes with mutators you can take a look here: viewtopic.php?f=137&p=142669#p142669 and if you have any questions regarding that and mutators in general you can PM me and i will try to awnser them.
  4. 400 UU normally and 600 UU under sprint.
  5. i think you mean "-forcelogflush"
  6. About 7 meters when not sprinting and about 11 meters when they sprint.
  7. Yes this will be fixed with Beta 4. About mute function: Dont know. Maybe sometime. But not a priority right now.
  8. Turret classes are all classes that extend from Rx_Defence or Rx_Defence_Emplacement (Emplacements are the mannable ones on Whiteout). If you want players to spawn in them i would try using the ModifyPlayer() function that gets called in Mutators when a player respawned by GameInfo.RestartPlayer(). Then i would look into how DriverEnter() works in Rx_Vehicle. The Turrets basically are vehicles aswell (just stationary ones). "Also, as for the AI Turrets, is it possible to spawn in the little guard towers which are AI Controlled?" So yes, that would be possible. You would need to kick the AI out first and destroy it (DriverLeave()), then you could enter players as described above (calling DriverEnter() with your pawn on the turrets from within ModifyPlayer()).
  9. I believe that this can happen so no need to prove it. But if someone could go online and try to find the order of weapon usage that causes this that would help the most. There must be a pattern to this.
  10. Sounds like fireoffset might not always update properly. Would be interesting when exactly it happens and if it can be reproduced.
  11. Yeah it gives out the text but doesent mark the beacons location on the minimap.
  12. Hold down Q then mark multiple enemies and then release Q.
  13. RypeL

    2 suggestions

    Thats why you should look to the side you want to leave first before you leave the vehicle if you are in combat. i dont think it matters where your gun is pointing, but where your mouse is pointing. So if you do a quick sweep to the side before leaving the vehicle making you able to determine the side where you want to leave aswell.
  14. 1is a bug in B3 and will be fixed in B4. 2 will be added in B4. And Q giving out positions of things on the minimap actually happens i think ( though not for beacons. Having to find the beacon is part of the gameplay.)
  15. RypeL

    2 suggestions

    Ya, disarmtime is 50 secs. The beacon takes 60 secs to go off and you have 50 to disarm it. In the next version you will see a timer on the beacons targetingbox showing you how long you have left to disarm it wich should make it much less confusing. About weapondrops: I am against them dropping weapons everytime but this is the first time i heard of making the drops by chance. And i like it. About driver leaving: you pretty much leave where you are looking. so this can actually give you more control then in old ren. So i dont really see a point in changing it.
  16. This was done in order to experiment. If we want to make the game better we need to allow us to make experiments and need to allow us to make mistakes that we can learn from. If this is a failure and if this really favors Nod much more then the serverowner can just remove the mutator again or just remove the effect from field or whatnot. EKT asked for this mutator and obviously EKT is a major player in renx right now and we should help each other. This is not part of the official beta 4 featureset yet, this is so far just an experiment and if this really just has this nod favoringeffects im sure EKT will bring the mutator down again soon. But it should be given a bit of time. Maybe the GDI defnders just need to adapt a bit. I mean other maps dont have AGT aswell and have much bigger bases. Btw the reason given why this was wanted is cause EMP making rushes in field nearly kmpossible if there are defenders who know what they are doing, wich is still an unsolved issue and the reason why i was against EMP aswell.
  17. The included automated teambalancing doesent work anymore since Beta 3. That is part of the problem.
  18. Man... a harvester flipped you one time. Get over it. It never ever happened to me and i never saw it happening. First world problems. If we would have nothing else to look into this might be on the list but atm there are lots of other things that are much more important.
  19. Mutator to disable Obelisk and AGT after x seconds. I was asked to do this for Marathon servers and especially to better the situation on Field. Download: http://www.speedyshare.com/fHVpN/UDKMap ... isable.zip How to install: 1) Move the RxTimedDefenceDisable.u into the Renegade X\UDKGame\CookedPC folder 2) Move the UDKMapSpecificAdvDefDisable.ini in the Renegade X\UDKGame\Config folder 3) Open the UDKMapSpecificAdvDefDisable.ini and adjust the AdvDefDisableTime to your likings (the value is in seconds) 4) add "?mutator=RxTimedDefenceDisable.Rx_Mutator_TimedDefenceDisable" to the starting command of your server. So it should look something like this: "udk server CNC-Walls_Flying?game=RenX_Game.Rx_Game?mutator=RxTimedDefenceDisable.Rx_Mutator_TimedDefenceDisable" You can add multiple mutators by concating them with "," like: "?mutator=RxTimedDefenceDisable.Rx_Mutator_TimedDefenceDisable,RxHarvMod.Rx_Mutator_SmarterHarv" Players will get a message informing them about the defense disable when it happens. I added the Sourcecode in case someone wants to see how it was done and how a mutator for Renegade X can look like.
  20. No they are made of multiple actors. Not sure what you want to achieve.
  21. No you shouldnt be able to flip other vehicles. With stock UDK physics this was possible but we added some tweaks to prevent that. Your vehicle basically looses traction when you get in contact with another vehicle. But this rules dont count for the harvesters so that it cant be blocked that easily.
  22. "givecredits" -> 10.000 credits "setbind t teleport" -> hitting t then teleports you to where you are looking. handy for getting round the map quickly thats the most handy ones for me...
  23. Lesson learned: Move out of the way, the harv is an animal to fear
  24. Yes i think some changes against stalemates were made, though i didnt take a look at the state of the map for some time. But this definatly was discussed a lot.
  25. Under and Complex are under development and are nearly done. City was attempted a few times already by different designers but those attempts didnt make it far... but dont worry, another attempt to make City has already been started. But it i out cursed map atm ^^
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