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Everything posted by RoundShades
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Populating pages is always tedious at first. I had intended to do it, but have apparently taken an unplanned break from it for my birthday week. I should be back to doing it and more frequently in-game as well, in the next day or two.
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When toying with mapping myself, and this is slightly illegit but functions as intended, if you bury the end of your airstrip and/or slant your landing pad up onto a hill where sand sort of brushes up onto the length of it, and then encase the buried end of the strip in solid geometry, then it can't be beaconed or shot. Good tip for making a GDI and Nod base that are equal sized. Another good tip that is also illegitimate, is making a building just tall enough to block vision between two sides, and then placing projectile-blocking volumes up high to block artillery. Because if they have no line of sight of something, it isn't a stretch that they simply aren't hitting it, let them figure out why.
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There are a few players that try to divide up rushes. I do this. I usually do this for good reason (c4 something while something is slammed to draw defense/repair). There is no such thing as a bad team or bad teammate. There are shotty balanced players sometimes. Even if it's a fluke case where too many snipers get piled onto one team and too many infiltrators on one, perhaps remixing half way through should be considered when it gets like that.
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Did Training Yard ever get a proper minimap? Also, it could use... simplification of map design. It's original played better but had bugs, the version that was actually played a lot in 5.14 was worse in gameplay. If the gameplay could return to 5.14, most people would appreciate it. The rest, if Uphill is any good it should be given serious consideration. Besides that, don't take what others say too seriously. Kenz3001 still hasn't put blocking volumes in wall-crevices on XMountain but he doesn't pay me no nevermind, because I am an asshat that keeps bringing it up like a jerkwad. Criticism is to be taken with a grain of salt, if you did have another idea for a map you can start another map, you can prioritize your work to current maps or new maps however you see fit. Besides inquiring about a training yard minimap, and gameplay tweaks, and other near-close serious-candidate maps like Uphill, honestly a map like Bio or another remake, may produce another serious-candidate map. Deathmatch ones won't be taken seriously atm, so if you plan to make them then also be ready to petition the community to give infantry maps a honest college try instead of blowing them off (valley and dawn work but are discarded by societal definitions of beauty).
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They would be vicious with a passenger seat. The air fighters are questionable with them. Also, they are actually better than Flame Tank for field presence. They are one of Nod's best AA and do acceptable group damage. Rarely do flames pile on the same target well enough to do the same. Only maps Stanks suck at, are Field, Islands, and Under. I am working on Under to give bases more vehicle openings and front-door real-estate, it isn't official and is more of a demo of "how to make this map better". However, that is the problem with all 3, they have this ridiculously narrow base entrance that Stanks have no opportunity to take advantage of. XMountain is alright, so is Mesa, and Complex is the king of Stank maps. It's the maps, not the tank.
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I just remembered C&C_BunkerTS today, random thought sort of thing, and as I thought of it, I thought to myself that all the assets required to make it are already in-game. Not really making a suggestion, just food for thought. You were talking about remakes, and I remember quite a few old maps myself. Glacier, High_Noon, even Cairo. A lot of people don't give at least two of those a good look because of the original mapmaker's name attached to it.
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I hear djlaptop or whatever does, like at work or something if I recall the conversation correctly. Or maybe it was Norc. Either way, the only drawback they mention was lack of any sound whatsoever. Not sure if that can be rectified, they just said it was acceptable performance to play while they were at work.
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I don't know how many times it was said, that LCG is supposed to be primarily Anti-Tank that can also kill infantry, while Patch is supposed to be primarily Anti-Infantry that can also kill tanks. They do decent in this regard. Seeing as how LCG has huge health and flak armor, he can survive a long time against tanks. LCG can still kill a Patch at a close range engagement, but that isn't supposed to be common. At long range, Patch can suppress LCG, but LCG can repel GDI Tanks appropriately. They are both equal tools, but not for the same job. Like you'd buy a wrench and a screwdriver at the store for the same cost, but wouldn't use them for the same job. Likewise, Mendoza and Mobius are equal, but not the same. Honestly, they are a lot closer in "usage" and "job", but Mendoza is in fact just as strong. The DPS is actually more reliable on med-range tanks, considering you can arc it for terrain protection, assuming you can lead your shots. It is also just as destructive or moreso against buildings. Mendoza is easier to get damage on infantry, both if he misses a lot, and if he hits a lot, due to his rate of fire giving him so much opportunity. I have a small suggestion for GDI/Nod interaction. If LCGs were buffed in speed, could always extend "electric damage to SBH" to also apply LCGs which use robotic armor too. That way, LCG get buffed, but also have a hard counter, and Mobius can be equal to Mendoza while also serving as an expensive counter to Nod Mid-tier. You could also buff Mendoza a bit, something that isn't his infantry dps, maybe higher vehicle dps in exchange for faster ammo consumption, in light of the Mobius buff. Then again, it's really fine as is as well. LCG got his infantry nerf and still sucks against snipers too, but still is one of few things keeping Nod in the game against GDI tanks.
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XMountain blocking volumes so the walls don't eat your character > moving or removing silo on Tomb. Or both, at this point I am willing to barter one for the other as strongly as I feel for it.
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Aye. We hit it by surprise at least 4 times, and didn't even scratch the armor because at least 2 hotwires were repairing it before we even fired. As lol-tastic as that is, it still burns me that hotwires have the manpower and repair power to get away with this. If I were on that team, and bar was at 30, I too could eat a hot pocket and "startfire 0" the mct while keeping an eye on door mines and watching anime on another screen. Sorry but this really chafes at me a bit.
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Some of it, is expecting too much to remain similar. Some of it Ren-X has nothing to gain. "Oh sure, let's increase the headshot multiplier, remove all recoil from the game, and increase health so if someone can't aim for the head then they can't beat someone at 25 hp. Oh, also, let's give snipers instakill back and very quick RoF again." That sort of stuff limited old Ren to literally 4 roles: Smash junk with a tank, repair a tank, snipe, and try to juke enemy awareness to houdini your arse into a building and magic that shit insta-dead. If you were using any other class, you were poor broke and desperate, or you were wrong. Other stuff, like the turret not reliably putting that shell into the center of the given reticle, and tanks colliding with walls and other tanks and coming off the ground 6 feet like they were bouncy castles in a tornado, are valid points, but can't reduce how serious the game is by that much. I wouldn't mind them being looked into myself however. Another example of "is bad", is player limits. No matter how they were juggled, they were bad. The only, ONLY, way they would be good, is if you had maps that Renegade-X doesn't even have to play them in. Eyes_Flying and New_Goldrush still aren't massive and multiple-choice enough to accomodate that many players without being a massive stalemate, destroying the performance of the game, and leading to no strategy as any direction of attack leads you into what seems like 4 guys you have to somehow survive a fight with just to get to take a casual glance at an enemy structure. Old Ren was also pretty crummy with 124 players imho, but it even worked better than RenX, only because speeds were lower, so enemies covered half the area in the same timeframe. Sprint, is iffy. If it were slightly faster and ran out slightly sooner, I could see it. However, it isn't supposed to be a super-speed-boost you use to bail out of fights. It is supposed to be a mild speed increase to get through or from enemies faster than they can you if their sprint was already used recently. If it were faster, it would in fact make getting into structures, through enemy territory, or out of battle, a little easier, but if it were too fast it would basically be a pocket-escape move like any MOBA gives glass cannon characters. Probably not well suited for this game, but I wouldn't be against trying it.
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Short answer: Legacy. As in, in C&C Renegade (2002), the structures had said entrances. The answer game-design wise, is likely because SBH don't need an advantage to get in buildings and wreck up the place, while Hotwires do need an advantage.
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Have you rebuilt geometry since? If it's acting like foliage, have you tried cleaning the foliage from the area? I'd try it in that order. I remember 1 time I spend 4 hours redoing and redoing something to make enough room, when it turned out that it remembered a pre-existing blocking volume that was now gone, and building geometry fixed it. I know nothing about foilage except about deleting it.
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Am I the only one that feels that having the silo and harvesters on same side, isn't that big a deal as it leaves the other side vulnerable for attack?
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No way to salvage it? Remember, nobody would blame you for making projectile-blocking volumes in high places where you have no visual sight of a building but a person would try to exploit artillery stupidly with.
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I google'd it and came across this as well. No clue which dependencies are not working, but one of them isn't working for you. Which is odd for Win7, i'd expect dependencies to cooperate on it.
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A disbanded developer, from what I heard. Basically, back when EA was making C&C games, their studio devs had some ties with the devs here, and now they are no longer a part of EA.
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Minimaps are an all or nothing situation. From top-down view, it is rather hard/impossible to get the zoom the same as it was if you change it at any time ever during the taking of the pictures. Including closing UDK. Not too hard to just retake the pictures, when I won't lie, I hadn't even started them yet. But they do all need to be taken all at the same time in the same setting. However, I always use layers in PaintDotNet and save before compression, in case something in a minimap needs tweaked and I am not too fussed on the global accuracy of it as I can change it in a very small area very very close to the scale it should be. One more thing, Tiretracks are "static decals" and Kenz3001 says they are bugged in-game like in Volcano and is turned off in default settings as they cause a performance plunge because of the bug. Not sure if that makes a difference, the tracks could be left in, IIRC they were never removed from Volcano.
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If it were smartglass, would it help to "run as administator", as well as right click and open "properties" and check down by the bottom at "read only" and see if it has a request to "unblock" the program as it is newly downloaded and unrecognized by Windows?
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The closest thing to a steam cache, IIRC, is a steamapi in the launcher folder, and the steamapi in the Steam folder itself. I'd try reinstalling the steam client (can do it without deleting associated games), and reinstalling the launcher but not necessarily the Ren-X game itself.
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In all seriousness though, if a map maker, which is entirely out of our influence, makes a functioning map, the details of said map are entirely up to them. I mean, you got Eyes_Flying, didn't you?
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3rd Person Misfire+Grenadier Backfire
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Also adding to be helpful: 3rd person backfires are caused by projectiles colliding behind your character when 3rd person clips with a wall. This UDKForum thread discusses it as well as some solutions, ranging from custom raytrace, to scripting to ignore collision on the camera side of the player model, to forcing the start-location of projectiles in 3rd person to be the socket used for muzzle-flash. Note, they appear to be in reverse order of ease, so i'd try the last one first. https://forums.epicgames.com/threads/74 ... g-Accuracy -
I am pretty sure Patche and Artillerie are only spelt like that to make it correct in plural. Guess if you can only have one... The rest of that list, are long-time bugs of cosmetic variety. Some of them actually sound fixable though. I will bring it up more specifically to the powers that be.
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I agree mostly. If you capture it fresh, it should give you the effect in 3 minutes to encourage a suicide-grab just for comeback sake, and then reproduce the effect in another 4 minutes. Also agree on the timer being 45 seconds, that is enough to send what you have in for an attack, and either dedicate it or roll it on back before the base defenses wake up. If you can, make some sort of EVA Text warning 6 seconds when it is about to go off, and 6 seconds when it is about to go on. Also, consider making the script "deactivate the base defense for the enemy team", and "activate the base defense for the allied team". That way, holding this as a team missing a powerplant, provides occasional short usage of the base defense.
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I can amen to what HaTe says. GT could be put in places that support the doors without the field, and turret can be field-visible, as one change. GDI base can remain a cluster as long as decent "cover" is put in and around the base. Rocks to hide alongside, clusters of trees, something like Walls has that cave on the side of the base for instance. Tib field, is huge, it could honestly use a break in the center of it. Then Nod just needs to gitgud and have engis ride alongside until the tibfield is passed to a safe zone. The angles would get fixed with the most common opinion of the map; Add cover to the open side, maybe rocks like Islands or something.