-
Posts
2595 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by RoundShades
-
Will inform Yosh. If unfixable, it is at least worthy a reason to lower ROF on Ramjet perhaps.
-
And then the Obby exploded. I believe you should retract your statement. Generally, it makes sense than a team would not be as desperate to flock entirely from base leaving it completely undefended, if it were not at the 3 minute time with 4k score loss. Would your strategy be different on Field if it were 3 minutes with 4k score loss, compared to 3 minutes with 2k score advantage, or 4k score loss on marathon? I trust your integrity not to pass that very real question aside. Even you would have abandoned base for attack in the prior situation, while you would have fought a longer war of attrition and defense in the latter situation.
-
Stats are Stats. Of course it likely needs Windows OS. Assuming it has that, no watered down mobileOS or anything, then that pony should ride.
-
Does console (~ or f5) and typing in "vote yes" work?
-
Chem troops still? They always died to officers. Even game-start rushes. But after being nerfed? They are just not that good.
-
What do you mean? I missed this PUG unfortunately Dafuq? Okay... let me try... Walls: Nod breathed life into it's first harvester. Not really any further ones beyond that. Took a hellova beating from GDI tanks that kept a 10/10 force the entire game. 6 minutes from the end, with no hope in sight, Nod organizes a nuke alongside a stealth tank rush, then a flame rush alongside another nuke, and eventually claims 3 structures at once. The last one falls, 27 seconds before map-time, resulting in a win for Nod by base destruction. Unknown Map: Update when someone reminds me, have a headache. Field: GDI controlled field 4/5 of the game. Nod contested field, using very unpredictable infantry slams onto buildings few and far between. Dinged Barracks with Mendoza the first time. 10 minutes later, finished it off. Damaged WF once. Since field was GDI all game, score was GDI all game. 4 minutes until the end, rash rushes by Nod trying to make up a point deficit, allowed GDI a beacon nobody responded to, killing Obby 1 minute from end. GDI wins by score. Make note, were it 5.15 score, Nod would have had score lead after Bar kill and would have been less desperate and would have won.
-
If they work, they work. If it's not a flying map, then for the love of jove just make blocking volume boundaries. I love how you put time and effort into mapping which I don't have time for if not talent for, but if the map don't work, Bananas is just going to be back in 2 hours with his list of flaws. Another question: What are you compiling? Geometry is usually a quick build, and I don't believe you had to change lighting.
-
Not fixed, but comphensated. Basically, ROF in the weapon configs, is faster for ramjet and slower for bolt, as so they fire around the same time. by like .1/.2 . To fix it requires removing the animation, and isn't really necessary. Could take a video, and compare firing 4 shots, side by side, to firing 4 shots of a bolt.
-
What specs are your computer? You can post a dxdiag.txt (google it), or list: 1) OS? Win7, 8, XP, Vista, 10? 2) Ram? Total Gigs? 3) HD? Gigs free space? 4) Graphics? Integrated or Dedicated? Year? Driver-version and year? 5) CPU? Ghz? Cores? 6) Just in case, the download link you used, and state you live in?
-
Overlapping can possibly be bad. The most effective way I found, is by snapping the vectors, from overhead, to have a thin seam side-by-side, in the shape of a trapezoid. That way, game knows if you are "leaving torwards the front" or "leaving torwards the back", and overlap is taken care of in code but if you go through too many overlaps and out it can still cause permanent-timer bug. I suggest, start at one edge of your map, place a boundary volume. When you get to a corner, alt-drag to duplicate the boundary, and rotate 90 degrees or whatever you need to border the next edge of your map. You can do this with your whole map outline, ignoring the corners at first. Then, once you have 100% of the borders placed, go back to the corners where the boundary volumes meet. Then just do what my video showed on how to snap vertecies to grid, mind "world" mode and not local. You should be able to get the edges touching but not overlapping.
-
Now this, was an ACA/AKC Pedigree PUG we had today. Losing or winning didn't feel like rigged doom this week. A lot of highly volatile games too. Great stuff. Quinc3y is going to have a Cnc_FieldDay reciting the tales of glory from this week.
-
Rectified. When Yosh became dev, he had noticed it too and fixed it in favor of the ramjet at first (nerfed rof for bolt), but now I believe is buffing it back so both have the bolt's ROF.
-
Re-arrange the boxes, to have left-cover, right-cover, left-cover, right-cover... then, have boxes in the middle but openings on left and right, then repeat the pattern. Then, at least "tunnel fights" have lengths of tunnel one can carry out a gunfight with.
-
The graphic representation for the map should still be possible using the map already. Meanwhile, some of those problems are glaring. Listen to me from experience, I actually have some experience with this when I tell you, if you choose to do soft-boundary instead of blocking-volume boundary, you need a complete perimeter of them, edge touching edge. I am posting a video below. It was used to diagnose them earlier, but "how to place them" is still relevant to prevent "infinite timer". Don't feel ashamed to make it blocking volume if it isn't flying btw.
-
Don't delete yet. Damage done. Just locking. Besides, I can track this, to make sure his next post isn't about nike or kitchen renovation....
-
Painting it "cloaked" would be the real trick.
-
I'll likely just delete until tunnels exposed, different method same result. Good suggestion though. Also, I have PaintDotNet, so different tools but same result. Not sure if tunnels are "substancial terrain" or "flat outlines", if flat outlines I will make more visible the "tunnel walls" and less visible the actual colors within. In TombRedux's case, the "rocky mountain" the tunnels were all in, didn't have a travel layer above so I was able to focus on the tunnel and just hint the pattern/color of the rocky topside. In your case, there's an "above" and "below".
-
Working on minimap for it as per request. Should be ready by monday assuming I have as much time as I should next 2 days (a lot).
-
I can get started on it. If it's in the update, it's because Yosh opened the floodgates and stuffed 4-5 additional maps in it, and if that's the case I didn't have a chance or awareness to work upon it anyway. It won't get done in time unless Yosh delays it for Monday, but I can start on it.
-
It needs to be released today then. If tomorrow, people will be unable to update in time. They get on 2 hours before the PUG, and see an update, depending on their setup it is 3 hours later before it's ready to join.
-
Or wait till it's released in the upcoming patch To get in the upcoming patch, it needs a version for the devs to download from. This be that.
-
I believe RenX is going through hard times
RoundShades replied to N3tRunn3r's topic in Feedback & Bug Reports
I still don't get why people think extreme changes or lack thereof are at war with each other? It isn't like I don't understand his viewpoint, sidearms were a nice customization feature, I wouldn't mind them returning at a later date where they can be divided by tier and utility. It is just, the game plays better now than it ever has. Sniper rifle rapid zoom in and out bugs, are common in udk games barring ones that have high amount of animation to delay things (realistic 2 second hand motions for lowering a weapon, opposed to arcadey). Even then, the bugs are getting fixed, the 5.15 bugfix list is like 10+ long. The overall point to the changes, is only literally to make snipers useful but not the class that defeats all others, and hotwire/tech useful but not the class that defeats all others, and give all the other 15 characters (?) a proper chance to take the stage. It isn't perfect, 5.15 touches on some of that, like the LCG, chem, and flame infantry damage, and the grenadier survivability. What Ren-X needs, is 2 things. Use for every infantry and vehicle equal to their value, and a way to make games come to a natural conclusion based on the fighting of the teams within a reasonable time. You can't say Ren had those things. -
If you say so. It worked chunky for me, I am not sure how it renders in-game for you.
-
Anything you need to learn interactively, just ask me. However, learning from a serious video crunch, Kenz3001 and various other people (thenewboston) have decent videos to comprehend UDK function. Lot of knick knacks and nodes and camels and apples and other tedious shit to populate a map with, so I understand the time consumption.