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Everything posted by RoundShades
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Feature Suggestion: Cockpit View
RoundShades replied to 2535261486's topic in Feedback & Bug Reports
That's exactly what I'd like to avoid. Switching between the useful views should not be delayed by having to go through a cosmetic view. Could have "press-release" cycle vehicle and cannon views, and "hold" cycle vehicle and cockpit view. Though I too don't know why this is imperative, but why waste the assets? -
Wasn't much better than last time, and this can't be good for my condition, so I called it an early day on it. If next weeks looks more like a PUG than a Dachshund I might join, otherwise I might take vacation instead. P.S. 2nd map is already half a base destroyed and it's literally 19 minutes into the PUG, in case you were questioning the "why". So if you need a visual, it felt kinda like this...
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From what I know of tunnels (not a lot): 1) If you choose to use "landscape" for the land both above ground and in the below-ground tunnel, you need another landscape, one "dragged" or "moulded" below the other. There is a tool to paint landscape "transparent", making it invisible and non-collideable. 2) If you choose to use "static mesh", you just need to place static mesh to make up the flooring, and worse case scenario, a blocking volume to walk on if your feet cash often. There are some assets to place as flooring, Islands and some Under tunnels use flat rock surfaces for tunnel flooring (some use 2 landscapes) Also) If you are asking how to access "paint tool" on the surface of which landscape, it is the "drop down" list right above the "paint tool" in landscape edit browser window. There should be 2 landscapes listed if 2 exist, one called for example "UnderRedux_0" and one called "UnderRedux_2" or whatnot.
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Such a weird number, love it. Idk, it really doesn't make up for lack of harvester, but a low-income map can be cool too. At least you almost always have a source of income.
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How many credits per tick on the silos?
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These are probably replication/MP issues. Id most likely need help reproducing them. On top of these, there was a bug long ago, though can't remember if fixed honestly, where Oblesk dealt extra damage each time it fires in same aggro. Basically, if it charges, and fires, it's 200. But, if it continues to charge for another attack, that attack does 400 (or 2 shots, as iirc it could kill a tank and it's driver simultaneously). viewtopic.php?f=13&t=75540&p=152875&hilit=obby+damage#p152875 The link above discussed Obby/AGT. It also brings up a semi-related point. You can easily die behind and to the sides of the Harvester. Is there any way, any way at all, the harvester can be made unable to kill from "crushing" from it's sides? I will accept the fact due to latency, it can kill 3 meters in front of it, but the sides kill so often when you stand just to the side of one.
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This... might be fixed next patch? A lot of no-fire bugs are being fixed, but a lot of them can seem different each case.
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In leau of spread, I'd suggest slight travel time on AGT bullets. Like current Heavy Pistol amount of travel time. It can already lead shots anyway. Burst fire on machineguns, excellent, that makes it reliably stop short of completely slaying infantry no matter how it's engaged, but still does massive and threatening damage. Just not too long between bursts, a 2 bullet delay between 4 shots is a lot already. Oblesk, whether people like to believe or not, is already pretty balanced. Some infantry can tank the shot from it already, and the delay makes it already able to walk around. Most i'd give it, is a faster "uncharge" time, so when aggro'd and the sound goes away, it will no longer fire the moment you leave cover. Both need much larger blindspots directly underneath. However, I feel that should be more for infantry, as both are more supposed to enforce a no-tank perimeter. This is an interesting idea, just don't go too overboard with a nerf on them. SBH/Hotwires already end up random places all the time.
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The GDI PP cross is a partial gateway to GDI Ref and GDI WF and back of GDI Bar. It's now the same in reverse too, the Bunker Infantry Path is a partial gateway to GDI Ref, GDI PP, and back of GDI Bar. GDI still has optimal vehicle combat in this map, I just made it harder for them to dominate, I did nothing to the line of sights GDI has outside Nod base. I just gave Nod options that doesn't mandate having to have their old front door clear anymore. Update: Not much new. Mainly cosmetics. Thought I was crummy at them, and I am... but I managed to satisfy what I wanted with the structures I did move, moving their landscape materials and high-low with them. Also added "particle emmiters" (frosty snowy wind flurries) to the holes I added to the rock faces, making them more noticeable. Added little material to the gap I made smaller to the GDI bunker path opening in front of AGT so it's more obvious a place you traverse. Still need to widen the tunnels for both teams. Likely to double-lane them. If only you knew what kind of a mess it was behind those rocks, the map wasn't smoothed pretty underneath and it isn't going to make it easy on me... EDIT: After borking and unborking GDI base, I pulled the WF forward and Ref forward (not sure if this increases harv rates, should be negligible), should give a broader width of WF to hit with Artys. Now I am actually going to try to work on the tunnels for reals.
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All these have been said before. For the sake of sake's sake, let's not joke about dev donations because it is a fairly serious legal issue to joke with. As far as taking existing units, and renaming them, it is entirely possible to do if desired, though desire does not seem to be the case, but there was a fun topic i'll link below. It was something like naming brotherhood of Nod to brotherhood of Don, and Havoc to Lefty, and Black Hand to White Fist and junk like that... I prefer "The Brotherhood" and "The Initiative" and "Solid Six" and "Dark Grip", though I would stick with Lefty as a commando name. Make all tiberium blue and call it "mythril" and it can still be some sort of space contaminate. viewtopic.php?f=13&t=75517
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Actually, the route ahead, fixes walls to be unhoppable. As in, add blocking volume to side-step on ref non-silo side, and raises height of wall on silo-side. Ambiguous hopping skills, are irrelevant to good gameplay, but honestly, I am working unofficially on Under, and want to do Field too but have less "ideas" to fix it. Just making buildings open up to infantry paths, is a good idea, but not enough, as vehicle combat is campy and ineffective, both need fixed. I have few ideas to fix the campyness of vehicle combat, for Under knocking a hole in the rockwall leading to hilltop was great, but Field has no such idea from what I see.
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As long as he used it on only his community server costs and used the server on various things (like his 7 Day to Die server), then it's technically allowed. Though Ren-X as a whole helped to dodge that bullet. Though Yosh is an orange name, so he would definitely be best to not to.
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Very good work. Hope the next patch or next launcher brings this map to use. Also interested to see what your next work will be. I have a list a mile long of things that hype me. Your stuff, CnC_Siege, CnC_Tomb, cool patch ideas, and long awaited bugfixes, peak that.
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Yes, but did you want to change the default, and if so will you?
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You basically repeated what I said. That engineers shouldn't repair tanks or buildings better, but should diffuse beacons better, and hotwires shouldn't diffuse beacons much slower, but should repair tanks less. Only saying that because Hotwires/Techs really do grant immortality on their target when healed.
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Already is a server setting. B0ng says he likes it, but hasn't done it. To "help him remember", someone should just make the default settings for servers next update, exclude 2 more than it does now, and list 1 less map unless we get new maps to fill the list with.
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That's another thing. I am feeling that advanced engis insta-diffuse beacons way too well, as well as repair too well in general, compared to basic engis. (20 up to 40 repair power). By which I mean, in a low-pop server, the one person that may be the only one reacting to the beacon, hasn't a chance in hell to diffuse it as engi, it takes 1 person 18 seconds, yet it takes a hotwire 9. I feel the engi should be able to do it in 16, and the hotwire do it in 10, as well as the engi repair 20 but the hotwire repair 35. Because in tandem with this problem, field tanks are practically immortal with a tech, only 2 tanks can really defeat the repair power of a tech/hotwire 1:1, and that's mammy if all shots hit, or flamer. Arty almost, almost does it but not quite. MRLS probably does too though less noticable with reload. I believe a tech even outrepairs a Gunner just slightly on an arty. This is even light-armor we are talking about. As squishy as hotwire/tech are, they could use health to actually stay with their tank better, but that stems from losing sidearms and numbers-health when they gained flak armor which was too many nerfs.
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To be fair, it was what was done with the one single building that had the pedestal in old Ren, and in Ren-X you can explain that the pedestals are arbitrary tethers to a faction's entire base systems, and damage to it damages the function of everything on the same network.
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Two issues after latest RenX update v5.12 -> v5.14
RoundShades replied to N3tRunn3r's topic in Technical Support
viewtopic.php?f=34&t=72023 I think problem 4, is Steam not syncing to Ren-X while both are open. Solution was deleting the Launcher. Note, it's the Launcher and not the game itself you must delete. It hasn't been determined how this happened, but this started becoming a problem just Feb. 2nd upon that date's Steam Update. It updated, and if you are familiar with GameJolt and it's UserTolkens, for some reason the update broke some user's ability to make the darn game detect their darn user session. So just delete the launcher and reinstall the launcher, not the game itself but just the launcher. If you have already done that, then you are one of the first that have deleted the launcher and had this problem persist. I would suggest you delete the Steam client and reinstall the Steam client, while specifying in uninstall to not delete games or save data and just the Steam client. It might have old cache causing issues, because there isn't much the game can screw up in terms to "hooking with steam", the launcher either does it or it doesn't, so it could be Steam not giving it a good hook for some reason. -
I was always thinking, Old Ren pedestal design was bad anyway. It always favored GDI. There are better ways to do it. If beacon pedestals were to come back, it should probably be as a small structure (conyard or communications center)... ...or as a pedestal that is placed outside a structure but in a base and perhaps within a vehicle-blocked area... ...or [favorite idea] put a pedestal in every single structure, and simply when damaged it deals reduced damage to all structures evenly (an Ion or Nuke would do 2 timed c4 worth of damage to every building). The very best thing I like about the idea to put pedestals in all buildings, is that this would be amazing to gameplay; Since it stretches defense back to even the dead buildings requiring defense, it increases in likelihood to dead buildings, and forces an enemy to stretch their defense to start covering their dead structures again (including their mine limit, no more single-structure minefields when pedestals are a threat).
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Besides ultra-low settings, and the thread below, and maybe a few other tips like I hear you could rightclick on your desktop, click "graphics properties", and move the "3D" slider to performance, as well as making sure your computer isn't running 500 background processes by pressing "alt-ctrl-del" and open "task manager" and see what "processes" are eating how much cpu during an idle before you even launch the game... ...I think that's about all you can do. I won't promise you a total reboot will help, as I can't guarantee your computer is simply running too much background junk. I can just tell you, if your computer was in my hand, i'd be checking how much background junk it is running, and disabling them if it's an endless number of them, as I am too lazy to reboot myself. Rule of thumb is, at idle, system idle process can use high cpu, but for efficiency sake, not many other programs should be on perma-run that use a combined total of 20% of the CPU. 20% is even a bit much, Mine uses 8% CPU at idle, and has 2.8ghz cpu with 4g ram. Either way, I agree with RypeL, while that computer can't run vanilla GTA4 or Fallout3, it can easily run them with low-res texture mods and various mod-files to reduce settings, so it should be able to run an old UDK game like this or even Mass Effect 3 on low-mid graphics. http://www.tomshardware.com/answers/id- ... -3000.html
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What we did play, unofficially and only semi-organized: Walls: Was Nod. Lost PP Early. Rest of game fell apart slowly around that. Canyon Night: Was Nod. Lost Ref early. Rest of game fell apart slowly around that. Volcano: Was Nod. Lost PP early. Somehow. Again. Started raging at this point. It wasn't like we weren't making any good attacks, but c'mon... Under: Was N̶o̶d̶ fuck that I switched to GDI. I knew where that map was headed, and it didn't disappoint. GDI destroyed PP probably when meds and mammies aggro'd Obby, then the next wave did it's thang... XMountain: Was G̶D̶I̶ Nod because GDI had Vertiso and Quinc3y. Honestly, would have been more use if I sat in back of base as SBH just watching, but I didn't, and we lost ref, but they did lose ref or pp too just when I was leaving (had a house to clean anyway so that was gg for me), donated my money to JediKnight and moved on. It was... honestly bad even for a few-guys versus a few-guys, but I was of no authority to rebalance teams later, so I left rather than try. Usually, rather than join a stomp, I play against one, and usually whether it lasts well or not, after a few games I am usually done with that, so IDK what to say about that. Xept that I should expand Under's tunnels, and we should slap that mofo right into the rotation. Otherwise, we might as well made GDI a 40 man team, put bots on Nod, and let the fastest man boost his leaderboard score with that map, just so we can end it fast, nobody is fighting a futile fight, and we can move on...
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There will be people on Renegade-X today. That is the most we can promise. Worse case scenario, pick 8 guys whose name you recognize in Teamspeak, join a public server all on the same team, and play against 8 other guys in Teamspeak who are on the other team. If we would do this everyday, we'd have a PUG everyday.
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Old school renegade is hard to play after playing a version rid of sniper and technician only style gameplay. Reborn however, I personally am a fan of W3DHub but it looks like we are likely going to end up with Ren-X, either mid-size organized game, or a pub with 2 split up teams playing within it.
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PaintDotNet If not, I could do it for you. Map file, viewport "top", zoomed out to show whole map in screenshot, take the screenshot and post it. I will compare how other minimap graphics look, and will use PaintDotNet to render one for this. Probably have to do at least a wee bit of shadowing to imply terrain height to the mimimap. If you can, make the screenshot take as much space as possible and hide the edges of the editor and also the geometry lines and tools and such. Criticism Large is always possibly interesting, I have no problem with that. What would be nice though, is if there were more little nubby rocks for tanks to navigate through and around. Much like Island's rocks, they are necessary to prevent tank combat from being a thoughtless battle of "throwing balls of damage at each other". Then again, this was addressed before, and you did add stuff, so it may be enough and that one very open-spaced picture might not do the whole thing justice. If so, ignore me.