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Everything posted by RoundShades
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He used a backup, and well, internet is a bitch for some people, so if you can avoid downloading 1g of a launcher. Then again, in his case, a wipe and install ought to be better.
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Looks like bloom to me... Bloom always looked like "cheesy 3d glasses mode" in that regard when I used it.
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I agree with most this. 7 second countdown would give time to return, but would also limit how far. 10 seconds has been a problem since the beginning, just 1 second enough to make the distance between distant points in the soft boundary. Engineers are also very slow. They should be no slower then grenadier. The difference in speed is already well enough to set their roles as infantry.
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You are 100% sure your launcher is not directed at url to constructivetyranny instead of renegade-x?
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Your welcome. Just for reference for anyone else, Windows actually running something correctly is entirely arbitrary, and it can elect to maximize and fullscreen your programs onto screens that don't exist whenever it so chooses. Only fix for it really, is ctrl-rightclick the program on the bottom-bar and clicking move and pressing an arrow key to move it back onto the screens, or by using settings to try windowed mode.
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Sort of important. Edited your post for less clarity. PM a dev for "glitch spots" and try not to broadcast it, please and thank you.
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I know it's pretty good for making launchers with Atomshell, and that it's pretty good for leaderboards and ladders (does Ren-X already use this for it's leaderboard stat-tracking?). I also know that unit values for Planetary Annihilation are all loaded from JSON and are easy to modify, however anything more creative than that escapes my programming ability.
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Pretty much. GDI has 2 specialized guys that are Heavy-Armor and Light-Armor, since it doesn't have SBH. Nod has SBH, so it has 1 unit-spot less to work with. LCG covers both, but to cover tanks properly it needs Flak armor. If you want anti-infantry, between Chem, Officer, Sniper, and Mendoza, you have options already that don't overlap.
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I... want to say I have been having problems with headshots myself, but that makes sense to me because I am terrible. I only snipe as utility, and it has been VERY necessary vs LCG and Mendoza. I have in fact scored headshots. I just have a few times I hit LCG right in the skull and do 1/3 damage it seems like. I hit Mendozas and don't register at all. Little of both for Ravs. I hit a Mendoza like 1 time and it went from full health to 1% health, that was pretty satisfying. Other snipers occasionally aren't a problem, 1/3 of the time I kill them before they kill me, and it is usually a headshot. So yeah, I don't know. Get someone to record, while in a test game, 2 people in the server, and have 1 guy run straight lines with a Rav like normal, and see if a headshot fails to detect, and how far forward or back it is. Actually, this is a long shot, but what I do know, is the sprinting animation, used to displace the head farther back than it showed, on everything from hotwires to sydneys. Now, this is important, because sprint animation is blended on the spot based on "run speed" which is a common practice in UDK games (SMNC), yet depending on "speed difference", you may "sprint" but not get a "sprint animation" because it is tied to max speed and your max speed is a "Patch's walking speed". Which begs the question "is the head being displaced like on sprint animations, during sprint, despite the visual appearance of a walk, which means the head is in the "sprinting" location while "walking" when "sprint isn't fast enough to activate sprint animation". Is just my first guess on a possible-reason. Supplemental Reading on the Subject: www.renegade-x.com/forums/viewtopic.php ... 3&p=148193
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They were never good as a total catch-all anyway. Already pretty good as an "alert" if they go down in number, an advance warning system, a not so silent alarm. Now, there are 2 kinds of units. Units that can bypass the mines but are very vulnerable to gunfights, and units that excel in gunfights and die to 1 single mine (2 if you paid good for it). Yes, you can diffuse them overall faster, but iirc, the total diffuse time for 1 mine went up by it's damage, so basically, each mines is 2.5 mines, and each mines takes 2x longer to diffuse, shaving off .5 of the time that would have been added. Then there is the fact, that the repair tool, unlike the gun, has only the range to stand in front of the mine and diffuse, while only certain characters have EMP nades which are AntiTank so you need to borrow help to deploy EMP instead of 1 class having all of these. All of this, coupled with the fact that engineers are no longer solo artists so "losing a few mines" no longer meant a hotwire snuck in and destroyed a building. (it could mean that, but with firepower and speed decrease they should have been caught)
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It was a weird one, also it usually lasts longer. Glad you enjoyed. Also, it's the last one for this patch. Don't go off topic in this thread like I am about to but the patch is being pushed to the public launcher as an update likely in the next 24 hours. I only brought it up, because preliminary patch notes are public, the patch is expected soon anyway, and it's nice when big changes occur 5 days before a PUG so everyone can get used to it.
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Correct. Snipers, I think should follow kevlar-projectile multipliers, because the cheap one is supposed to be good anti-engineer and not a tunnel god, despite what anyone else thinks. Lasers make sense to do same armor to flak as to kevlar. Same with energy and tiberium weapons. They don't need a multiplier, because they are generally already good. Ignoring armor, doesn't mean piercing armor. It still requires damaging all the armor and the health to kill. It just means, a sniper that shoots kevlar will not do 80 damage because resistance, he will do the full 100. Lasers are the same, to an engi its 15 damage a bullet and to a riflemen it's also 15 damage a bullet.
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Fifteen minutes, just to let everyone know. 7pm GMT, 1pm US Central.
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Spotting volumes. Look like a Camel.
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Still able to buy certain units after Barracks destroyed
RoundShades replied to BetaWolf's topic in Feedback & Bug Reports
That is because, it checks for "if live barracks in play = true" to dish out characters. To stop people from cheating the UI somehow and the game allowing it, it would deny the purchase request server-side. It would be grossly negligent coding to just "make the icons not show up" when bar is dead but still allow purchase to happen. But the icons staying, is a UDK-latency issue. You can fire in what appears to be a cloaked stealth tank, when it is only stealthed clientside and not serverside. That glitch was REALLY cool, until realized it doesn't show as cloaked to other players. Still made a video about it. At least they are cosmetic bugs. UDK has enough latency dependent bugs that are effectual, like the Mammy Tank firing 3-4 shells at once because latency didn't subtract one from your ammo (fixed mostly next update). He sounded like he knew, but to reinterate what Yosh said, Officers, Rocket Soldiers, McFarlands, and Chem, are all available in the death of the Bar/HoN, at twice the cost. And an additional twice the cost if the PP is also dead. The real penalty for losing Bar/HoN, is being unable to replace characters with proxy c4. After bar/hon die, and the enemy kills every last Hotwire/Tech, then you no longer have access to proxy mines or good repairs. That'll be what gets you every time... Also, if you lose WF/Airstrip, you can still buy humvees and APCs for twice the cost, and another double if PP is dead. The real loss there, is Nod Arty/Flamer and GDI MRLS/Med. -
I certainly hope so. Sort of close to a holiday, so it depends on those it affects more (the usual organizers). Otherwise, if Agent shows up, a server could be created anyway.
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So, I rotated an Airstrip, slanted 2.8 degrees into the ground, buried it, and ran the level. It seemed to function. As I suspected though, a beacon kills its buried end (one of the reasons I shortened it). So, I put blocking volume just along its surface, and upon remembering to double-check that it is set to "block-all", it seems to block the shot from the Ion Cannon Strike. Is there any other erratic behavior I should expect from this before I continue on with things? Because it... opens up map design to have a Strip that consists of just it's closest 5 lights, the ramped segment just where those 5 lights are, and the circle part itself, with the other 4/5ths of it just buried (I am not experiencing any lights bleeding through the ground as of this moment either).
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The purchase icon tells you what character you are buying that has what armor. The enemies, it is always a safe bet to assume, if it can fuck up a tank, then bullets can massacre it. Including the LCG, except the very real threat that it can fuck you up right back. If it's weapon would do nothing against a tank, then it will hold up better against bullets. That means Flak goes to engineer, hotwire/tech, gunner, rocket soldier, LCG, pic/rail. Mobius and Mend are autorifle brawlers who's weapon happens to do vehicles and they have Kevlar. Patch has an autorifle, which is slightly better against infantry, and happens to cover armor as well, so Kevlar. Obviously McFarland has Kevlar, chaingun officers have kevlar, autorifles and snipers and shotgunners all kill people and have people-armor. Hardest to remember, is Flamer and Chem. They both have flak, which makes them useful for trying to get through mines in a massive rush. Especially the Flamer, that would be a GDI-perk if Flametroop didn't have flak so it does. Not sure about Chem but I can feel it may just come in handy.
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Actually, Yosh's patch notes include higher spare ammo on other classes. It won't be a huge advantage in that regard, just a Nod-trademark edge. So basically he was going for, LCG having the literal ammo, tank-durability, and speed, of a tank. An autorifle would probably do better damage to him than a med tank, but the chaingun can parry back infantry while he WILL take damage. And against tanks, honestly the techs should be repairing him, he might be more cost-effective and endurable against Meds than the Light Tanks. Then again, Light Tanks move twice as fast as him AND provide SOME cover for their techs.
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Actually, the repair tool, is different from the repair gun, and I EDIT for total clarity... Repair guns = infinite clip size, infinite ammo, infinite period Repair tools = limited clip size of 400 (?), stop using it, it recharges 1 every .04 seconds (?), or about a recharge in 10 seconds. Enough to get your vehicle going in 1 or maybe 2 clips, and to get you past mines with about 20 seconds of handiwork, but limited range so when dealing with mines you can't just give them all a 2% health and do them all at once, or repair tanks from total cover like Techs.
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He fixed a number of bugs. I never seen anyone not want to share bug fixes in advance, so I will take the liberty to name a few of them. These should be fixed: -C4 won't refill (confident 100%) -SBH stuck as spectator (code now rechecks, may still happen but unlikely?) -Orca/Apache/Mammoth unreliable-fire (it's UDK-specific but made less sensitive to clientside) -Stealth Tank Accuracy (was bad, then was better, now is bestest) -Soft Boundaries (Kenz3001 added it to Walls, Whiteout, and Lakeside[?], and Agent made the boundaries unspoofable via code for both infantry and vehicles)
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I didn't understand any of this. =/ I think he is saying, he still does an occasional UDK flood, which isn't the easiest to block, but isn't the hardest either. Honestly, from what I understand, it would be the first and only UDK flood this month though. Probably because even those don't crash CT but 20% of the time, but unfortunately crashes others little more frequently. Doesn't do whoever very much good, if he can't bring 100% of the servers down then he isn't accomplishing much, and if he doesn't have the dedication to do it more frequently then he isn't accomplishing much. I figured he'd do this once every few weeks after casually checking the launcher, but he isn't putting much effort into it anymore, and one week he simply isn't even going to bother, and won't come back. Best decision for him anyway, he needs to move on with life. Do other things. Put this in the past. It's consuming his life, not ours. Any of you remember the last game you played Gameboy? The last time you put it down? Expecting to pick it back up sometime? But never did, just kind of wandered off? That's going to be his situation soon enough, hopefully to move on to better things and other games and such.
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It's complicated, but they were UDK clients set up and running, basically attached to a chat script so they could reply if they detected a vote kick or chat with their name in it. The concept was, if the server had 2 players or so online, during hours when all servers had 0 players in it, then someone getting online to play would join the one with 2 before the 0s. Well, someone sticks those afk on a server, and that server was filled up when players eventually got on, before any other server. More or less, a sheep-magnet. I didn't mind when a server had 0 or few players, to stick like 3 AI-bots on each team, just for filler, until 4 people got on each team and then the bots were removed because by then they seemed incompetent and just took up space. But the padding player count thing was always just padding player count, it didn't really do anything but populate a server first.
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Would be nice We talk about this a lot after a PUG, when we could have 10 people a team test a map's viability in a serious matchup. Unfortunately, given playerbase and how one must download a map before joining, it is possible to sustain a modding community, but difficult to playtest a modder's map on a whim as a group. Still, we can try if someone suggests it after next PUG, to have everyone who didn't leave, download the map in question, and load a match with it, so we can see how it rates in gameplay against Canyon, Walls, Field, and Islands.