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Everything posted by RoundShades
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That sounds good and you are doing a great job on all that. Note my edits to my last post, was wondering if someone found any documentation like that to try fixing it. Note that it is for ut3 and dated 2012 but still, that is basically the UDK version RenX uses. As well as https://forums.epicgames.com/threads/60 ... is-working!
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If the server downloads all custom maps first, the list of 3 or 4 or 20, before joining, the player will have them when they are rotated. Leaves them high and dry from the game browser, but everyone wishes the downloader in unreal works but it is indeed elusive. I am just saying I seen games use a launcher that checks a server for a text-based list of mods it uses, cross-checks a repository to queue all the downloads they will need, and then begins the launch process. While I was thinking about it, I found a little discussion that claimed to get UT3 http-redirect to work. https://forums.epicgames.com/threads/91 ... oad-faster As well as: https://forums.epicgames.com/threads/60 ... is-working! Did you try all the following settings? [ipDrv.TcpNetDriver] AllowDownloads=False ConnectionTimeout=30.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=10000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=35 IdleServerTickRate=30 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload NetConnectionClassName=IpDrv.TcpipConnection AS WELL AS: GameName=ut -> This should instead be "GameName=renx" right?
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Your english has been very bad but I can in fact make it out. But what might help, is translating from German to English, then the same thing, from English to German again. You might find it says something entirely different, in which case you can play with similar words until it translates back right.
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The best solution, is to write into the launcher, to download the map for you if you join a server with them. Or to, failing that, what the launcher is capable of anyway, to include the latest progress on fanmaps into the patches every new patch. Yosh probably wouldn't mind just adding maps to a patch to release it every week or so, without any other applied gamechanges. PA has a fan-made mod-manager that keeps a repository of maps via github that can be submitted and maintained actively, and a server can have a section of serverinfo that the launcher looks for, that references the maps on the repository. The repository itself doesn't have the map, just the link to the maps, and the launcher calls for that download and waits for no further downloads to be required before it starts launching udk.
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I replied to this earlier, but I... guess it didn't send or I didn't click? Either way, buildings have 4000, C4 does (including multiplier to MCT) 1600 if timed and 800 if remote. In total, 2 timed and 1 remote actually does 4000, but if 1 point of health is repaired between the timeds, then the building will survive.
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[Feat.Req.] Picking up Placed Equipment
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Eh, just had to put it out on the table though. To be fair, it is possible that it is something I could do by looking up in other unreal games how they collect equipment back. Probably make the equipment itself like a "weapon pickup" of itself and limit it's pickup to the person that laid it... -
[Feat.Req.] Picking up Placed Equipment
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
I ALWAYS said this was necessary in Modern Warfare 1 and 2. When introduced in 3, I have used it probably in over 50% of games. This is different, but I would still say it may be a worthwhile system for proxies, let alone anti-tank mines, remotes, and timed. If it were available, you might even use it to some degree of insurance against vehicle-jacking (place timed c4, repair, then remove), or the MCT (remove one remote if nobody interrupts your c4 until timed goes off), or even overkill-c4 (taking timed's off a mct if enough remotes were available to detonate immediately). -
In most modern games now, does require an entirely new bit of code to be added, thought I would request it. Specifically, being able to pick up any equipment you lay belonging to you, proxy, remote, timed, anti-tank. In case of accidental usage, which is pretty damning in some circumstances. Especially when someone will lag/suck and throw a bad c4, rendering it worthless and possibly botching it all up. Cons, would be remote c4 would have an exploit for starters, where you can place it on a teammate, both go to a building, and recollect your c4 off your comrade, but really c4 on comrades is a bug in general that probably needs removed, possibly make it stick to vehicles but not infantry (preferably enemy vehicles). If it didn't stick to infantry, it could be placed on allied vehicles, but one would need to get out, place c4, go back to vehicle, collect c4, go back and place that too. Much harder, and again, negated if c4 could only stick to enemy vehicles, which may not be necesary anyway especially if c4ing your vehicle becomes a tactic just to carry c4 / self destruct it if necessary. Other exploit, is it would allow you to pick up the "c4 deathcrate" c4 but what you could do is render that one neutral (or belonging to a non player in GDI like "harvester"?), and then you can at least have the risk-reward to allow teammates to diffuse it if you can get to one (there already exists an exploit where if you get into a vehicle you are fine and dandy for some falcon reason)
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so, an off chance bug, was that the WF was able to buy tibsun vehicles despite being destroyed, without the delay or anything, just straight up buying. But you say this does not occur 100% of the time and it does work normally as well?
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Kind of like loosing at TF2, where you hear "boo!" and you cannot use your weapons but the enemy can and they can just giblit up any remaining enemies they encounter for another 15 seconds while the map resets/changes?
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Why do you keep talking about it as if it's a bug? As far as I know, none of the devs ever called this balancing a bug. Well it IS a hard bug to fix, I mean, IF we figure out how to make a weapon's ammo not run out, we would obviously fix that bug with primaries too. And c4. /sarcasm. Of course the ammo isn't meant to be infinite on purchased sidearms. One good idea WOULD be to have an empty sidearm revert to pistol, but the negative is repurchase instead of refill. Or, a lot of programming to make it return your weapon, which if your memory serves, has not always worked for proxy c4. Besides that, the littlest downside to a purchase sidearm, is the chance to run completely out of ammo and be defenseless without a single ability to inflict damage left. It would be very rare to ever happen, and can be fixed by refilling at base long before, but it is in fact a vague possibility.
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Still only makes sense in practice. Just played a canyon game where Nod had Hon and GDI had WF, and Nod still just swarmed all over their HoN with laser chaingunners and ravs. Stalemate for like years, no amount of apcs and meds and ions could crack it. Vehicles don't stalemate it, lack of vehicles stalemate it. Besides, one change at a time. With building armor, it would be exponentially more cruel if a team didn't have some sort of vehicle that did some damage to a building. Also, with that mutator, I would suggest then if I could make MRLS/Arty, but we all know same arguement ensues... but that really begs the question then why not have ALL the vehicles instead of just the APC which is a throwaway of 3600 credits for 3 of them that can't even properly face off with a hunkered LCG/Patch/Gunner/2 SBH/PIC/Rail/Grenadier/heavypistol... And if you are taking the vehs to their base, you know they are going to have defender's advantage of hunkering... Last offer, is to allow Humvee/Arty/MRLS/Med/Light. This still at least disables special vehicles, the Mammy, Stank, and Flamer, although I still think a single flamer, stank, or mammy, is pretty important to deny a team use.
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Not entirely. AFK repairs are still going to make it nigh impossible to break through the actual armor value of the building. I was never aware there are people that go afk and just keep repairing via a tool or just their button taped down. That's quite shitty. Done it before to hit the bathroom up. Not leaving just for a bathroom, not going to just not go to the bathroom either. People that do it frequently, like to wait out a 3 hour EKT marathon, it does hurt the game but it isn't like I hate the person, but that is why we kick them so active players can join and when they notice they were kicked they can try to rejoin when they can. Easy. In old Ren, If you were firing a repairgun when you minimized your game, it stayed repairing. Easy. Now, I just weigh something onto the mouse.
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It will be getting a heavy armor/building damage nerf next patch. I'd say 600.
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TBH, this game has been blessed, with official developers who run a clean looking front, and still are unofficial enough to drink on the job and tell you how it is (Like RypeL not being coy about his lack of interest, which makes it more encouraging that here he is selflessly making our dreams come true anyway) At the end of the day, it is a fan project after all. And Yosh is most cooperative with doing a lot of bulk processing work as well as detailed work, demeanour or not he is sort of a viable use to everyone.
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Will be fixed in a few day a la Beta5.003 Unrelated, is that any server recently with higher playercount, gets ddos'd 5 times a day. Quite pathetic really, someone is taking their time, effort, likely even money, into making something else stop functioning just for a moment. Just hope as the attacks come and go they exhaust their clientbase and interest and it goes away and migitates itself away.
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I'm for an upgrade system. Just one that makes sense. Another tier of purchaseable things, sure. Team score boosting damage percent, sure. While we are talking about stalemates, I would also honest to goodness support 16v16 compared to 20v20, a lot of dense populated map really prevents individuals from even seeing the enemy base without running into 4 different encounters like Pokemon world walking through the bush...
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I'll do it with permission. I'd only really slightly lower terrain on the nod overwatch path (the obby wouldn't cover it front on anymore but most importantly it wouldn't be like old field ledges), move the opening to GDI base more open and straight (to allow for a narrow line of sight for arty to fire on WF from gdi bunker), and maybe provide more cover for someone using the WF infantry path.
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The same people say the same thing in those links. If it's redundant, it's a vocal minority. The weapons factory and airstrip are supposed to kill a team more than they do now. That is why I suggest increasing penalties per use. Then again, it may even be ok to lessen vehicles to just apc/med/light, if vehicle shell splash range and damage against infantry were reduced. It takes 3 shells near a player to kill them in RenX, and 6 in Old, and 6 shells at edge of splash in RenX and 15 in Old, and a headshot, well that always killed in old ren, but the shells are way more apt to do so in RenX so the other points are adamantly important. If not also making headshots less multiplied as to only do 200 infantry damage, which mind you is just about a death sentence to an infantry anyway but at least is "Balanced". The med/light is the basic requirement of any team though. Not having it makes a win entirely a fumble on the enemy behalf, as it takes 4 tanks to run a field against 7 infantry, no way a score gap can be avoided using only infy vs tanks, and there is no excuse the other half of the majority cant at least defend infantry paths. Otherwise, gameplaywise, it is like if the basic engineer was a 125 unit and losing bar/hon meant it was disabled. Then game over because you cannot survive without any repair at all, let alone even attack without a field repair. Obviously this was different in APB, but infantry was more viable even in APB than in RenX and basic infantry was very good and vehicles werent prolific in field and either one of the structures could win you the game without the other. Not to mention, in APB, the tank splash was MUCH LESS LETHAL as well. One last point. A purchase system mutator that makes only the basic tank purchaseable after a building loss, is easier than heck. I can make one now if you like, so you can test on a server before you demand it outright.
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I personally think the Harvester should be bound to the "don't respawn for airdrop timer" for it. Besides that, the 3 variables that should limit it, is the time for the drop, the time between drops, and the price. I don't think they should remove stronger vehicles, unless at least they leave light/med tanks. The point of airdrop was making games not a very established loss if a factory is lost. If apc/buggy is literally all that is allowed, there is no way vehicles will kill a building, which is the only threat of the vehicle factory and 75% of the threat of a team. If you kill an enemy's HoN/Bar, the benefit is the t2 repairgun loss, which let's a team attack but the vehicles/buildings not survive enemy attack as well, you may or may not live without it and you can win without it, but with no vehicles you may live without it but you can nearly never win without it. The airdrops can increase in starting price, 2.5x or 3x. The airdrops could also increase in price per use, x2 per vehicle or add-last-price to next vehicle. So 1 med tank, 1600, 2 med tank 3200. Or, 1 humvee, 700, next med, 2300. They can increase in time between drop allowance. Same as above, you can add 4 minutes to each tank, 10 to 14 to 18 to 22. They can even increase/configurable times between each player's drop. Right now it's 30 seconds between? It can be 2 minutes, which makes 8 tanks require 16 minutes to amass.
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I liked Mesa II. On that note, it has minor bugs visually and design wise. Other than that, it has a FAIRLY COMMON yet ILLUSIVE crash for all clients. It is fairly common, happens 2 matches out of 3. Same one happens every 1 out of 5 gold rush maps. It isn't rare in Mesa, just illusive.
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This topic borders between "players don't like it" and "players don't like not-it". By which I mean, it never seems like anyone anywhere in any game likes spawn delay, but people hate the smart game being that if shit happens you intentionally die. If a beacon plant, you die and you are now ground-zero to react to it. If mine-clearing, you run out, die, rinse, and repeat. If repairing a building you already have immediate access to purchase terminals, yet if someone legitimately does make a play that kills repairmen, they either spawn same building or nearby and the repairs are hardly interrupted, and this usually irks the offense but they still won't make the link that a spawn delay might help the offense not face the same person in 3 separate reincarnations within the same minute. Also, slightly nerfs engineers suicide-c4-toss, compared to a weapon that kills without dying. I wasn't thinking much anyway. You know the ridiculous length of an EMP fuse? If you die, you wait that long by default (config file) before spawning back at a PT. P.S.: That EMP Fuse needs reduced by 1.5 seconds. Still also makes it smarter to "not kill infantry in the field" when doing a rush, because then they are stuck in the field unable to help their team. Unless they suicide, which again, this would at least delay them but a moment. P.S.S. I am also not suggesting this so I know if the person is watching me TBag them or not. Just, most games balance based off this, like CoD, Battlefield, Runescape, Planetside 2, SMNC, Ect.
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Can we get improved AI?
RoundShades replied to Guardian of Harmony's topic in Feedback & Bug Reports
Hande was doing a minor thing with the AI. I won't lie, I don't know much about it otherwise i would. -
We are technically able to facilitate 32v32 via directconnect. Not sure if we want that or not, it would likely be good only for a pug.
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I can only say that the Balance Mutator has a config for it, and it also has a particular location that config has to be in order to be read. Have you basically mimic'd what it did? I can look at exactly what it did and where to put the config at in a few hours.