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Everything posted by RoundShades
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I don't play it by steam and wait, when I play by launcher does it record time in-game on steam? If so, I should check mine out... EDIT: Oh yes it does.
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How to Make a Mutator - viewtopic.php?f=136&t=74143 Example How To Harvester Mutator - viewtopic.php?f=119&t=72926 Balance Mutator w/ Various Changes - viewtopic.php?f=169&t=75186 Stealth Tank/Purchase System, Particularly the First and Last Pages - viewtopic.php?f=136&t=75238 How to Change Example Mutators into Their Original Code (.U -> .UC) - viewtopic.php?f=136&t=75223
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Eww, K.D.R., well it's good to track but not announce when unwanted just so you know.
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Oh, you are the one that made that other post. Yeah, you have to make it a mutator instead. Look up how other mutators are made. Basically, you make a main file that changes things in-game actively as the game runs it's vanilla ways. Using checkreplacement, you can change infantry with a custom infantry (usually an existing infantry in model and all but with changed damage or range or health), or a vehicle with a custom vehicle, or the purchase system which itself is an actor just like a vehicle or infantry. After you get the game to switch at game-start "Purchase_System" with "Purchase_System_Modified", you can make purchase system modified your "modified purchase system file", and make your additions in there. For instance, look up pre-4.03 balance mutator, and stank mutator, as they are similar and you can download then and understand what they did. Stank Mutator actually changes the Purchase System, you can start with it, and switch the changed purchase system with your own purchase system (and rename what you need as necessary). You have to pack it with UnrealFrontend so consider giving the RenX SDK a download.
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This is literally, the definition of a Mutator. Look up some information on Unreal 3 Mutators, both on this site and on other sites. There is already a similar mutator too, from last patch, servers used it as a balance patch until the devs patched it in. Basically, codewise, you checkreplacement things that exist already in-game since you can't modify them, with a clone of it which you can modify how you want. It is technically like adding another soldier in the game, and having the game replace any vanilla-soldiers with your-soldier, and besides your changes make it the same vanilla code and model. Same with vehicles, and the purchase system which itself is an actor just like an infantry or vehicle.
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It would be nice to have a player choose what is visible or not. Like, collect all that good stuff, but a player has a lot of commands like !kills [player], !showkills, !hidekills, !spm, !showspm, !hidespm. The first one states your kills or the kills of the player's stated if allowed, the second one allows the bot to state your kills, the third one declines the bot to state it if requested. You could combine both the commands to !togglekills, !togglespm Unfortunately that is another layer of work. It might be easier, just to allow server owners to display info from that data on their website so they can control what is visible or how to allow it.
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This is a very common problem with rocket and grenadier. Saw it happen to Kenz on stream too. I think it has to do with the location the projectile spawns in at in order to fire, along with pawn's new sprint changes perhaps.
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How would you change the IP as to no longer deal with EA?
RoundShades replied to TheGunrun's topic in Renegade X
Clever. -
I suggested this even before airdrops. Something progressively sacrificial. OH! While we are at it, Harvesters respawn at normal rate. I would rather it respawn at a delay much like player vehicles. I like how it comes back, but a 6 minute death would be deserving. It completely rendering your refinery useless is sort of double-edged making it too severe a loss, but if a harvester death was even half the length of a player drop then a team would be without for 5 minutes. Encourages harvester defense and harvester killing, which is one of the most intense and pro-gamer parts of RenX in my experience.
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Numbers are never set in stone. Again, increasing delivery time increases the gap between vehicles, and if configurable you can petition your local overlord (server admin) for higher times (1-2 minutes opposed to 30 seconds). But on paper, games stalemate a lot less hardcore than before. Just because killing a building doesn't finish off a team, doesn't mean it's bad. Really, at least killing a building isn't a "throw your hands up in the air and leave" situation like it used to be, it was bad in beta 1-3 bruh.
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There is a delay between airdrops showing up. Right now it is higher than normal, around 45 seconds. If it isn't configurable, I can ask if it can be made, Really 1 minute between vehicles already makes a 6 tank rush require 6 minutes of buildup, which can't even really be called a rush then, just a buildup. It already literally requires 4.5 minutes in b5, and normally takes a live building 1 minute if the team is well coordinated (hint: don't get your hopes up)
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This with a vehicle limit of 3 and another price increase. Now, to be fair, this was a good idea for the ref. Destroying it lategame or really rather mid-game on islands, doesn't really change anything. Everyone got 3k long before, and will make 3k last all game once the ref is gone, and some people hadn't spent all game and has 6k. If the ref destruction brought all players down to a maximum cap of 2.5k, it would be a lot more devastating late-game. It would also encourage donations rather than sitting on 5k cash on your own.
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Oh trust me, they wouldn't repair you anyway, it isn't their flame tank, and they are too busy shooting at infantry.
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Again indeed. This comes up too often for something that works better than not. I don't know in what way it is a minor nusiance, when the price and time are hiked up. 5 flamers are in no way steadily buyable at that rate, and killing one gurantees you won't see another for 8 minutes, meaning they will either be defenseless after a rush, or they can't rush because they have to spend a flame every couple of minutes to hold back tanks. Same with meds versus flames if the WF is down, they will eventually lose from attrition if their tanks cost that much and are limited, and 3 flames will always kill 1 med or more.
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Do Swedish players deserve to get the boot? You decide!
RoundShades replied to suchconquer's topic in Off Topic
In the context of the situation, Idk what server this is, who this is, and I notice who I think is Agent (Jessica) also questioning wtf is going on, but generally, I have no clue what the situation or server is. Tried asking the server admin themself about this? EKT if it was EKT, TMX if it was TMX. Tbh, nobody I know beside B0ng checks IPs enough to know someone's location, how would the alleged server mod even known if said person was swedish or not? -
PUG Gameplay never fails to surprise me. Great games! See everyone next week. Will be hard to top this week though.
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Where to put the software development kit?
RoundShades replied to ReefaMan3's topic in Technical Support
It's own. SDK is standalone, separate from the game. If you put it into it's own folder, in your "program files" or such, and go to it's x86 binaries (32bit), and make a shortcut to the UDK.exe, and edit the shortcut so the "target" says "c:\\program files\RenX SDK\binaries32\udk.exe" editor, note the quotes and adding the word editor at the end of the field and outside the end of the quotes. Again, you can put it anywhere and you don't need to type exactly what you see, just whatever the "location" is that you choose. -
I get busy and is hard to actually get my game on, let alone update the timer. Definitely do when i get home. Thank my folks for me not doing it yesterday. Click Here For Countdown Timer, 08/08 PUG
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Yosh and Kenz had a brief convo about making that capatable for vehicle damage as well as driver killing. That way, it works with vehicles without stranding vehicles. Also, I don't mind some maps doing that. Generally though, a lot of maps that don't have it atm are fine. I would personally use both in a map were it me. Tops of buildings below the stall-height for air, I would put invisible blockades to keep air from getting on air only places on map-edges (inside the center of the map I would use visibly unland/unflyable shapes). In open paths out the edges of the map, I would make a distance-to-kill with area-vehicle-damage. Really, were it me, I would use weak vehicle-damaging volume like field's river but even slower (and it should be slower in field, even if tanks can outright drive across with some damage), along with infantry warning-to-kill on map's edge.
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Blocking volumes aren't bad. All maps should have blocking volumes creating a confined square of play area so you DONT get out of the map. Just don't add them to a knee high anything or anything air can fly well above Midcap (blocking air at map perimeter is fine because air should know that's the edge anyway) Honestly, I have more problem with a pointy rock edge clipping my vehicle or character corner and holding me on place when trying to escape, Than with prohibitive blocking volumes.
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Lakeside was one of the most voted maps of b4 though. Really, a more visible interpretation of the invisible walls should set things back to good. The rocks by hon and bar being accessible by air but not foot was just overpowered not to mention exploitable. Making the rocks taller and making air go the entire length of the forest around the rocks to hit the gdi/nod base is a reasonable balance choice and a good exploit fix.
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Sounds slightly noncanon but hey, the gap between ww2 and ra2 was like 60 years so it's an interesting concept. Any reason not a more reasonable engine like the spring engine?
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Should Orca/Apache be pilot only?
RoundShades replied to epicelite's topic in Feedback & Bug Reports
Still at a health cost and inconvenience of climbing. -
Should Orca/Apache be pilot only?
RoundShades replied to epicelite's topic in Feedback & Bug Reports
I won't lie, this is probably the single highest building killer in any flying map. Getting a tech/hottie dropped on top your hon or one of the elevated paths infantry can go on their own such as lakeside sniper perch or walls sideramps. I would not mind this being changed, as well as the chinook getting a mild buff that isn't stupid (read:weapon-based). I wouldnt mind chinook having orca health but having heavy-armor instead of light-armor, chinook passengers being mounted players to the midsection where they can fire out open sidedoors with personal weapons, or just having more health as lightarmor or more speed. Or less cost.