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RoundShades

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Everything posted by RoundShades

  1. Since the changelist is now public in the stickied threads on top the general discussion, they added a handful of Tiberian Sun vehicles as prototype vehicles you can get from crates. I think the wolverine is one of them. viewtopic.php?f=13&t=75347
  2. The most game ending thing about them, especially on lakeside, is it's missile damage. Lower it to require at least one more air vehicle to take down a building, and they become less powerful versus each other and at least give vehicles a chance. Beside that, the map size, air speed, and speed and range of projectiles, seem to be the worst problem. It is quite difficult to do anything against them without select weapons, some of them which were nerfed. I am not sure if that is such a good thing, it could be if it's counters were balanced right. The Mrls staying the same is one. The stealth tank gaining at least the range of volt rifles and lcg is another. Heck, maybe it could even have its old health back if more stuff could hit it.
  3. How, without switching to internet protocol over unreal's own protocols?
  4. Honestly though, he is right. Not only is SBH detection only 4 armlegths away most, but their movements blur into screen movement if the enemy happens to be walking and turning their weapon a lot. Same is true with a perfectly stationary hotwire sitting in the nook of a rock, most enemies just pass her up like she is invisible, then lose their Ref or something.
  5. No, MNC community is pure cancer and dead. Just check their forums/the game on xbox live marketplace or PC. The PC LITERALLY has no more regular matches online despite a few servers open empty all day. I might try to mutator it one day since I think it's possible to do. This game is honestly better than SMNC, which is also a hostile community to play with/against, and a game with like only 1-2 10 player matches at any time. Generally, I don't see why the average gamer will throw around the word dead like it is good for gaming in general to curse it like that. Obviously modern players never lived through the gaming market collapse. This game is a small man project, and for that the average playerbases are like 20 at any time and updates every 9 months. In that regard, Reborn was about average and fun to play, APB dwindled a bit but I remember times it was honestly full up on matches online, and RenX is above average even still especially on update frequency. Just appreci8 m8.
  6. Queueing would discourage filling a new server which is likely better... But having 12 spectator slots, that auto team change from spectator in order of when joined, to whatever team that lost the person, would technically create a wait for free space Just to remind everyone, the current best way to join a server when space opens up, is to watch the Irc channel for a "left the game" message.
  7. I think the bots are already good enough for what they do, without any more work time spent benefiting the playerbase. Now, doing work on it in general, if things can be done just out of side-projects, that would be great, it couldn't hurt. a 5v5 mode where each of the 5 gets 4 squad-bots paired up with them and take a variety of orders, would also be cool. That is how the game should already be played, except with humans, but humans don't always do that...
  8. What renx needs, after adjustments to a reliably endable game mode, could be new content. The hover Mrls has been in game files for many patches now. Would be out of place a bit, but more stuff like that and McFarland.
  9. It could be done on UDK, but would largely change what the game is. I mean, a lot of people like a sort-of-shooter. Besides, the overhead mode would be mostly cheating in this game mode considering the value of intel and the lack of an RTS mechanic called "Shroud". Now, shroud could painstakingly actually be added in, where your vision is team dependent and anything your team has no direct vision of is not rendered in your vision. I always pitched this as a good project as a separate game. It would have perks, such as better 2v2-6v6 interaction, less players a match as body-swapping with bots would fill the game, and possibly base-building a la dungeon defenders. Wouldn't that be awesome? Entirely different, but awesome.
  10. I hope he is doing as good or better than I. I like this idea. I am working on something and can understand how working on something that is relatively new to you can take time, but I hope the voxel translations give him something to mount as a vehicle model first, and then he can worry about their ingame script later.
  11. Team score? Alternatively, as I suggested before, make it a progressively more expensive upgrade to purchase per player, that is permanent for that match. Then, you could even add branching ones to the end that focus on different playstyles. Like steel talons or dead six or marked ones or such. With teamwork, that rich guy could even pool money and furnish the team with end tier goods.
  12. My only comment, is that some maps don't have tiberium fields. Island and Complex for instance.
  13. Yes, they can make a single numerical change to the names for now on. Next big update will be a dev patch from what I understand though. Except for an ekt stank adjustment they should be testing out next server restart from what they requested of me. Any server can try it, from testing it hasn't crashed anything yet. But it is separate from the balance mutator, it is its own purchase system changing one. I will post the link here tomorrow and any questions can be addressed to goku. Stank Mutator Download Link: http://www.filedropper.com/stankmod I have just been informed the name is needed to load to a server (I knew that but didn't occur to offer the name). The name you use is "StankMod.StankMutator" Stank changes in mutator: - slight range buff - rof buffed to meds 1.5 including delay between missiles (1.4 + 0.1) - missile spread formula reduced to fire straighter and closer together. Still very minor widening effect.
  14. Yeah that would make sense, I thought it was a variable in another location (like Stankmod.rx_vehicle_stealth_tank) so it could be referenced externally, but it makes sense. So, could he just add a default properties field at the bottom and then a localpc? Or does he also need a foreach statement? Rudd, I suggest you search the pawnsbh for both those and see if you can figure out how to do one or both of those from looking at the code in context of the sbh.
  15. The SBH had an if statement like: if [LocalPC.PlayerPawn == None] But that kept erroring in this code. Is that something that would help stifle this, and why couldn't it find LocalPC if so...
  16. That is a shame, idk why it does that. Since we borrowed SBH code, that would be like being able to see all SBH on the map if a single SBH was in range of you. Anyone else have any clue?
  17. If function in function can't work, then make the second function outside the bracket. As long as the timer calls it by name, it should work... if(CollisionDistance<=400) //Checks when ever to create collision or what ever number if you have that { SetTimer(0.6f,false,'CreateCollision'); CollisionDistance =400; } } //<--Add a bracket here... { //<---and also below. That pretty much sums up making them separate. function CreateCollision() { local InstancedFoliageActor ac; local InstancedStaticMeshComponent comp; local vector loc, scale; local Rotator rot; local BlockingMesh CreatedBlockingMesh; local int i, j;
  18. A day the pickup game is not on, or right before/after the pickup game? Some custom maps, without finalized lighting, will take forever for a player to load into.
  19. Humor me, but if expanded factions were put into Renegade X, it can possibly be acceptable to do it in the way C&C 3, tiberium wars, did. What if, players on the same faction/team, GDI and Nod, had subfactions, such as steel talons and dead six and such, that have different unit specialties? Like, they all have the same structures and goal, but one faction can buy advanced versions of infantry, and one can buy advanced versions of vehicles. Subfactions could either be chosen on game entry, or perhaps purchased as a permanent match upgrade with so many credits at a PT? Of course Nod would need equivalent, such as Marked Ones and Black Hand.
  20. On top of what everyone else has said, I can only add, that your mastery of unreal material creation is top tier. That is my hardest area to try to grab reigns of, honestly any form of custom assets are.
  21. "C:\Kyle'sGames\Renegade X\renx sdk\Binaries\win32\udk.exe" batchexport %1 class .uc "C:\Kyle'sGames\Renegade X\renx sdk\Decompiled\Mutator\Classes\" I used this and it has worked several times for me. This of course is my own directory on my computer. Are you sure?
  22. Do you need to have UT3 installed or something? I only managed to get this to work with the UT3.exe from my UT3 installation. Not the UDK. ...replace... the installation directory... in the text above... with your sdk installation directory... Well, I was stupid because really it should be UDK.exe rather than UT3.exe... So like this: "C:\Program Files\RenX SDK\Binaries\win32\udk.exe" batchexport %1 class .uc "C:\Program Files\RenX SDK\Decompiled%~n1\Classes\" Thanks, my bad, and edited main page. I at first started to come off as condenscending because I thought you literally just didn't make the location your own directory, then I realized for some unknown reason I made the executible the unreal3 and not unrealdevelopmentkit... Idk why I did that... Good Catch...
  23. That is why I think the devs maintain it on-site somewhere. They can do it manually for a site fee they already have to pay, without having to pay additional costs, since they aren't getting anything for this game y'know.
  24. At most, it is certain bugs driving people away. Quirks like floating arm models and having to circle jerk to get a c4 refill, aren't driving players away.
  25. Github is very nice and reliable. There is already an open source for this game somewhere iirc, the devs maintain the source but host your own copy and you can technically fork it. Anyway, this is the first build that was "uncooked", which is why the initial download was so big. But the perks are definitely better, being able to patch by individual files making patches smaller downloads, and being more readily able to map make and mutate.
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