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RoundShades

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Everything posted by RoundShades

  1. Yes, download beta 4. SDK stands for software development kit. It is the open source modding files to use with udk editor. Glad you finally gave beta 4 a try, hope to see you ingame.
  2. Don't give me any credit. I also hope you aren't that cynical about it, there are a lot of things that a lot of games do over the last 14 years. A metagame doesn't hold true longevity as it is just initially grindy (works for the yearly ea/activision installments), a variety of weapons and weapon combos might hold prolific gameplay a bit, and games being more reliable in their match duration regardless of how it is done would do the most to fix the entertainment value of the game on the match-by-match basis. The match duration is probably one of the strongest advocating factors of the original rise of the Moba and League of Legends. He is right about bugs. I am sure I could look up why floating 1st person arm models occur in 3rd person view, but that has never once gotten me killed or caused my game not to play. Balance however is another story. Server administrators luckily can do a lot about balance themselves, it is already 2fold better between Rypel's mutator and the adjustments made to his mutator by others after the fact. Maps however, like Canyon getting another exit from the hon through the rockwalll to match GDI's to access the silo and alleviate Nod infantry bottlenecking against GDI vehicles, is a REALLY good balance change despite how minor it may appear. I think some thought could help Complex and Under in the same regard, as they are 70% gdi win maps. Lastly, features are honestly more important than bugs. Releasing a launcher with a community mod list or something, would be more prolific than fixing some cosmetic bugs. On the note of bug fixes however. I thought someone suggested Agent may have fixed floating mines next patch. Those affect gameplay fairly much, not always decisive but sometimes the difference between otherwise building dying or living. That would be one of few examples of "this bug hurts the game". The other being the humvee glitch that lets you move around while having your character model stuck elsewhere so you can shoot players invisibly, which was also patched promptly. I appreciate how bugs that matter are being prioritized. I understand spelling may never be a strong suit, but since half the community is german it at least half goes unnoticed I reckon.
  3. Well its 3 minutes till, and no b0ng yet. So, Nero or someone else, have a free server? I am surprised more people aren't showing up, but I will assume they didn't get the "2 hours earlier" memo. I will announce it this pickup game if we can organize it in a jiffy. EDIT: There wasn't a pickup game tonight. The server was open but we had 9 attendees. Still had a fun night of Renegade though. Attendance should pick up next week. Also, most were unaware of the time change of it, I was on for both times, the new suggested and original times. I think perhaps we should either stick to old times or solidly announce the new time on the TMX Bot Message throughout the week.
  4. Beta 2 was a poor choice of time. It's better than ever, a lot has been fixed. I'd recommend it in the current state. Still could use many things, don't get me wrong. I'd love q-spotting to display radar locations and be able to spot crates and timed c4. But that really is a quality of life feature. I did get one talked about bug, about not being able to join a server. It happened recently after a server crashed (rare) and it seemed half the people were unable to join until server went off and on. But that I presumed may be rental server built in ddos prevention, I read that unreal games hosted from servers sometimes do that among a gandhi of other things. I am more excited about hopeful upcoming modding community content.
  5. I won't lie, even with a good team, today I lost volcano on nod (they got 2 structures on first rush while we got 1), and won on canyon with nod (early mobilized artillery coupled with some actual repair work to keep them in the field and gdi out of it). Still think GDI was terrible to let that happen, even in case of a fuck-up, gunners should have been able to regain the field if nothing else.
  6. Ask Vertiso, I dodged one barreling at me the other day as a TacRifle, from behind with a moment's notice. It is really hard to sneak Stealth Tanks into an enemy base. Stanks already have some of the highest anti-structure damage, so fixing their projectile to hit tanks more reliably is good enough. Range is one idea, where you can't shell a base but can reach good distances. Health is another, such as giving it 500 health compared to 400 to buy one aproximately 25% more time in a fight to either win or retreat or get farther into an enemy base in case of a rush. Idk why they seem to die faster in RenX than Ren.
  7. It could be given 2-5 projectiles from the same weapon and shot, of varying ranges that all add up to the same current damage, sort of like damage drop off. It does too much damage to infantry at medium range sometimes I think. But, I don't think Nod should lose one of their strongest units, until possibly the stealth tank is buffed a bit.
  8. Nod has like a 60% win rate on Walls and Whiteout. GDI has like a not even kidding 80% win rate on Complex, Canyon, and Under. On Complex and Canyon, the games don't even last very long. On Canyon, the wall hole for the silo will even up the early game as well as relieve the bottleneck on infantry against gdi vehicles. On complex, it would be a good start if there was some cover on the middle of the strip imo. There might be other ways to help too but that helps vehicles from being spawnkilled and arty to get a foot in against tanks. On under, idk, Nod's opening seems to be narrower and straighter shot against structures, gdi is a curved opening that nod needs to get way in and around in order to have line of fire. Really, GDI tanks are hard to break but are fine at their distance. Nod needs better options in vehicle path and terrain exploitation, as well as a better gdi entrance to exploit to fire from in the same manor that gdi can do from nod base entrance. The infantry paths not having as much a bottleneck might help too, possibly redesign the tunnels with two paths that branch together in them? Gdi always denies nod their own tunnels, which also leads to just another way for nod to lose while they focus on vehicles.
  9. Chem sprayers are too long range. The projectile moves slow, but you can hit people from the center of the walls plateau from the edge of any one of the 4 openings. That is some range...
  10. I'm taking a single weekend to write some code for another game, and man I must say it is so much easier there than here, to stick a model, script, ui, and name to a brand new entity. I know you probably already google'd, but I found this: https://forums.epicgames.com/threads/71 ... ickup-name
  11. I had trouble when my power randomly turned off at home. No storm, no warning, no quick response, just turned off 25 minutes prior to game, and stayed off 6 hours. They can get away with anything these days. Anyway, I don't think the server that is set aside for pickup games is too difficult to organize and launch. Especially with multiple organizers. I will ask him, if he does think it is possible that it would stress it too much, I will respect that. Ask for divided attendance, I don't see why anyone would ditch one game for the other, and wait a whole week for more fun. Am I the only one that would attend both because 6 days of wait seems too long?
  12. Yes, thanks for the feedback. What about the frequency? I always considered possibly doing on Saturday and Sunday or some other day. That way we get two organized games a week.
  13. The link to the new countdown timer: http://www.timeanddate.com/countdown/ge ... ames&swk=1 It is 2 hours earlier next sunday. That way, EU gets on at 9-11pm. US Central is 2pm. Sorry such a wide gap, I don't control the Atlantic Ocean...
  14. Recently, I did some coding with the stealth tank. It has a formula for spread. It makes it fire to the left and right, and then home inward to the center. A similar formula, can make the "right" not fire from the center at all, and the "left" fire at a 180 degree spread, and then just remove the homing. You can likely remove RandZ and everything including +Z... in the formula's end. var int j; simulated function rotator AddSpread(rotator BaseAim) { local vector X, Y, Z; local float CurrentSpread, RandY, RandZ; CurrentSpread = Spread[CurrentFireMode]; if (CurrentSpread == 0) { return BaseAim; } else { GetAxes(BaseAim, X, Y, Z); if(j++ == 0) RandY = -0.4; <---- change this. changes arc to the left, 0 is dead center else RandY = 0.4; <---- change this. changes arc to the right, uncertain what number "180 degrees" is if(j > 1) j = 0; RandZ = 0.1; <---- change this. changes initial up/down rotation of the rockets, don't include this at all return rotator(X + RandY * CurrentSpread * Y + RandZ * CurrentSpread * Z); <---- Don't include [+ RandZ * CurrentSpread * Z] } }
  15. 1) Can the rest of the players also make it at 11? Because 11 becomes dangerously late for me. EDIT: Go home, your drunk. It has always been 11 gmt, 4 central us. 2) Bong as of right now is on teamspeak and said he has the server ready for today. But yeah, I will set a countdown timer here for now on so everyone knows when the time will be. Edit: I was hoping to get on, but random power outage so let me know the turnout.
  16. What time, using the online CountdownTimer site, are we doing pickup games today? I will ask bong an hour in advance. If he isn't to be found 30-20 minutes ahead of time, I will let you if you are to be found. If not, Goku and I will do it. Either way, we are playing pickup games. IMO, even if they are 6v6, I would play it. I just have an overnight job and it eats into time saturday.
  17. Okay, with the same purchase system mutator for the stealth tank, I replaced the emp nade, and for the first time my first code compiled without error. However, ingame, emp nade purchase replaces explosives with nothing whatsoever. No errors in cmd. Would I need to cull the explosives purchase manager similar to the vehicle manager in yosh's code earlier?
  18. Yeah, that's what kenz3001 does. Still, his video gets you a lot farther from step 1 download.
  19. Look at kenz3001's YouTube videos on making of a renx map. It is best to run udk from renx sdk from 32b binary using a batch file you can make in notepad. It basically opens via command prompt and specifies opening in development mode. All covered in kenz3001's first video, the one after the volcano and Canyon map mind you, the current one with 55 videos long. Also note, udk is a lot more like blender or Maya or 3dmax, a 3d model program, than a game creation kit. Still, there is plenty of documentation for udk on the Internet.
  20. I have my own question and have been holding off until yours was answered. Since it hasn't, and I am no skilled udk expert, I draw upon my general computer skill and speculate perhaps you are either running via 32b and teaching 4gb ram usage which is all any 32b app can consume, or are running 64b and reaching total available system ram. If the latter, Google how to increase your virtual memory, which allows some hard drive to act as painfully slow ram. Might take a day to build lights. Alternatively, I heard of some way to build lights via multiple machines through Internet. Look on TeamSpeak or irc on any of the renx servers, particularly Encrypt would know how to do it, I think he did it with carnage club. It doesn't look like your machine is weak. Lastly, could just be the lights are plain old errored. Could be any one of them, might be a pain searching for which one isn't building and crashing instead
  21. I asked him like 2 days ago, and he said he isn't into RenX right now but of course he will host them weekly, it doesn't take much effort to get on weekly. Also, he said they actually did host the pickup game last week but attendance was low. I am busy on Saturdays, but I am getting on just because of this. If you want to have a backup server ready, make sure to use the latest agreed upon balance mutator. They can vote here whether or not to do 500 sniper change. I personally made a stealth tank change mutator here, it is separate from the other because checkreplacement didn't want to cooperate together when I tried combining them. http://www.filedropper.com/stankmod
  22. There sort of is. Right now, they have plans to continue work, including regular checkups on progress with about 4-5 projects they are working on in RenX, and a patch that just got pushed back because of unforseen personal life events but otherwise is entirely possible to come very soon. But they have handed off some content related work to the community. They needed to anyway. Most games beg for a modding community, including this one up until they had a modding community. It is important to future proof the game. If there was no good answer, I would let you know. Right now, the worse of the answer is that there was less devs than before, but the best is that at least the game is already mostly built so individual additions can come one at a time. Imagine building from scratch the game and website with just 2 programmers and 2 content designers and 1(?) webguy?
  23. Character-Related Suggestions/Opinions . Gunner - Changed in balance mutator to be stronger against vehicles and structures. Neither rocket launcher is the best choice against infantry, but gunner does 50% to most on a bodyshot. . Characters – A small dev team, and torn clothes and blood stains are cosmetic-ish. Still agree if someone had time. . Prone - I would agree more with Leaning left-right than prone, prone really has no place in an arcade shooter. Lean is even kinda cheesy, I just think it would benefit players using cover more opposed to players trying to run circles point blank range while barreltapping. -------------------------------------------------------------------------------------------------------------------------------------- Vehicle-Related Suggestions/Opinions . Transport Helicopter – Its guns are a wee bit strong for those who know it. . Harvester – A harvester death has a 30 second respawn delay, to prevent rapid deaths and it obstructing combat, mainly it's own team by blocking them while they try to defend base. . Orca and Apache – No comment, except that both are different. . Orca Fighter – I liked both tbh. Orca VTOL Fighter? . Repairable Vehicle Wreckage – This technically wasn't in original Renegade, this was added with serverside patches. And it's purpose was mainly in balancing snowballing and lacking a vehicle factory on the defense. Airdrops and Sidearms for infantry, instead balance either structure's loss. -------------------------------------------------------------------------------------------------------------------------------------- Weapon-Related Suggestions/Opinions . Heavy Pistol – Needs a more rapid delivery of a clip's damage, but less damage IMO. It is either a defensive anti-armor weapon, or an emergency one, not a primary. . Buyable Tiberium Grenade – I like the idea, but might be too good at defending beacon plants. As long as it's tiberium damage, maybe not, but if it were stronger than tiberium poison then it would be too easy to buy 15 seconds of time on a beacon. . Buyable Incendiary Grenade – Wouldn't these do the same thing ish? Maybe make the tiberium one more expensive and the cloud of poison last longer in a larger area? . Volt Automatic Rifle – It is weird. It has same damage output, some of the best and flexible and easiest to use damage in the game, and a useful secondary fire to cover what it lacks and be used for utility gimmicks like alpha damage when entering combat with a unit or to finish a distant tank off. . EMP Grenade – This is also agreed on. Really, a mutator should have already fixed this. I should already have fixed this. I just might try today. . Buyable Ammo – A backup-ammo item that replaces grenade slot, might be nice. Then again, ammo drops from enemies and better reliability on refill crates, would be better. -------------------------------------------------------------------------------------------------------------------------------------- Map-Related Suggestions/Opinions . Volcano – I sort of wish there were at least mild dividers to stop accientally hitting lava, vehicles are hard to replace sometimes when that happens accidentally. . Under – A neutral emplacement would be interesting, and would take some of the shine away from sniping from atop after hardcore-parkour ninja-climbing it . Field – Agreed... . Whiteout – I don't notice it, the middle of the map is fair game and the edge of the map (which infantry path is considered off the edge of map) is considered blocked. Maybe taller edge mountains should convey this, but they would seem unnaturally tall and ruin the "view" of the map. -------------------------------------------------------------------------------------------------------------------------------------- Building-Related Suggestions/Opinions . Gun/Rocket Emplacement - Eh, that sort of ruins Nod's schtick on the one map. Nod is only 56% advantage at most on Whiteout. . SAM Sites and Anti-Air Towers - Their missiles should be really fast in my opinion as to be neigh unavoidable, maybe fire more often too. Their damage is fine, they definitely discourage being in range of one and actually taking a hit (unless you fly directly against one to get out and c4 it upon destruction) . Destroyed Refinery - Already does this in new mutator . Destroyed Barracks/HoN – Idk, I thought this too tbh. I would rather each team get their 500 sniper and their officer/rocketlauncher, than their mcfarland/chem. . Destroyed Weapons Factory and Airstrip - I can see the vehicle limit perhaps, but really with the mutator's harder economy and 10 minute delays on vehicles, destroying a factory does thin out enemy vehicles down to practically a "basic tanks and humvee/buggy and only 4 at a time" . Gun/Rocket Emplacement – Like on under in the bunker. Exactly. Would give Nod a slightly easier time on Under. . HoN and Airstrip's Glass – The glass is bugged. Best to assume it's unbreakable and not shoot in or out of it. . Obelisk of Light – Oh, it does. . Temple of Nod and Advanced Communications Center/Centre – Eh, requires total map rework for a mechanic that isn't that important. Each team can win by c4 or tanks 9/10, than with beacon placement. Beacon placements are for sniping structures, or for ending stalemates with a 20 man team sitting inside their own HON. -------------------------------------------------------------------------------------------------------------------------------------- User Interface-Related Suggestions/Opinions . Enemy Spotted/Q Command – It would be a good idea to add spotting crates, enemy/allied timed c4, and different alternate commands via spotting. . Radar Map - I would say, firing a weapon possibly shouldn't because it is hard to say what weapons are suppressed (500 sniper, carbine, pistol, machinepistol, flichette?), but the map does need better icons. Enemy tank icons, enemy infantry icons, flashing if spotted by a teammate and disappears after time. -------------------------------------------------------------------------------------------------------------------------------------- Other Suggestions/Opinions . Random Map Select Option – Well the map algorithm is a little better, not allowing so many of the last chosen maps to be reselected and allowing a vote of 4-5 instead of all of them. . Respawning – Yes I do. Perhaps where you have to press 1-5 to spawn, and the number coordinates with a structure. 1 HoN/Bar, 2 Air/WF, 3 Ref, 4 Adv Base Def., 5 PP. . Sudden Death Mode – Actually, discussion is going into this about how the game can be modified to have some sort of guaranteed progression, without changing the tank siege and infantry infiltration and attack defense support roles of the current gameplay. Something happening "at this time" really invalidates the actual match and just means that the moment that change occurs is all that matters, so it is being avoided (like base defenses turn off at 40 minutes). Other ideas include buildings only being able to repair 40% damage and any damage done over that is permanent, getting slowly more and more damage based on team score (like a moba but simpler), and slowly choking repair strength as game progresses to get slower. . CTF Mode – It was one of my favorite Ren game modes for a period of time when I had played. Then again, so was Crazy CTF. Maybe with a large enough playerbase, I should mutate my server into Crazy CTF. . Infantry Only Maps – Some people are interested in these already. With a mod tool enabled playerbase, this may come soon. . Points Mode – Interesting alternative to Time Limit, I agree with such a mode and believe it can be modded in on the server level, but it would ultimately be optional if there was ever a successful iteration of a progression mechanic that guaranteed base destruction in a regular 15-40 minute consistency, a la every match reliably ends almost always sometime before 40 minutes, some 15 some 25 some 35 but always ends naturally on it's own in less than 40 minutes. . Spies - It would be difficult yet possible to code, but perhaps enemies using stolen vehicles, should not automatically be fired on by the base defense, unless they either deal or receive damage. The second they do, base defenses become aware of them. . Refill Crate – I don't know why a crate would refill a 1 time use weapon that costs. Proxy c4 and timed c4 and remotes, sure. But a refill of any kind doesn't replace airstrikes or beacons for instance, if it did it would be a bit OP. . Spectator Mode – This is more of a burden to your own team, as you are more useful in the tank wars as extra damage or repair. A lot of teams lose because of inappropriate or uncooperative division of labor. . Weapon Crate – Possibly. . Footprints and Track/Tire Marks - Static decals are bugged as intensive to the game framerate, and beside, stealth tanks already kick up dust and this would make them more obvious. . Vehicle Airdrop – This is only mainly because it was difficult-ish to code. Recreating the entire airdrop code over again, only for air vehicles, just to have them spawn out of map, in air, and follow a special "rolloff node" to land for you at the airdrop destination, is possible. Just a lot of programming effort on a small team. . Settings – There isn't a reset to default settings option? If not, reinstalls and "delete that config file and start up the launcher" are alternatives. . Swimming – Swimming is buggy and is being looked at. . Crates – They are thinking of some goofy crate ideas possibly. So far, from what I understand, Money crates currently are beneficial more to a losing team than a winning one, never negative, never that game changing neither, and less rage inducing. The crates don't have to always be possible theoretically, but instant death crates are enraging and turns players off. Non-lethal punishment crates are ideal, such as crates setting hp to 1, crates removing primary weapon until you go refill, crates causing an EMP effect on the area it was opened. Event crates are interesting, but RNG needs balanced with Competitive so crates likely shouldn't influence a game outcome too much. Someone having "every weapon" would be a bit OP, and both bases defenses going off line could decide the entire outcome of a game. Map wide EMP might or might not (it'd kill some vehicles and disarm all mines for both teams). Crates that grant you a free item like an Airstrike or Beacon are a decent idea and can benefit the losing team more. . Changing Teams - They already can't, can they? . After Battle Report Screen – I thought endings via score don't say base destruction. Also, technically remedied with some sort of progression mechanic. . 64-Player Servers – There are mixed feelings on this one. On one hand, the playerbase isn't big enough to support 2-3 servers if 1 can have 64 players. On another hand, 64 players is often very crowded. It also causes some greater strain with server latency. Overall, 40 played better. Honestly, possibly 48 would play better than 40 or 64. Or 50 or 52. Who knows what the magic number is?
  24. Idk. If a weapon was allowed to be picked up, cost would be worthless as later in the game the same weapons could keep dropping, i could see making a weapon pickup only 1 clip of ammo and not refill as a sidearm, that would be badass. Including repairgun. Maybe make it always default back to handgun when a secondary pickup depletes. That sounds badass and mildly balanced. The devs wouldnt need to spend time making it, as much as they would adding on to their old hooks already coded in but disabled,
  25. Not sure about weapon drops. The devs were real interested in a package drop of partial ammo/health/armor. They already have a really realistic badass weapon drop system in Black Dawn singleplayer demo from 5 years ago. The weapon more or less drops like Call of Duty. However, a SBH with Ramjet was really frowned upon in original Ren, and most servers scripted SBH unable to pick up weapons or the server bot removes their weapon on pickup. It WAS a good balance modifier for when infantry structure was destroyed and free infantry got rekt by paid for infantry (read:ramjet), at least a lucky kill can score a free character a single shot ramjet to try to help his team stave off the swarms of air and snipers. But now, we have marksman and heavy pistol and shit, so we don't have to have advanced weapon pickups to balance.
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