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Everything posted by RoundShades
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Most servers, using the included config file in vanilla renx, currently have sidearm prices at 100-200-300-300. Does everyone think that is enough? I think the heavy pistol is right in price but may outshine rocket soldier, and the carbine and flichette are very powerful and the tibrifle is a better McFarland. The price could still be a wee bit higher on two of those, but also and instead, they can also either be nerfed or reduced clip and carry ammo so they stay strong without being capable of sustained offensive. EDIT: Also, with the Stank Mod I just made, I am slipping in a shorter EMP fuse. 5 seconds, compared to former 7 second fuse and prior 3 second fuse.
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At first it was a maybe this weekend, then it was a not this weekend, and that was last weekend. Besides that, it just depends. Things like dev availability can be an issue, natural disasters and family emergencies sometimes arise. They did seem frosty to do so when they thought they were available.
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The following are the errors he is getting, NOT IN COMPILER but in the game when trying to launch. We believe, he needs the volume's compiled script, in the server, when the map loads. Trying to do it now. [0080.37] Warning: Warning, CreateExport: Failed to load Outer for resource 'BrushComponent_8': FoliageCollisionVolume CNC-Crash_Site_small.TheWorld:PersistentLevel.FoliageCollisionVolume_0 [0080.37] Warning: Warning, CreateExport: Failed to load Outer for resource 'BrushComponent_9': FoliageCollisionVolume CNC-Crash_Site_small.TheWorld:PersistentLevel.FoliageCollisionVolume_1 [0080.37] Warning: Warning, CreateExport: Failed to load Outer for resource 'BrushComponent_16': FoliageCollisionVolume CNC-Crash_Site_small.TheWorld:PersistentLevel.FoliageCollisionVolume_2 [0080.37] Warning: Warning, CreateExport: Failed to load Outer for resource 'BrushComponent_10': FoliageCollisionVolume CNC-Crash_Site_small.TheWorld:PersistentLevel.FoliageCollisionVolume_3 [0080.37] Warning: Warning, CreateExport: Failed to load Outer for resource 'BrushComponent_8': FoliageCollisionVolume CNC-Crash_Site_small.TheWorld:PersistentLevel.FoliageCollisionVolume_4 [0080.3
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
If it woulda, we would have considered it. As long as it prioritizes the ones furthest from base, and preferably also ones that are within detonation range of other ones as then mines will thin out evenly between doors rather than completely unmining one door (also lets you remine easier) In case you can fix it to do the latter instead. EDIT: Also, I have a mutator that fixes the Stealth Tank by making the missiles straighter, adding some range , and the ROF of a med tank. This should make them play nicer with field tanks, work better as AA, and not blunder away so much of it's damage when ambushing tanks. Not as strong as the flamer health and damage wise, but better in different uses such as AA and assisting tanks. Just waiting for someone who usually puts mutators on the test server to contact me. Right now it is a standalone mutator, it had issues when combining it with the rest of the balance mutator. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
That... all makes sense... It is a loop if you look at the code while the game runs, but it does clear up once you get out of "spectator mode", and that includes suicide. So, it is a loop, that the game stops looping once the game starts. I was told in another thread that buildings are loaded as part of the map-state. I wonder, either by using this to load in the game on the building internals, or by making modified maps (really resaving the maps using modified buildings), if I could accomplish those means... Okay, so I added it to a copy of the mutator I decompiled from Cache, and this is what I get when trying to compile after adding purchase system modifier to it. C:\Kyle'sGames\Renegade X\renx sdk\Development\Src\PrePatchBalanceMod\Classes\PrePatchBalanceMutator.uc(149) : Error, BEGIN OBJECT: The component name Sprite is already used (if you want to override the component, don't specify a class): Begin Object Class=SpriteComponent Name=Sprite Archetype=SpriteComponent'UTGame.Default__UTMutator:Sprite' C:\Kyle'sGames\Renegade X\renx sdk\Development\Src\PrePatchBalanceMod\Classes\Rx_Controller_Modified.uc(93) : Error, BEGIN OBJECT: The component name CollisionCylinder is already used (if you want to override the component, don't specify a class): Begin Object Class=CylinderComponent Name=CollisionCylinder Archetype=CylinderComponent'Renx_Game.Default__Rx_Controller:CollisionCylinder' C:\Kyle'sGames\Renegade X\renx sdk\Development\Src\PrePatchBalanceMod\Classes\Rx_Pawn_Modified.uc(115) : Error, BEGIN OBJECT: The component name ParachuteMeshComponent is already used (if you want to override the component, don't specify a class): Begin Object Class=SkeletalMeshComponent Name=ParachuteMeshComponent Archetype=SkeletalMeshComponent'Renx_Game.Default__Rx_Pawn:ParachuteMeshComponent' C:\Kyle'sGames\Renegade X\renx sdk\Development\Src\PrePatchBalanceMod\Classes\Rx_Weapon_SniperRifle_Nod_MOD.uc(6) : Warning, ObjectProperty utgame.UTWeapon:WeaponFireWaveForm: unresolved reference to 'ForceFeedbackWaveform'prepatchbalancemod.Default__Rx_Weapon_SniperRifle_Nod_MOD:ForceFeedbackWaveformShooting1'' C:\Kyle'sGames\Renegade X\renx sdk\Development\Src\PrePatchBalanceMod\Classes\Rx_Weapon_SniperRifle_Nod_MOD.uc(6) : Warning, Invalid property value in defaults: WeaponFireWaveForm=ForceFeedbackWaveform'prepatchbalancemod.Default__Rx_Weapon_SniperRifle_Nod_MOD:ForceFeedbackWaveformShooting1' Failure - 14 error(s), 50 warning(s) But, as an independent mutator, which I was trying to avoid, it does work. I guess I will try to find a server to submit it to for testing. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Okay, so far I have been working on it. So, I added the first block of code directly to the PrePatchBalanceMutator.uc, and I made the second block into it's own file Rx_PurchaseSystem_MOD but I had a question. EDIT: Also, I am getting an error when I try to compile, but I tried tracking it down myself and... I don't think it's mine. When I strip the balance mutator out of it and use just the 2 code blocks you pasted to the forums, I get: StankMutator.uc(12) : Warning, 'PSystem' : unused local variable Line 12 being: 10 if(Other.class == class'Rx_PurchaseSystem') { 11 12 PSystem = Rx_Game(WorldInfo.Game).PurchaseSystem ; It is not a critical compiling error, the mutator compiles, but launching the game causes a loop upon player spawn that prevents movement at all. -
To be fair, Q could use improvement in this field. If Q marked things on the map by what they were, beacons would have a huge exclamation mark on the map, maybe a smaller exclamation mark for spotted enemy timed c4 (by the way, you can't currently spot enemy and friendly timed c4, which should have similar text to spotting a beacon). Flashing icons would be nice. Tank icons for enemy tanks incoming, infantry icons for enemy infantry, it can just be 1 tank and infantry icon for all tanks and infantry. Here is another idea. What if, if you aimed at something and pressed Q, you sent the most default message for it like currently, but if you hold Q, you can select multiple enemies or allies like currently, BUT, if you hold the Q button the chat wheel pops up like suggested and you can send various messages on what you spotted. Select 5 enemy tanks with Q = spotted. Select 5 enemy tanks with Q and press 1 = massing Select 5 enemy tanks with Q and press 2 = rushing Make the numbers none (q by itself) and 1-4, so it is easier on one hand.
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It is programmed in, but currently turned off. They are seriously thinking very highly of adding in player drops. Moreso ammo/health/armor, less so weapon pickups. On original ren servers, weapon pickups had to be disabled for SBH. It is also highly snowball-y. But, it is definitely possible, and may work with a percentage rate or only with certain weapons or out of crates or something.
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Yeah, no disrespect to you guys. His did look pretty cool and practical though. It is crazy how such a small scene has so many busy meshes though. I always did like the hovercraft scene tbh, very singleplayer immersive and always sets the mindset.
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I am surprised nobody from the mac community stayed with updating the OSX thing into the new launcher. If I had a copy, I would. I could only assume you follow those instructions, with the latest copy of the game, then run it from whatever Mac Equivalent of Binaries/win32 is or whatever custom thing to open the game direct.
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Is there a way to make bots think that vehicles and beacons require more health than their max health, or that they can over-repair it for overshield? That way, they would try to repair it doggedly even at full health.
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Every community has those smartasses that make something that is better than or should literally be the new vanilla asset. This is easily one of those things.
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[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
We've had that code for awhile. I don't really care if you use it. I am thinking these next two days then, that I will try to take the existing balance mutator, and add my stealth tank adjustment to it, via changing all checkreplacements with a modified purchase system instead. Then next week we can start playing with modified vehicles and sidearms. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Have you made any modifications to the Stealth Tank through this yet, should I send the tank's text file to you, or should I borrow a small portion of this code to test the file i have already out through this method? Figured I'd ask since it's your hard work. This was in fact real good work, this is an important framework for on the fly total rebalance mods touching on every unit. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
If inventory is, i can imagine it is too. -
I hate for this to go unused, so I will snag a copy. Troubleshooting: The game may try to default your config file every time you start, so when you copy-paste it into the config folder from the download, go ahead and "read-only" that little guy if you are having any problems with seeing the default menu screen despite installing this one. Also, if your graphic settings are low, this won't be nearly as appealing. Funky face geometrics on ultra-low ftl... It was STILL badass. For future versions, I recommend the tech screen part, to have the tech and engie standing side by side, and have the third engie falling to the floor instead. That way, you get a clearer view of the tech, while still having same number of character models.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
It is a .05 difference, or mathematically a 3.3% increase in DPS, but I will keep that in mind. I will likely do 1.4 and reduce the fire delay between each individual missile to .1. That way, it is exactly 1.5. The code plays better if the stank is spawned by modified purchase system instead of swapped at spawn. You said you still have that code and can put a modified stank into it? Also, currently the lifespan of a STank projectile is 1.5, so how would people feel about it being increased to 2? That allows it to fire from pretty great distances, but not across map still. About half of field. If anything, slightly buffs it's anti air, which Nod does need more of. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Another idea is to just replace the weapon. I just got the checkreplacement to "take off" the weapon from the STank, but the same return true; return false crap just loops then (oddly enough, without crashing the game, just calling it every second you are sitting within a STank in the cmd) So, which one do you guys want to pitch to me how to do, the replacement purchase code with the bugs worked out, or how to remove and attach weapon to stank? -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
In my hand timings I got the medium tank having a 1.5 second reload on average? Closest to achieve with even numbers. I could move around fire delay from the missiles, or make reload an hundredths place number. But I felt it was close enough and had no marginal benefit as 0.5 gives you 1 extra shot every... 30 shots? -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Okay, I have, with a lot of Agent/Hande/RypeL's help, made a Stealth Tank mutator. It halfs the spread of the missiles via it's exceedingly complex formula, and the ROF was 1.5 (+0.15 between missile shots) so I lowered it to 1.3 to match the Med ROF. So, what is everyone's opinion on that? Really, these are both practically fixes more than balance, since the spread was too wide, and the ROF was not calculated according to old ren as the delay between missiles wasn't calculated with the ROF. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Now THAT works! Kudos and good cheer all around! Thanks Agent, Handepileson, and RypeL. I will make the necessary numbers and talk to some servers about considering this tweak. Again, Many Thanks! Actually, I would like to note, that since changing it, the vehicle replacement from the Airstrip on singleplayer appears to cause the vehicle to hover in it's spawn point midair where the airstrip would drop it off, it is not bound to the player nor does it follow the vehicle rolloff waypoint. Likely bug. May look into some way to replace the weapon instead, I still think it can be done. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Wow, that sounds incredibly stupid of me. It wasn't mentioned at all, and it errored without it, so I went ahead and added it of my own accord, and now I regret everything lol... EDIT: Infinite Script incursion. It made an infinite. That much I know what it means, it means it constantly calls the script. I thought it was supposed to prevent it if I added a call keeping it if it were the modded variant? Because the inherited kid triggers the replacement of the heir. I think tomorrow, ill try double if statements with different returns. That should work? EDIT: I did some research, and using 2 if statements is unnecesary, I only need 2 return statements. Return false goes into the brackets after the function, return true goes after the brackets. Oh well, google wins again. Let's give this a try. -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
I am lost at who you would point fingers at. Anyone is capable of copying it, and I am not sure if Constructive Tyranny is considered more or less an official server to you. -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
No compiler errors. But I am fairly certain the STank isn't getting any of the changes, including ROF which I set to 0.4 just as an obvious test. The code follows. Also, I think at this point it is way too much time for you to spend checking this, but I did appreciate the help. class STankMutator extends UTMutator; function bool CheckReplacement(Actor Other) { if (Other.IsA('Rx_Vehicle_StealthTank') && !Other.IsA('Rx_Vehicle_StealthTank_MOD')) { ReplaceWith(Other, "STankMod.Rx_Vehicle_StealthTank_MOD"); } return true; } class Rx_Vehicle_StealthTank_MOD extends Rx_Vehicle_StealthTank; DefaultProperties { Seats(0)={(GunClass=class'Rx_Vehicle_StealthTank_Weapon_MOD', GunSocket=(TurretFireSocket01,TurretFireSocket02), TurretControls=(TurretPitch,TurretRotate), GunPivotPoints=(MainTurretYaw,MainTurretPitch), CameraTag=CamView3P, CameraBaseOffset=(Z=-10), CameraOffset=-400, SeatIconPos=(X=0.5,Y=0.33), MuzzleFlashLightClass=class'Rx_Light_Tank_MuzzleFlash' )} } class Rx_Vehicle_StealthTank_Weapon_MOD extends Rx_Vehicle_StealthTank_Weapon; 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 = 0.00; else RandY = 0.00; if(j > 1) j = 0; RandZ = 0.00; return rotator(X + RandY * CurrentSpread * Y + RandZ * CurrentSpread * Z); } } DefaultProperties { ReloadTime(0) = 0.4 ReloadTime(1) = 0.4 VehicleClass=Class'STankMod.Rx_Vehicle_StealthTank_MOD' } -
[Help] This Still Isn't My Easiest Coding Language...
RoundShades replied to RoundShades's topic in General
Using the above, now I only get this error: \Rx_Vehicle_StealthTank_Weapon_MOD.uc(17) : Error, Bad or missing expression for token: I, in 'If' What is "i" supposed to stand for in the spread function? Can I change it to another variable? Is it supposed to be even/odd shots or something?