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Everything posted by RoundShades
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Does it warn that lighting needs rebuilt via popup, if you change a building stat that is not directly related to lighting? Such as "building health"?
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Honestly, I have personally asked because before the Memorial Day yank-holiday of honoring fallen military men and barbequeing, I started working on City Flying. And, from what I understand, it was worked on by an old member of the dev team, twice, and was never finished before being dropped. This gave it the inside description as "cursed". Kenz and Havoc both are interested in it. I was told multiple times they were in-prog on it too. However, no proof stands that it is in-prog, including a map file with half assets at their RenX Sourcecode hosted website. Given that, I will continue personal work on it. There are several outcomes: 1) I make the map, likely a community collaboration like Volcano and Canyon was when Kenz made videos. 2) I possibly help the devs with partial work in it through pulling together several pieces of work on it. 3) They make the map, and I make my map into a larger city map with double-advanced-base-defenses which would still be cool. Either way, I am going to keep making mine, but respect if the devs are interested in making it, once I know for sure if that is actually the case, because I hear 6 people say one thing and half a dozen say another thing.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Ramjet snipers aren't 1 hit kills on bodyshots anymore. Deadeye essentially did 80% of what ramjets did, with lethal headshots and only 50 less bodyshot damage but still 2 bodyshot killed the same infantry as the ramjet. The point wasn't to nerf snipers, but balance the cost difference between 500 and 1k snipers. But while you bring that point up, I wouldn't entirely mind if either deadeye did 80 damage and 2.5 headshot multiplier, so he could at least 1 hit kill free infantry but not purchase infantry... ...or if the ramjet did 120 damage and had a 2x headshot multiplier. That would seem like we would be at square one, but actually the ramjet has plenty of bonuses to the 500 with 120 damage compared to 80, because 160 cannot 1 hit free infantry and 240 can, and 240 cannot 1 hit paid for infantry but has significantly less health to finish than 160. Adjust both their vehicle modifiers to get the same dps from light armor and ramjet heavy armor, and presto. -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
The link to the mutator, are files written in plain english. No artillery change involved. I was under the impression artillery shots were always strong, thus rationalizing MRLS having an 11% damage per salvo. Y'know? I can currently see them plenty fine enough now if I look for them, with enough time to react to dodge it from squishing me. But, not enough to avoid it in time if it gets me dead on from the front or back and I am not actively looking. I think that is near-perfect, like the kind of perfect you must try 20 different numbers before you find it. I wouldn't risk messing with that. -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
...Have you ever been ran over by a stank? Particularly on XMountain? If you claim not to, you are in the minority. A lot of people can honestly attest to this. I don't know if you noticed the other Stank Balance Thread, but I suggested a damage of 56x2, up from 45x2. And with the math, it compares much better against med tanks (64x1 with twice the health). I also suggested angling the muzzles of the missiles, the bottom one up 7 degrees or so, and the top one down 10 degrees or so, so their missiles hit together more often, not the terrain, not any rocks... -
I like how devs are usually flexible in hearing balance changes for maps. Canyon is getting a matching hole that GDI currently has, to get to the silo faster. In this regard, can we get a new short little wall segment put alongside the Airstrip vehicle drop rally point? Sort of like the height and size and stuff, of the one against GDI Barracks in Canyon, maybe slightly longer than that, right where new vehicles end up. That way, vehicles can't be spawnkilled by GDI tanks from the safety of the many rock formations and entrances to the Nod Base in midfield. Still, GDI vehicles can hammer the airstrip and all the other structures, except for the 1/4th segment of airstrip between the round end and just 2/3 distance down it, for vehicles to safely end up parked there after dropoff. That map is GDI favored enough for this not to be a balance problem. Would still likely favor GDI no matter the added wall or the buffed stanks, but it wouldn't be 75% GDI favor hopefully anymore.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
...Are you kidding? Right now, their stealth isn't used like old Ren, because of their damage. They don't wreck a building before it's noticed. A lot of maps also offer plenty of intellegence that a stank rush is incoming despite not seeing them. If they had more damage, they would destroy more in encounters and in invasion of a base. Making their unpredictability as useful as old renegade. Also, even right now, their stealth is used to run over infantry and destroy retreating tanks. That alone is a utility. Also, if a map like "city flying" was released, there would be a lot more threat to the variance of direction they can come in at. Complex already is an amazing map for getting stanks by despite a total siege by GDI. This map is GDI favored, and Nod would gain a lot of balance in this map with better stanks. Under is GDI favored usually, Nod would also gain a bit from stanks here if they can sneak them on top of the hill and let GDI run the typical siege tactic before rushing their base. -
Just tested ingame (RenX). With every missile hitting, medium tank kills stealth tank in 9 seconds. On the contrary, it takes 15 seconds for a stealth tank to kill a medium one. So even if the stank gets 2 missiles off at the start, it still doesn't matter. I am playing around with this now. However, if the Stank has 45*2 damage and 1.7 reload (we will call it 1.8 because the slight delay between the seperate missiles per clip), and the med does 64 damage and 1.5 reload... ...and their healths, Stealth Tank is 400 and Med tank is 60-... 800. Wow, how did I not know that... ...in that case, it can sort of be seen why the med takes twice as long to kill... ...okay, so mathematically, if the rockets were given 56*2 at 1.7, they would do damage at about the rate of 7 shots for the meds 8, and that would be... 714 damage from stank, and 532 damage from the med... Subtract 2 shots from the med, and you get 414. So, buffing the stealth tank damage, by 12 percent, is still just a bit too little 1v1, but I bet in multiple engagements it would still completely turn the tables. I am actually honestly a little afraid to try to buff it by 15 percent, because as you see it already does high dps compared to the med, 40 additional damage per shot and that scales nearly 2x to structures, and any more than 1 stealth tank against any 1 target would be a big difference, even if it's against 2 meds and both stanks target 1 med, it would be slaughter for the first med and then big damage for the second one. 3 stanks would pretty much remove their first target from existance before the others can react, leaving greater number of stanks versus tanks afterwards. I could go for 56 though. Got a date today and birthday party tomorrow and shit, but interested in looking into a mutator for this. Can't copy-paste what infantry changes have been using, but already read the code and got some ideas on how to do the same for a vehicle, likely using "event prebeginplay" and swapping stank gunclass for a modified stank weapon with 56 damage and turning up the homing effect. EDIT: Found a guide that it can be done, needs adjusted to work for RenX code I don't think there is much we can do to "make the missile muzzles face closer inward" unless the devs do it, but the bottom muzzle needs to face a slight arc upward instead of straight because it hits terrain too much, and the top one needs to face farther down because it hits ceilings or rocks or misses entirely when trying to come down at the target. I think the muzzles aim at about 35 degree angles, they should be closer to 20 degrees difference.
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*adding the roll ability to the secondary fire or reload key*
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We just had a really good set of 3 pickup games today. Real close in many cases. I recorded, terrible quality but I asked other attendees and they all declined so I was a last resort. I will upload it within 2 days. You guys should watch it, not just because I recorded, but because the games were really fun despite 2 teams of 7. I personally like smaller teams, require more coordination like Mobas, also less stalemates. It really makes RenX shine when seen in that light, despite my terribly low graphics settings in the game itself.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
I think we should press for just a few more changes to get tested in a server, hopefully just in time to slide them into any upcoming patches whenever they may be. We all still seemed sure sidearms could use a mix of less damage and more cost, maybe adjustments to clipsize. We all also seemed sure Stealth Tanks could use damage closer to old Renegade, where it could at least kill a med tank given 2 free shots (if caught by surprise, that would entirely be possible, and GDI got a gunner buff recently so I can see this being fair) EDIT: And adjust their accuracy ofc, dunno why i didn't say that. In light of the time we have, I hope we can agree and get these in a mutator quickly, so it can be played a bit by lets say Wednesday, and can become accepted changes. -
Version? Meaning nonflying version as well? Someone would have honestly done it if you didn't, so appreciated. Also, 1 turret up front? This is included along with the Advanced Base Defenses, or are those removed? Just asking for a friend really. This map sounds very professional and well made, I would hope the devs may be interested in offering you to add it to official game next patch! Good luck!
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The following is a trick to decompile .U mutator files, already compiled from .UC files, and thus getting back the raw .UC files. This is to see how they work to learn to make your own mutators. 1) Create a .Bat file. Start with a text document, name it Decompiler.bat, and set the file type to "All Files". Now, delete the .txt file and keep the .bat file. 2) Enter the following into the .bat file (edit, not run), replace the quoted locations with the location of your own SDK downloaded from the RenX Website Download Page: "C:\Program Files\RenX SDK\Binaries\win32\udk.exe" batchexport %1 class .uc "C:\Program Files\RenX SDK\Decompiled%~n1\Classes\" 3) To get a mutator from a server you recently played on, go to "*[RenX Game Location]\UDKGame\Cache". It will have .UXX files, and with funny names, but use the date-modified file info, to get which mutator you got on which date you played on what server. 4) Take that .UXX file, and drag-dop it onto the .bat file you just created. A command prompt should come up, and some errors as well which are perfectly normal. It may also ask you to update scripts, which doesn't matter. Afterwards, it should say on the last line of the cmd prompt "success" and the decompiled mutator will be in the "decompiled" folder of your SDK (or wherever you specified the output folder, the second set of quotes in the .bat file) 5) The .UC files will be in /classes/ and will be human readable and will format correctly to Notepad++ with imported "User Defined Language" if you download the Unrealscript languge for it. You can see how they function from there and learn Unrealscrpt.
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Maps and Customizations both can expand gameplay. I argue that some more sidearms and a weak repairgun being included would do just that. Anyway, this community is getting real big on content creation as of now.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
The Totem Arts devs, Community devs, and any and all community feedback, is maintaining the game currently via mutators, to tweak balance and gameplay for more consistently fun games with nothing "bullshit", as well as testing a few balance ideas out. This is until the next patch, which the Totem Arts devs are currently working on, with added gusto and second wind. Links About Mutators: -->>PrePatchBalanceMod, Modified by Yosh from dev RypeL's original version: Balance Mutator Download -->>Infinite Ammo Mod, A Very Short Efficient Mutator Created by Yosh: Infinite Ammo Mutator Download -->>How to Create and Install Mutators to RenX Game and Servers, a Guide by RypeL: Link to Guide -->>How to Decompile a .U Mutator File into .UC components for Educational Purpose: Link to Guide! This is the Changelog of the version modified by Yosh: - Upgraded AntiPosition exploit prevention - Fixed an issue with the Rocketlauncher locking that made it very CPU intenive - Player Acceleration is back to how it was in B3 - Added a server setting in which server owners can change the time between airdrops (Set to 10mins) - Raised infantry damage/kill credits/points earned by 50% - Have a dead refinery give 1 credit tick every 2 seconds - Decrease points/credits for damaging structures by 25% and decrease points/credits for repairing structures by 43.75% - Have the silo give 1 credit tick every 2 seconds - Orca/Apache health reduction from 400 to 375 - Added Infantry Splash Self Damage for all infantry weapons - Made it harder to get and hold a lock with the Rocketlauncher - Flakcannon secondary now consumes 2 ammo - EditByYosh: Shotgun now does tighter spread and shorter range for consistent damage. - AddedByYosh: Gunner now does more damage to heavy armor and structures and less to infantry. - AddedByYosh: Officer Chaingun now does Autorifle Damage, is still hitscan, and has slightly higher spread, with high and in fact increased RoF. - AddedByYosh: 500 Snipers now do 75 damage with 2x headshot multiplier. Offers high damage across the map and down tunnels, but a 1k upgrade is required for instant lethality now. Please leave feedback and discussions below. We are also still not entirely done, Sidearms for instance are to be changed next. We are interested in any community feedback, as well as servers interested in using it as a standard until it is implemented in the next full build release for RenX. -
EA is not known to always do that. They may allow RenX on Steam, or on Origin, and before the consolidation of EALA back when the new Command & Conquer was being made they had friends up in EA that could talk them in and that led to them getting approval to the Make Something Unreal contest for contest winnings to spend on the game's maintenance. It is doubtful what they may do. Including just out of left field issue a cease and desist despite giving prior approval, they can revoke it anytime which is problematic. Despite that, I still say they should greenlight it as a free game and roll the dice that EA doesn't care about a nonprofit game with a small playerbase or if they do that they just slap some profit on it themselves to allow it. Them slapping something to profit off it isn't the worse that can happen.
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If you feel the devs should get something out of it, they keep a portfolio of their work. That is kind of something. I always thought, it would be cool, if a larger dev/publisher took them aboard for a similar project. Like an RTS FPS hybrid for Grey Goo or Planetary Annihilation or something. Yeah... badass...
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These screenshots actually look damn good.
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I honestly, as stated above, wasnt caring either way. Super excited about officer, gunner, and shotgun changes.
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Now that sounds a lot like work, but you can do that. The ways it can be done: -->>showing 1 bar on top and 1 bar touching the border below and in 2 separate colors. Sort of like Halo Overshield. -->>showing 1 bar that fills once for health and refills again in a different color for armor, sort of like TF2 overheal. -->>the easiest way I originally mentioned is what infantry does now and just fill 1 bar 1 color but it is "total vitality" that is the sum of health and armor. Functional, less informative. The internals pass their state to the structure, thus sharing health while taking damage separately (with different armor values modifying the damage per structure outside and MCT inside). Theoretically, changing the internals can change the structure. Also, I am not certain that changing the structure stats would force relighting the structure, unless the game literally needs to relight for an identical yet different structure. It might, which is a good reason to change internals instead.
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Okay. So Kenz shared you may only use certain sizes for landscapes in his tutorial. However, what he didn't share, is that you may use 2 landscapes. That being said, I used two 127 landscapes, both with 4 quads, so 8 quads total in a lengthy shape. Enough room for the bases and midfield, not too much room on the sides (which I would have never used, they are just mostly getting blocked off by skyscrapers anyway) I feel accomplished just for having come up with that. Right now, I am scaling using placeholder CSG. I haven't been told why to or not to, but I don't see why not in spite of hearing somewhere it "wasn't a good idea to use on large maps". I am sizing up where roads are supposed to be, what walking distances are to use as a ruler, how wide the roads must then be as a result, how large buildings are supposed to be. Of course, the hardest part, will be replacing CSG, with functioning models and assets. Still not sure today if the scale of the map is okay. I layed down roughly where the outlines are, and I feel the midmap can be a little longer. In which case, I may have to pull the bases farther to the edges of the map so I have more to work with in the middle.
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So like a 4 frame? Here is a similar idea... Top Left: Nod Officer, Binoculars, in front of 3 stealth tanks cloaked and 2 artillery, within view of the Hand of Nod somewhere in the background, perhaps on Walls Top Right: Binoculars view, of a Havoc patrolling on top of the wall, perhaps with some queue on top that air support was on standby... Bottom Left: Havoc aiming unscoped at Nod Officer, with a Gunner and Patch and Sydney crouched behind the walls, and a variety of different vehicles right outside against the plateau, such as a mammoth tank, 2 meds, and a MRLS. Seen in the background, the Weapons Factory. Bottom Right: Scoped view of Nod Officer as an artillery pulls behind him and starts to fire.
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Well you don't really need to do tha... well, if you DID do it then TECHNICALLY anyone could go old-school mode by giving a structure 1hp and 3999 armor, or making a simple mutator to re-enable healdamage on structures... Okay, well if you noticed, I hacked the building-icon as far as damage by "making the icon read armor rather than health" so it would go red if armor was low and not health. Possibly, the better implementation to this, would be to have the game request the total=health+armor and having the building icon instigate from the total rather than the gethealth or the armor.
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While I question the effectiveness of physical media to promote a free computer game, I see no issue with the images. The Stank rush itself explains a lot, You can recognize GDI and Nod, the presence of structures and defense, teamplay vehicle combat... Infantry is a side option that is VERY BAD to give the impression infiltration is the sole means of victory... But, if anyone is at a college campus or the like, absolutely anywhere in the world right now, please for the love of bacon feel free to download and post it somewhere in the open. That is honestly just about the demographic that would remember C&C Renegade or be interested in indie tactical shooters. I might feel like printing like 5 copies, and sending at least 1 with my roommate to his Everest College branch, small college but still a fair attempt.
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Shit... You're right. Can't really replace something with something else if you can't catch it spawning in. But the building_internal sounds like it would be a really nice thing for you to do