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RoundShades

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Everything posted by RoundShades

  1. Actually, Goku was looking for someone to fix the admin command for removing c4 from just a single player. Right now it removes it for everyone. PM him?
  2. Try camping it yourself with infantry instead of a tank, and seeing how easy it is. Just crouch behind the box/concrete divider, literally for 40 minutes straight, and every time a hotwire/tech/sbh walks down the bridge and you end up on top of them, ambush them with tossed c4 and a carbine. The trick is to not let it make you miserable. The trick is to let it make them miserable instead. Turn the tables, if you will.
  3. I will show in this video (url blocked by my webcam) what exactly the site is doing to me when I make the attempt. Really, it is as simple as I mentioned: Any attempt to submit/delete/hide/show-public any of the fields or sections, instead takes me to the RenX Homepage upon click. None of the changes take effect. This would have taken me 20 minutes tops, less than 2 minutes per row honestly. I don't feel like the most "useful little train engine" at the moment, but I appreciate the effort being put into this and any help on the situation. Many thanks guys. https://www.youtube.com/watch?v=14pDc6aZzyE RypeL, think you should also give Lifeforce a link to the leaderboards database, in case he also has an opinion on that? Goku may make the effort to make a leaderboard and may make one for EKT's site if he can, but Lifeforce might be able to do it faster and do it with the already existing webpage. He seems to be experienced as a webmaster for websites and webpages.
  4. This helped me a lot. A shame to see it so far buried. This was made a whole year it seems, before modding and mutating became real popular for this game. The steam that the modding community is building up is terrific for their modest size, and I can't wait to see all the things a year from now that we will have!
  5. If you are in fact seriously interested, you convinced me and have my approval and respect. I am in fact going to add a SDK section, then a Open Beta 4 section, using same fields as the original ones had, and hide the old ones, and/or Rypel can delete the old sections. But they could in fact use someone if you want to look it up in the announcements section. I remember reading they are always looking for devs, and maintaining a website would be appreciated, especially if you are also in fact capable of actual game development on top of webpage maintenance. EDIT: Oh, I am a dummy, I should just leave the SDK section alone and just add the 1 section for B4 downloads. I don't need to fiddle with both. That was stupid of me, good thing I caught it before I did...
  6. Yeaaaah not 'any infantry' tho. Havoc and Sakura spells problem, which an APC can really handle. APCs are so ideal because it has infantry-effective shots, bulletproof armor and small body I never really met people complaining about it... I just did this on Gold Rush yesterday, and I've done this on Field, Under and Island countless of times. Imagine. Getting a tech, temporarily switching to grenades, and standing in the HON doorway 3rd person view around the wall? The wall protects you from sniper fire, the infantry can only assume you are there but can't tell if you are or can see them, and when they get to the end of the bridge you barrage them with grenades and rush them down with c4. Or, stay crouched behind the last concrete divider, same strategy.
  7. I think no needs to weigh against yes. However, I feel like a no should count as half, rounding up. Just to prevent higher number votes being stalemates. For instance, 4 people vote, 2 yes and 2 no. It doesn't change much anyway, and it shouldn't pass if it wasn't that popular. If 20 people vote, 14 yes and 6 no, then that should definitely pass. And it would, if the 6 no's counted half. I can see if it were 12 yes with a whopping 8 no against them, that is a lot of people that feel in opposition to an action.
  8. They don't need literally a new dev to do this for them. Well, they DO could use more devs actually, they are ALWAYS looking for devs. But to inquire about that, check the "News" section stickys. They especially could likely use one that can do site maintenance and leaderboards. What they need to do this isn't a dev. It's someone with time on their hands. Could be some bored player (with a forum history, so you can actually trust him with the site). I in fact PM'd him just now to step forward to do this specific task of moving around download links. He essentially wants somebody, to go to the page, copy the links and section information to notepad, then re-enter then in the correct order. It was shortsighted overlook to enter Beta4 download section and links, and then afterwards do SDK download section and links. Didn't forsee that putting SDK at top of page, it's an easy oversight and just takes time to fix.
  9. There are plans for content, patching, bugfixing, and gameplay modifications, that should all 4 bring a beta 3 playerbase. But oddly enough, I never seen 3 out of 4 of those bugs before. the 4th one isn't as big a problem, as the other things can fix. I wouldn't be surprised if some of the rather rapid balance adjustments being made wouldn't bring at least the temporarily departed dedicated old players back.
  10. Sounds like the sniper would be the problem then. Should we put enemy blocking volumes there too, to make it easier for just allies like you to enter and blow up the HoN? Seriously though, if vehicle blockers were put there, sbh with carbine would just sit there standing, the second you came across the bridge they would chain-headshot you, and you would be just as equally dead if not more dead (if that is even possible) In that regard, it is actually limiting the enemy team by keeping a vehicle there, that isn't being used in the field, when any infantry standing there watching the bridge would suffice.
  11. Second week in a row that something up and happened to the scheduled Pickup Games. But fear not, exciting developments happening, what better way to get pumped for next week than hopes on a lot of good changes to the character balance and junk. There is a good chance the mutator can include some more stuff by next week. Fingers crossed. Even if not, the current mutator's credits and airdrops change hasn't actually been played in an organized Pickup game yet, so it's overdue to be seen how well it fixes inhibition in competitive settings. I would attend, but I have work Saturday Night and a date next Sunday Morning. Schedule the Pickup Games on a Sunday or Monday night and I have no reason not to show up.
  12. Players usually suggest rushes plenty. Also, if the games were progressive, rushes would be tried more frequently. The discussion is present now, I am just saying RypeL agrees that the game stands to gain a real chance to build a playerbase of newcomers rather than constantly flux out the players that flux in, if the game mode had real steady progress rather than random bursts of progress when a structure dies, and an ideal 15-35 minute time a game is definitely finished by. Consistency. Not identical, not literally the same timeframe every game, some flexibility for shorter or longer depending on if a team kicks ass. But consistent and reasonable to the average player. Right now, AoW often ends with both bases intact so it feels incomplete, and marathon requires more patience than Planetside 2 or close to Runescape.
  13. Players usually suggest rushes plenty. Also, if the games were progressive, rushes would be tried more frequently. The discussion is present now, I am just saying RypeL agrees that the game stands to gain a real chance to build a playerbase of newcomers rather than constantly flux out the players that flux in, if the game mode had real steady progress rather than random bursts of progress when a structure dies, and an ideal 15-35 minute time a game is definitely finished by. Consistency. Not identical, not literally the same timeframe every game, some flexibility for shorter or longer depending on if a team kicks ass. But consistent and reasonable to the average player. Right now, AoW often ends with both bases intact so it feels incomplete, and marathon requires more patience than Planetside 2 or close to Runescape.
  14. I could get behind drops of health armor and ammo, like truxa said. Generally, it does benefit everyone that needs it the most. Mainly, the frontline combat that kill close and personal, the surviving engineers in the field when one gets picked off the other can use the drop, and it does give the overall winner of a battle an advantage while not giving him total field staying power (he will likely take more than 50-100 damage.
  15. Back to the Original Post. If it makes you feel better, match length has been acknowledged. What made Moba's so signature, is their scaling. It isn't just the fact it gets more extreme as people get stronger, it is the fact that everyone outgrows the objective and that facilitates games possibly being real quick but NEVER being excessively long. Now, RenX isn't a moba, and who knows if it would be as fun if it were a moba. But it needs that progression, without changing the game into something it isn't. If it changes too much, it loses the veteran fanbase which is real important. If it stays the same with 18 hours of much the same throwing away a life over and over, it won't collect any more players than the veterans, which are also real important. It needs a way to make games reliably end in 30 minutes, that isn't something artificial like "turn off base defenses" because we tried that and it just makes the game dice roll for who's base dies first with the entire 30 minute match meaning nothing prior to the base defense shutdown. It needs a way, to play exactly like it does now, but for some sort of progression to naturally end the game after enough valiant effort is displayed during the length of the match's playthrough. Another thought about AOW too, is that when I watch Kenz, I see him play either 12-16 minute games, or 40 minute long games. Nothing ever in between. I think AOW should be 24 minutes long. Given the fact that the field switches hands many times by then, and 12 minutes is plenty of time to break a base siege and regain score, especially when you gain score by defending a base siege. But that is just a side-thought. The ideal thing, would be not needing a time limit or a marathon/aow server, because the game did something to enable a team to earn a deserving victory out of hard work in 24 minutes instead of sometimes 5 hours.
  16. Might as well reconfirm that the following were supported opinions of the community: -officer: headshot and base damage nerf so far, wasn't implemented because other suggestions in mind -sidearms: price increase. Possibly headshot damage nerf like officer. Waiting for conclusive. -gunner: I think everyone wants him to at least have grenadier damage and somehow less effective against infantry. Still in early discussion. -also discussing what could allow for games to naturally end in reasonable reliable times like 15-45 minutes. This is more of a question and not an answer right now. The thought is, more people would play RenX if a match naturally ended in 45 minutes, no time limit and no turn off base defenses bullshit, and can't be something to turn away oldschool players. Still discussing if it would make more people play and less people move on, and if it's possible without changing the game into something old players no longer recognize. Update: The spreadier shotgun change seems to be "better", but it is in discussion to just tighten it really hardcore and just reduce the range, so it's damage is less randomly high even at longrange. Update: We are also discussing gunner too. looks likely he will need an extra rocket to kill infantry but gain an extra rocket a clip against heavy armor and structures. His light armor was left alone. These were tested basically to give him 40 seconds mct kill but turn down his tunnel dominance. Thank Yosh for calculating, creating, and having group tested, the shotgun and gunner, to save development time and make good numbers for them.
  17. More check these than you think. Also, they might post more if they saw more community banter. We can always use community increase.
  18. Going by what you're saying, I can conclude from your statements, that infinite ammo is a useless change for nearly everybody. Plus, only good and slow players benefit from it, making them even better. I can easily say there are at least 10 more important game ideas to consider. 10 more important game ideas were put into a mutator to help gameplay recently. Infinite ammo, neither matters nor changes anything either way.
  19. It is a mutator. Servers have to apply it for it to be there. Many servers lack it currently, EkT and TMX have it. If St0rm doesn't have it for instance, I honestly would like them to, despite anyone's feelings of them personally. This is the mutator: http://www.renegade-x.com/downloads/Pre ... nceMod.zip The changelist is at least on EkT forums. Since it is the only place I know where to find them, I will copy/paste here wholesale. I don't feel bad for it, it is technically this forum owner's mutator (Totem Arts made the mutator officially as a balance test and a way to make the game better to play until next patch, and afaik it is way vetted beyond test and is in full effect now) It didn't have officer headshot and base damage reduction, or sidearm price increase and possibly headshot damage reduction. But these, and those, and possibly a few more tweaks where needed, are planned balance changes. That is why I asked without disclosing, if anyone noticed gameplay changes and what they liked out of them. It appears people like splash damage infantry, and airdrop time increase. Not as many people notice mcfarland, but a few less complained about him sort of. People didn't entirely notice player acceleration, but maybe they were used to it already. A lot of people notice rocket launchers and helis, but not everyone even notice rocket launcher as it's fixes were mainly mild and less-cheese. The credits and the airdrops I think helped games the most really.
  20. I think that doesn't compensate for infinite ammo at all. They will take longer to spend the same amount of bullets. Most people will die in the time it takes to spend the regular ammo capacity they had, even with infinite ammo. Ergo, it does. Honestly, the 2% of people who usually can live long enough without a refill while in the field to spend their entire carry capacity of ammo, will just be slightly rewarded by this. I say slightly, because there is no way they can live long enough to spend 2x their carry capacity without a health supplement. I can live with that being a reward for longevity. I watched a lot of Kenz plays, and he rarely goes back for a reload. I seen LavaDragon play, I seen as many people I could look up on youtube, and I also played some myself and looked back. The only time I ever refill, is when I am in a base swarming with enemy tanks so I have to make constant trips in and out of buildings for health. And that is still for health, although in those situations I spend 1000 rounds of ammo constantly.
  21. I don't know how wreckless you play, but I certainly do run out of ammo for my primary weapon every now and then. Or at least come dangerously close to running out of ammo and decide to refill before I have no bullets/lasers/rockets left. Especially with units that do a decent amount of damage against buildings and vehicles (LCG, rocket soldier, Patch e.g.). You always have something to shoot with those. LCG and Patch do run out of ammo often. Add a second or 2 to their reload time still comphensates for that even if they survive to use an extra clip before needing to return to base for health. Also, a lot of people don't play recklessly, but you can't outright avoid taking damage and engineers aren't an infinite supply of repair unless camping a tunnel entrance with enough people to make it safe. And even then, it is usually their ammo that forces them to go refill, but they also occasionally die, and they generally can just be held at the tunnel entrance in perpetual stalemate with enough mines in enough layers with a single guy waiting for them to start diffusing and putting a round in a hotwire head.
  22. Welcome Yes, welcome, and feel free to drop into the EKT or TMX teamspeak or irc to chat while playing or if you have any questions about the game. Someone will be glad to help you. Nothing too quirky about this game, it is a standard Unreal3 game so any quirks with any Unreal3 game applies.
  23. If it is OSX, I believe there is a version already for Mac. viewtopic.php?f=13&t=72191&p=140540&hilit=mac#p140540 This is a few months old, it may not work now, but it may also give you a better place to start if you start with it and add the new game into the cooked pc and other folders.
  24. Sounds like a great way to make the game more tedious and boring. One may say trips back and forth to refill is tedious. But sitting at a base entrance with infantry, just hammering on a structure for 2 minutes straight, also can be sort of tedious. Overall though, I don't care either way, because you are making a mountain out of a mole hill. It wouldn't mess up the game, nobody runs out of ammo. Ever. Field snipers maybe, but again, one can argue that they rather snipers have less shots fired per minute, than a total shots per lifespan. That way, a sniper kills a lot fewer guys during his usually limited life. Whether they did this or not, 99 percent of infantry lives would be exactly the same: Go out into the field, get into a fight, and die. 99% of times, infantry fires way less than 200 rounds, unless they are defending against air raids and are standing literally 2 meters from a structure doorway and purchase terminal. In which case, they are not just getting ammo, but health as well. HEALTH is the MAIN resource that is micromanaged. That is the main thing that sends people back to base. Not ammo. Death. It also CONTROLS credits, because the more you fail at micromanaging health, the more purchases you must make to replace lost equipment. Including Tank Health. Especially Structure Health. And Crazily So with Beacon Health, a limited health bar you must babysit for 54 seconds, you must make sure it's health doesn't reach 0 and it is a heat of the moment event.
  25. About checking ports. It is different for every router, look up yours on Google. 1) But you either type in 192.168.1.1 or 10.0.0.1 in your URL where you type websites at. 2) You will get your router mainpage, starting with user/pass request. Enter "admin" and "password" or look up your router's defaults. 3) You go to router "security" or "firewall" or the such. Look for "port forwarding" or "port triggering". 4) Look up on google what "Unreal 3" uses as ports. Enter the port, such as 43udp or 5454tcp, and your device's IP in your network such as 192.168.1.15 (your router should have a list of connected devices, look for YouName_PC) 5) Save settings or apply settings to your router. Try the server connect again Best of luck, let us know if we can continue trying to help, or join one of the EkT/Tmx Teamspeaks, or IRC at "irc.TheMatrixRen.NET" for faster answers anytime of the day.
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