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Everything posted by RoundShades
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I can not really see all that much of a problem, as long as possibly clip size or reload speed was more limited in some classes. Reload time for snipers. Clip Size for Grenadiers or perhaps just damage in general lol. Rocket Soldiers got enough nerfs with a mutator recently that I can genuinely accept him just having infinite ammo outright. The laser chaingun may need a slightly smaller clip, and the regular chaingun could use the same sized clip given it rects stuff although it can keep 100 round clips if it gets it's headshot and bodyshot damage nerf. Secondaries. Give Secondaries 2 clips only. Those are the only thing I can see that shouldn't be infinite as a 350 investment goes farther in offensive power than a 450 investment. Secondaries should be useful and powerful, but only as a utility, not a bread and butter.
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He appears to be right. This did start right about when the anti-ghosting expoit was introduced via mutator. Apparently, a server with a mutator or a custom maps, takes time to load. It may take 2-3 minutes for clicking join in the in-game multiplayer server list, and it will allow you to scroll the list and click other stuff, but if you are still ingame 2 minutes after you click join even if you go to settings or something it will suddenly drop everything and you will see the loading screen and be ingame. At the time of this post, there are 40 in EkT Marathon and 12 people in TmX AoW and even 2 in the official testing server for fan-maps. And... some in the "Renegade X Server" that I assume is one of the hosted official ones?
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There are usually always 1 of 2 populated servers. EkT and TmX. One is AoW and one is Marathon. Do you not see those and do they not have 15-40 players in them? What time are you logging on? Also, I am recently myself, noticing a delay in launching to a server. Tried letting the screen idle after selecting "join" and waiting to see if it eventually goes? I also, rarely, notice an incorrect player display for a server in the list. It used to be real common, but is less so nowadays. TMX at this very moment shows... 5 players on a 2 am central, and I play around this time all the time and see often times 16 player games going on. There is also 2 players in Map Testing server, which is public too. I would ask if you have the launcher for version 4.02, but it sounds like you just installed it. Does the launcher and/or the game have permissions? These may sound like shots in the dark, but the launcher does have to be up to 4.02 and permissions to launch the game and the game have network connection to find a server and connect, in order to play. At the moment I am posting this I am getting the same not-joining sitting at screen problem you are, so I am definitely having this looked into. I still get into games, I don't know what works or not, but I'll let you know. EDIT: It took a minute and 10 seconds for it to react and join-game. So yeah, give it a minute for the moment being. I will definitely have it looked into.
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Off Topic section. Any big game, has an off topic talking about other games. We want to be a bigger community. So this is more than welcome. I need to eventually get an xbox one. Playstation is starting to look good with Street Fighter 5 and Misadventures of Tron Bonne, but XBox One is looking good with Elder Scrolls Online and the upcoming Fable.
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Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Discreptency of Interpretation = visual bug It is a visual bug, caused by discreptency of interpretation. The client calculates health based off what it thinks 100% is, the server gives health based off what it thinks 100% is, when the client gets an update from the server, it is what the client thinks is 106%. Really, it's the same amount, but its 106% of what the client is expecting max health to be. Also note again, the chaingun and sidearms weren't included in the balancing. There are more plans for updates, but mutators and gradual steps help sharpen the last patch, until the next patch. The credits and airdrop timer were big changes though, and from just recorded playthroughs, it appears to be effective even if it isn't noticeable while playing, it becomes noticably different than a game filled with vehicles after an airstrip/wf kill or with a dead ref. -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Likely a discreptency of interpetation between clientside thinking its 200-200 and server insisting its 200-375. That 6% really matters though. Also, Credits do a similar thing. Credit gain, the client insists its per second, but the mutator changes dead ref and silos to 2 second. So, if you look ingame when your ref is dead, the credits go 192-193-192-193...194-193-194... 195-194-195... Generally, both are mundane bugs. Doesn't confuse or kill anyone. -
Pre-4.03 Balance Mutators! [Updated]
RoundShades replied to RoundShades's topic in Feedback & Bug Reports
Ramjets are stronger against them though. People just need to realize that still. I thought it was noticeable too. They could nerf the health another 25, but that would overall buff the rocket soldier, the single highest output of damage to air. The way they did it was literally mathematical, where rocket soldier still takes same shots to take down aircraft but more against tanks, and every other weapon now takes less against aircraft. Also, at least rocket soldiers aren't sniping across walls -
In all honesty, the free classes are the only ones that can get switch crates. The devs mentioned in Beta 3 Crate Changes, that the crates are being made a "moba style mini objective", so they are always positive, and they always check for low health/ammo for refill, free class for class change, and can also drop ellusive spies and free vehicles.
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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 (since Swahhh found more ways to exploit so that the previous anti exploit isent enough anymore) - 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 60 damage with 2.5x headshot multiplier, and given ROF and ClipSize, to balance between Ramjet and Marksman. 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.
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Or, my version of it, is just, "Rocks, Rocks Everywhere..." ...So basically, stick rocks between structures on every map, as well as short sprints on entrance to the base. Sort of like field, if field had one allowing entry to ref front door, between air and hon, maybe up to oblesk and agt on Under, and the such.
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Happened my first try too. Worked on second download, from same link nonetheless. Could also try another link, or a torrent. Torrents have a bad reputation, but they are powerful downloads in speed and accuracy, and completely safe as long as you know the source. RenX SDK is obviously a trusted source and a software that is free. It may have been it's size, coupled with packet loss which is more likely the larger the download. For me it was a rare fluke I guess.
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This would honestly be good with every map within moderation. Like, Goldrush is perfect, except for the halfs of the map that are way too far from the base defense and thus are fodder. The old glacier and city flying were decent. However, glacier was a bit lengthy and hard to time, and city took at least a single vehicle distraction to get to anything but behind bar or HoN. And on City Flying, APCs could drop infantry anywhere ambiguous of where they actually were dropped so they had to check all buildings.
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That sense should have carried over from 1, but I guess it was so long ago. Still, 2 years worth of getting driven atop of is a long time to suffer....
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It's not that bad tbh. It is an Emachine ET1331-40e. I added a 750w power supply and a NVidia 9500GT GPU. So that's... an AMD AthlonII Dual Core 2.8ghz CPU, 8gb DDR2 Ram, and 1gb GPU? It runs baby-smooth tbh on plastic settings.
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The speed crate can be temporary. That would balance it a lot. 10-20 seconds worth of speed boost is enough to get in or out of almost anything, including infiltrations that normally wouldn't be possible depending on crate location.
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It's free to download. And I looked back, and I saw the framerate for a dev with UDK FRONTEND open, I suppose that would make a LOT of difference lol. No wonder my crap computer can get as high on dirt settings. Sorry if that was misleading. Now I envy people with better computers even more. Also, UDK is cpu intensive. And i7 2600 is 3.8ghz. That is 50% more than I, and mine is not bottlenecking. I think it's safe to assume you would see framerate like HaTe. Why haven't you tried it since it is free anyway? Worse case scenario, you delete the installation and never look back, although it's great fun especially if you played the 2001 Renegade.
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So it uses some old RenX mechanics from pre-public and Black Dawn, as well as some Unreal Tournament things. I don't mind roll, SMNC has roll religiously. It is tied to the reload button when you are holding a melee weapon which not all characters have but 5 characters do. I can imagine shit that happens when you accidentally use it and didn't mean to. I should in fact play it sometime.
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I would assume 22-30. From what I hear of the devs, who sound like they have similar computers. Mine is a lot worse a computer, but it runs 20 I think, albeit that is with "Custom" settings that turns just about any post processing off and gives you plastic minecraft lego settings. Oh Yeah, and don't turn Static Decals on. They are bugged. May sound like they wouldn't take any fps, but they take like 8. For real.
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May I ask about All Deck All Day? A list of features and such? It sounds more arcadey. Which I do bet is cool. I noticed the server, but while I can figure tricks out by watching the SoB that killed me, which is how I learned SMNC and FTL, and which is the only way you learn it, but I really am more of a "User Manual" kind of guy, do some quick reading and tips and apply them on first play.
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Request to block 2 nuke spots on Walls
RoundShades replied to salarite's topic in Feedback & Bug Reports
You mean, request to block 2 spots on all maps and flying maps respectively? There is no good map, to leave those in. -
Does. Although, in their defense, they were talking about ions and the airstrip's opposite end, the end that nobody sees and is close to the PP. Btw, in original Ren, you could put an ion between HoN and Air and blow both up. That was fun. Not possible in RenX afaik. The map is ok. Just, GDI has to win like 7/10 games. I am almost sure that is because of the tank game though.
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I made a post somewhere else with 2 alternatives: 1) Is it possible for you to give the anim names so they can be called on by a mutator if it were possible 2) If it is at least easier to raise the "speed" the "sprint animation" kicks in closer to what sprint speed actually is, which is apparently a little faster than 320?
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What are you guys talking about, these pictures are perfectly crisp. People have obsessions with 1080p. Also, you can do it with just 2, but more masses of them did look like that. That was the skillz back then...
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Eh, with SBH being cloaked, they can already reach PP and Bar, and GDI has no cloaking units and the tunnels are a bottleneck, I would argue that GDI has an advantage in this map but not infantry-wise. What would help, is if the GDI Base Opening was a little more wide/straightline from farther into the field (which I distinctly remember Nod being able to shoot in GDI Base from farther in under's field in Classic Ren), and if Nod's base opening was a little sharper of a turn and lined up better with the walled side of the air, because again in classic ren I distinctly remember a narrower opening for arty to focus fire in and a sharper turn for flames and lights and stanks to try and push out from. Also, yeah, a stank buff.