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Everything posted by RoundShades
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This is true. However, I disagree on methods. Every community member should share this game with their social circle and social media for sure. Also, all the people learning Unreal and modding this game right now, are doing a great service. Yosh and Hande are some good guys in that field, and the fact Unreal is a fairly documented thing to learn from online is good. There is a push for upcoming frequent balance adjustment by the mods. If all goes well, that will keep the game fresh and fix things that turn people away. Kenz and the mapping staff are putting in a lot of time and effort too. I am glad we have so many classic maps in the game now. City Flying has given mappers trouble and failed in development on multiple occasions, but when we get that I predict interest in RenX to spike just for that occasion. We have many chances ahead to build community and playerbase. We just gotta keep strong and aggressive in the passion for this game. My friends are taking a break from online gaming, they actually having internet issues last month or two, else I'd have them play regularly with me because they loved old Ren. This isn't true, most servers that host, also have server operators, admins, and moderators that lurk on IRC when not ingame. There are frequent server announcements on how to contact one, how to start a record demo, and how to votekick. That is a fair amount of self-moderating power, enough to run effectively.
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Yeah, I forget about that myself sometimes. You are welcome and good to see you participating in our little slice of heaven.
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He is right, and I could have answered if I read this in time. In games like SMNC, speed pickups drop. You can get that assassin bitch up to permanent sprint speed with a full set of "endorsements", an ingame powerup, a ingame mini event buff, and an in-game rarely spawning drop. With Sprintz equipped, Metabolightning purchased, Chickey Cantor defeated by the team, and a Bacon pickup, you reach a permanent speed where your character is always up to sprint movement speed, and the character moves always in sprint animation. It is by far not worth it, there are better damaging equipment. Also, you can more commonly get her in sprint animation without sprint by just picking up sprint pickups. They are temporary, but get her up to sprint speed. RypeL has been exposing some code in "implemented changes" as per request of modders. If you feel things like this could be helpful, you could ask. WAIT, there IS ONE MORE THING I can share to help. The animation, probably from the animation's side of it, should have some setting that scales the speed of the run by exactly how fast versus the actual character speed. It checks the character speed, and the animation is adjusted so "running at walk speed" doesn't occur or at the very least the legs move with the ground if it is running at walk speed. I know bots using the same model with various modifiers based on how high the wave spawn number is, can somehow get faster and have a faster walk speed, or be slowed and their walk speed matches their slower speed for the duration of the slow effect. EDIT: Just re-read, leg desync isn't your problem, the lack of the character having an aiming animation while sprinting is the problem. That is different. Sorry again.
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Could we do a role reversal of this and have a map where the objective is to kill General Locke or Brigadier General Adam Sheppard?
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I didn't see this. And yeah, I totally would do that, that doesn't sound that bad. I edit FTL playthroughs that take longer.
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Idk. I can think of 8 good reasons why standard servers shouldn't, but at the same time I wish there was some way for custom games to make 64. Because it DOES work and is a different sort of entertaining, having 6 man units instead of individual man units. That same reason, however, as RypeL suggests, is why it is harder on players to learn or play, because individuals do absolutely no effect and only 6+ people doing any single task accomplishes even a few enemy casualties. Here are the 8 reasons, just to clarify. --1) As a player, you run into 12 more lethal obstacles between where you spawn and where your ultimate target is. --2) Players that randomly pick the game up won't join into teamspeak or randomly stalk some squad of players unless we rename the game Yandere Simulator and make it seem like that is what you are supposed to do. Most are going to lone wolf with a possibility of maybe opportunity repairing an allied tank blob or shooting at a target in coordination with someone else. --3) Maps like Volcano are total fusterclucks. --4) Vehicle Physics are unstably high workloads on server processing and cause the game to lag and bug. --5) You have the possibility of people just joining the 1 really overpopulated server instead of 12 taking the uncommon creativity and guts and patience to sit in a server for 5 minutes until it slowly gains 6 people at which point it can stablely start to retain 12+ players at a time because it has the 6 players already. People who aren't me don't join empty servers and wait for them to populate. They just don't. --6) Vehicle limits start to make vehicles as exclusive as they are in Cuba, 38 cars per 1000 people and the distinct impression there are never going to be any new ones any time soon. --7) Mine limits, on unpopulated servers seem abundant to moderate and infiltrators have the advantage by lack of enemy numbers creating a scant defense. On populated servers, infiltrators are completely worthless as number one suggests, but also mass-infiltrators as in squads are actually overpowered because they overcome mine limits and spill out chokepoints in uncontrollable numbers. This is really fun gameplay, that is what HaTe enjoys and I can see that, but that definitely depends on unreasonable to expect squadplay on a 7 man level. Basically, in 20 player teams you have about 8 general divisions of players in your team. In 32 player teams, you have 6 3-7 man divisions. Individuals have no effect against the 5-7 man groups that they can run into. --8) Damage is not scaled to have that many people. If 32 players all shoot a structure with a grenade launcher, what happens? You tell me. On a more frequent situation, 6 players kill a single player with focus fire in like 1 volley in 1 second. 2-3 players kill 2-3 players at least with 3-4 seconds to react. Individual gunfights are too short for mass gunfights. Perhaps, in that regard, individual gunfights should be balanced to last longer, like all infantry damage in the game (except autorifle) reduced by 20%.
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I record very crappy videos, and had it happen to me when I stole one from GDI on a game of walls. Possible reasons that may cause reproduction: -Lag, the tanks sometimes just seem not to reload on their own. Reloading via the reload button while inside the tank fixes it. The reload button fixes it in the video -Getting out and back in after firing a shot from the mammoth tank. When you get back in, sometimes it won't automatically reload, nor will it try to reload when you are firing while out of ammo. Again, reload button. Also likely what happened in my video. -possibly from some form of timing with the cannons and rockets. If you fire one first, or the other first, or simultaneously, or they both need reload at the exact same time or one finishes when the other needs reload... I am not sure which of those, but it may cause one of them to get stuck without ammo. Again, usually fixed by manually pressing reload. AMMENDUM: I also believe, something with connection or framerate and the client, can cause the mammoth tank to fire 3 cannon shots instead of 2, on a fairly frequent basis, for me. Sometimes it happens, sometimes it don't, and I can't really control the fact that when it happens it's every 2 salvos that fires 3, and it appears every extra shot does actual damage. I feel incredibly like I am cheating despite nothing I can do to prevent myself besides hand-hold every button press to count my shots manually. It says 3 missiles left, but the ammo counter upon entering a new vehicle is often wrong, as well as infantry health upon exiting a vehicle.
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Bug in complex ( attached screenshot )
RoundShades replied to skonky's topic in Feedback & Bug Reports
It's probably render fall-off. The game renders "characters" infinitely afaik, and the game renders map assets by line of sight and distance so maps like Canyon don't show a whole asston of random rocks from the tunnels and slow down field frame-per-second performance. Maybe the backwall in the openings to the caves, should be one of those "always rendered" assets. There is a checkbox for that in the editor iirc. -
Back in the old Ren XPhaZe servers, I learned from a bunch of casual 30 something gamers who regulared the server literally a nightly basis, that as Nod Artillery the best formation is the "wedge" because it blocks 100% of splash from reaching your engis and forms a wall on all sides from sniper fire. If c4 is somehow planted on your arty, rotate so the engi can disarm it while reforming the wedge shape as fast as possible or switching sides of the wedge with your partner. In RenX, nobody EVER does that. They just drive their med backwards and then run me over and push me forward and I get hammered by 300 points of damage worth of artillery fire or some stupid shit.
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Right. I was more just questioning, the general idea, of what changed so much that made aircraft so much different between Renegade and RenX. Renegade aircraft were taken down by average tanks. Anyone remember that? 2-3 meds simply shooting at an apache to make it go away? Now, without some signature AA classes, Air can indefinitely dump on a tank from above it...
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I will just say what I normally do: Unless it's a comp and I am in a designated respawn wave or something, I usually prefer casuals with roughly 12 guys per team. That is 2 defenders, 3-4 pressure infantry, and 6 vehicles fielded. I can see the appeal in 20-24 player teams though. 24 would be a respectable step up from 20, 4 players more per team is a significant increase for in-game combat firepower for both sides...
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There's a tutorial about mutator and I posted examples. As renx mutator just work like ut mutator you can find millions of examples for mutator on the web. To change specific renx aspects you have to read through the code a bit there's no way arround that. So the only thing preventing people from doing mutators is their lazyness. True @ this! Same goes for mapping I think. I would agree, except for the fact that apparently EKT and TMX can in fact build mutators at whim (they are hard work, but they have done it many a time on few days effort), and that a lot of people are building their own maps. Mod work has interested the community. The community, however, is quite a little bit small, and it is still so early in the release of the uncooked build, so it just hasn't produced skyrim-amounts of mods yet. It's UNREAL, like I said before, the ENGINE ITSELF is a very popular engine across the entire gaming industry, and is designed for modding and identical coding in many cases. Like RypeL said, it is just like any Unreal game including UT2007, all mutators work the exact same in regards to it. The only things the devs can do, is host a database of mods, like the subforum down there at the bottom for instance, and make the server browser friendly at showing custom maps and related information, which they are trying to do a pass at. The rest, the engine takes care of. Also, as far as devs not designing around modding, I am pretty sure Renegade wasn't designed for modding, it was just built poorly open ended and that allowed for it. FTL wasn't built for modding, but it happened to be easy and when it surprised the devs they just gave them a subforum and moderator and told them to have fun with it. Same with Minecraft, Java Modding was popular before Minecraft and the two mixing is what put Minecraft on the map and the devs did the same thing as far as openly allowing it. A lot of devs don't plan for modding and just happen to explode with it.
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They did what they could as a small team. Really, the engine did the rest, and just so. Also, they are making a first pass at a browser that shows servers with custom maps. That is "doing something" for modding and mutating.
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You only can do that to 1 person at a time though, and again, you still have no idea if they chose that option or not. That's what makes it interesting. Sadly, it would have to include Team Votes, which it likely would, but I just say that because 99% of team coordination is done by team-votes. "All get flames and burn their base down" "All buy arts and finish this" "Med Rush Fast and Hard". "About to Plant an Ion on WF roof". Not even yes or no questions, just statements with a Yes/No option. Kinda funny.
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In original renegade, they didn't have lock-on. I appreciate lock-on, but how did original Ren get away without it? I specifically remember air vehicles being squishier, or even much plausible to hit. How can they evade so well in RenX? Where they, perhaps, given too much more speed or acceleration? Can they just change directions way too fast? On the other hand, in games like Planetside 2 with realistically complex and unreactably fast air vehicles, they have specific counter weapons. Would it be better to have more than the rocket soldier in regards to specific counters to air in it's current form? Or should air act more like original Renegade and have much slower change of directions so you can't rapidly weave shots? For starters, Ramjets doing 48% - 52% damage to them per clip would be nice though...
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I am not sure if Grenadier can 1 hit headshot. If not, I assume he has much higher damage to structure than infantry. By Buff Gunner to Grenadier, I mean including whatever buffs he gets if any, and including the armor variables. Odds are, it will only make Gunner as good as... Grenadier ofc. The AA thing can also be fixed if Ramjets are given a mild buff to light armor. It currently is a clip does 36%, it should at least be 48%, if not 56%.
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5) For 2 minutes, your team can see all the enemy's team chat That is both spammy if you can see their callouts like q spots, and "artificial" as any high level players using a 3rd party program will easily never give any benefit for tapping their team chat, they are calling out via teamspeak instead.
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Cool. I might wana see it, let me know when. I mean now? Also, if you can just make a mutator whenever, how come you haven't attached a mutator to modify cost multiplier of airdrops? That sounds like more of a game changer, especially with people's moping...
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I made this a poll. Add new suggestions by posting below. Everyone vote on any and all you feel, and you are allowed to change your vote later. I am trusting you NOT to vote for ones that overlap/conflict. So far, suggested options are: -Less Splash so not Anti Infantry -Lock On to Veh Only -Damage Buff to Grenadier DPS -Damage Buff only trade for RoF -Damage Buff with slower missile travel time EDIT: Why did I even add damage buff to the second 2, they can be their own optons. Meh, changed that to just be ROF and travel time.
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Eh, I already shared my opinion of it. It definitely would at least make... 2-3 more classes overused, instead of just 1... but they might still be overused is the problem. You would need quite a many mechanics/field engis for tanks and quite a many structural/base engis for combat, and a medical one or two if they also existed.
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Well, it would be easier if it's throw arc was programmed, followed by giving it inert physics, basically no gravity no yada yada. C4 currently do that, for instance, timed. Emp Nade would just be a matter of a "timed c4 thrown harder". It would also stick to infantry, which should only happen on accident and not cause any major effect except the occasional unaware enemy leading it to his team's mines and disarming them.
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I know, but they currently do NOT give you a refill at full, and DO give one if you need it at a 20% odds or so. 50% would just make me rage less at not getting one. If it is 50%, then RNG hates me, I tried 4 times and didn't get. Yet I still sometimes get them when it feels stupid to.
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No, they can test the ammo thing... ...But you are right, the crates should detect lack of ammo or missing 50+ health, and be like 50% chance of refill. I go so often without finding one when needed. On the other hand, if infinite ammo was a thing, refill crates should be entirely different, and only show up when the health (not armor) is lowered. Ammo would no longer be a problem, people wouldn't need refills as often.
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I heard that too. Did a search the first post he made about it to make sure. There hasn't been any talk about it. Neison didn't seem to mention he was doing it in a thread he was in that mentioned it, Kenz is definitely doing something else, I don't know who else could be doing it, but I both wouldn't mind doing it as a community effort nor would I want to do it if we are tredding on a devs work or backtracking over work already in progress...
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I wouldn't mind a short test. Couldn't be worst than the current combo of very generous credit pools and indefinitely affordable airdrops...