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Everything posted by NodSaibot
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HoverMRLS does slightly more damage, faster rocket speed but less splash damage. It also scales better with veterancy. Those are the differences I can really see.
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I believe you're looking for this. However I don't know if there's any additional setup besides just putting it down
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Gave GDI turrets on front wall, moved the GDI GT closer to the beach, pulled in the blocking volumes on the river so you can't go as far out (i would do the out of map things like others have, but i dont know how to use that volume). Lowered brightness of both tib fields. Reduced overall foginess of certain areas of the map. Rotated comm center 180degrees. Opened a path to the comm center right behind the comm center. Removed chromatic aberration; Missing any changes or any suggestions?
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Change is explained here. For further discussion, please use this topic. https://renegade-x.com/forums/topic/77087-super-weapon-nuke-ion-poll-d/
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¯\_(ツ)_/¯ worked for me, but glad you got it working in the end.
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One time I had a dream I was inside of RenX, on Walls, but it was a zombie survival mode. It was really scary
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Make sure the permissions for the file is normal, UDKInput.ini Other than that, not sure. Last resort: Try and delete all UDKWhatever.ini, but do not delete any files with Default in the name.
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At the bottom of the "[RenX_Game.Rx_PlayerInput]" section in UDKInput.ini Bindings=(Name="RightAlt",Command="GBA_Radio1",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False) Bindings=(Name="RightControl",Command="GBA_Radio0",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
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I couldn't tell you why developers before me didn't add configurable inputs to the settings menu. Depending on what exactly you're talking about, key binds in child classes should override those of parent classes, but I don't know exactly which binds you are talking about.
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It can be done easily through the input config. Didn't know anyone wanted those keys to do that.
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Add Recon Bikes to Main Roster
NodSaibot replied to DoMiNaNt_HuNtEr's topic in Feedback & Bug Reports
I think both sides have had their say in the matter. Nothing more left to be said in the thread. -
Add Recon Bikes to Main Roster
NodSaibot replied to DoMiNaNt_HuNtEr's topic in Feedback & Bug Reports
I don't think NOD needs another vehicle. I think it's fine in the crate. -
16 maybe if you're lucky. The game is single threaded, so as long as you have good per-core performance, it will run well.
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We are doing some things in the background, but rest assured it will be fixed as soon as possible.
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Two suggestions regarding veterancy
NodSaibot replied to Fishyshoe's topic in Feedback & Bug Reports
Enjoy some fights as recruit versus elite/heroic and you'll see why this is a thing. It just makes sense to give people an average VP for the team, so they aren't completely useless upon joining. -
Essentially turns down the HS damage modifier and increases base dmg on weapons. Effectively reducing the time to kill for most units.
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Add Recon Bikes to Main Roster
NodSaibot replied to DoMiNaNt_HuNtEr's topic in Feedback & Bug Reports
Not exactly true. Air vehicle and normal vehicle blocking volumes are separated. It's quite simple to disable collision with specific volumes. Example from air vehicle code. event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { if(Rx_VehicleBlockingVolume(Other) != none) return; else super.Touch(Other,OtherComp,HitLocation,HitNormal); } event UnTouch ( Actor Other) { if(Rx_VehicleBlockingVolume(Other) != none) return; else super.UnTouch(Other); } Using code similar in that fashion we could add a vehicle list property, you could check the properties of said volume to see if you could pass through it with whatever vehicle you are using. -
Stay on topic please. I still haven't seen an actual video of this bug nor have I ever heard of it before.
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Can't tell if this is a troll or not, but this already exists. We have been discussing ways to refactor radio commands and add more contextual commands. We haven't come to any clear decision yet.
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It's definitely possible. This was done previously with the TS:Reborn team, which is where the TiberianSun crate vehicles come from.
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Not being able to shoot in/out of water is not a map specific thing, that's how it is on every other map in RenX. I will look into moving stuff around so defense is easier
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Complicated? No. It's just time that no programmer want's to put into it
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Funny enough it seems that image was created by none other than Kalle Bowo, who is/was a RenX player. http://printed-armies.com/