-
Posts
2381 -
Joined
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by NodSaibot
-
You are correct, it does need some change. There is discussion about it currently happening this minute in Totem Arts Discord, something should change, takes some time and discussion to figure out what is best.
-
Had a very weird bug in renx that caused me to ragdoll while still alive and I couldn't control my body
-
300IQ, pretty much it. Shoving tanks into the water or off the map is an even bigger IQ play. All is fair in love and war (unless it breaks the rules )
-
Might be best to just change the server config make the vehicle crates only appear after 10mins or later into the game. The default currently is 4 minutes.
-
I know that particular game you are talking about me on Desolation. But I don't really think that's a team stacking issue. You guys had an equal amount of people fighting us, and most of the time we would win. I did die many times, sometimes to my own mistakes, sometimes to outplays. But that's just how the game works. If 2 people stick around, it will be better. It's teamwork. Not only that, but skill differences are just a thing of the game. Especially in smaller playercount games, it can become very apparent how strong some players are. I think this is more of a skill gap issue, in this particular instance. Undeniably stacking/being on same team whether on purpose or not can create some very lopsided infantry battles, but that's the state of the game. Not having many people in the game, while having many veterans in the game will create very uneven battles for new/unexperienced players. I don't think that's really a problem we can fix, unfortunately. The balance changes made recently have HELPED to fix that, but there's no one way to fix the problem. If there was matchmaking along with a skill rating, and the playerbase to support that, it would work. But there would be other problems along with that, such as complaints about ranked points, smurfs and etc, the same problems other games with ranked modes suffer. I understand the frustrations players have, I play other games and I am not as good in them. Getting killed by the same person over and over, in such a game as Call of Duty and others, it's very annoying. I can imagine it's more annoying in RenX, when you have to buy characters and etc
-
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.
-
I believe you're looking for this. However I don't know if there's any additional setup besides just putting it down
-
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?
-
Change is explained here. For further discussion, please use this topic. https://renegade-x.com/forums/topic/77087-super-weapon-nuke-ion-poll-d/
-
¯\_(ツ)_/¯ worked for me, but glad you got it working in the end.
-
One time I had a dream I was inside of RenX, on Walls, but it was a zombie survival mode. It was really scary
- 4 replies
-
- 4
-
-
-
-
- buff
- headsupdisplay
-
(and 1 more)
Tagged with:
-
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.
-
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)
-
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.
-
It can be done easily through the input config. Didn't know anyone wanted those keys to do that.
-
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.
-
We are doing some things in the background, but rest assured it will be fixed as soon as possible.
-
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.
-
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.
-
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.