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NodSaibot

Totem Arts Staff
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Everything posted by NodSaibot

  1. I don't see anything out of the ordinary. You might have to try and use a debugger or just reset your game, unless someone else see's something.
  2. I also have issues with FPS. Open a map in single player, and see if you experience the same amount of frame drops. Add in bots, let them get vehicles and it should slightly simulate actual online play. Personally, when I open single player I get none of the issues that I have in multiplayer.
  3. Because actual UnrealScript is better than kismet ;O
  4. I will give the admin password to trusted users. Besides that, anyone can start the 2 votes to allow themselves to spawn stuff. I tested it this morning and I was able to spawn stuff without being logged in as admin. I am also looking into updating the mutator, but a lot has changed so I have to do a lot of changing and removing of features.
  5. Long story. The purchase terminal isn't implemented in the best way possible. If you don't have Discord, get it. I'd rather answer specific questions over Discord than write out how the whole thing works already. The AGN mutators that AlienX and I created does this already, but there's a better way of doing it.
  6. There's currently no setting ingame for this.
  7. the logs probably show some useful information for crashing
  8. Removing all references of RenegadeX in these config files fixed the issue for me. Not sure if it has any other side effects, but you could just revert the changes if it does. This issue is caused by what seems to be a mistake when packaging the SDK for public use.
  9. The repair tool has a 10% decrease of heal amount compared to the default repair gun. As well as a 12.5% speed decrease on proxies.
  10. You can not buy any guns besides repair tools now
  11. It wouldn't really change much of that aspect, to be honest. The only reason I ever refill is for health
  12. Speaking of infinite ammo... the map that comes to mind that would be really changed by it is Walls. A handful of infantry could basically hold the top forever and gunners/rocket soldiers could blast buildings indefinitely. Granted that already happens with vehicles, but it's harder to go all the way up there and kill the gunners/rocket soldiers, as they can hide in the little rooms up there. That would really be my only concern with infinite ammo. I'm down for trying it out this week/weekend. Infinite ammo mutators already exist, just nobody uses them anymore.
  13. Have fun rigging it! /s Great tutorial on all of that and more here. I have done the code side of vehicles, as well as the particle system/effects/sounds -- if you need help with that stuff.
  14. It's something I could add into custom crates on FPI, if you'd want that.
  15. Spawning in objects that weren't rendered with the map causes FPS drops. Mines, vehicles... etc. It's kind of unavoidable unless you remove all textures from it and just make it black. I think there may be a way to just turn off dominant lighting or w/e from it so it doesn't cast shadows, but I'm not really sure.
  16. Eh, I don't really think it would be that difficult. You'd have to tap in to the maplist array that is generated at the end of a match to add the "Hardcore" "Vanilla" or w/e suffixes. The FPI mutator loads specific mutators based on config files. In theory, you could just edit the configs via code as the map is selected, save config and it should load the mutator "game mode" you wanted. I don't know if it's possible, but if it was, that's how I'd do it.
  17. Would probably have to make a zoom and unzoom function possible because there's no way that the full minimap would fit on that tiny little area
  18. There are administration systems, such as Jupiter Bot that allow banning based on IP, Steam ID and other IDs. While it nearly impossible to completely ban someone, it at least makes it difficult/annoying to ban evade. Rebanning someone takes 2 seconds, evading the ban takes longer than that.
  19. #BlameAgent #PleaseAgent/Cronus I think they are the 2 in charge of that type of stuff. For the last thing, probably a recent name change.
  20. The physics are probably not going to change. Unreal Engine is just very different from W3D. I'm very familiar with MPF and UltraAOW. I was a mod there for long time
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