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zunnie

Closed Beta Testers
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Everything posted by zunnie

  1. Replacing the Rx_PRI with my own now. Will take a while to complete. Unless someone has better ideas?
  2. Yes that's what i'm trying here
  3. Alright, thanks for your help though
  4. Nice, that's a start. However, how do i check for specific characters such as the GDI Soldier, or GDI Hotwire and apply different values?
  5. I saw those. I can replace weapons for characters just fine. But i would like to know how to replace the characters themselves.
  6. I'm trying to modify (for testing purposes) the GDI Soldier for now but this code here does not seem to work: function ModifyPlayer(Pawn Other) { if (Other.IsA('Rx_FamilyInfo_GDI_Soldier') && Other.HealthMax != 1000) { Other.HealthMax=1000; Other.Health=1000; } super.ModifyPlayer(Other); } I also tried this, with an extended test, which also does not seem to do much: function bool CheckReplacement(Actor Other) { if (Other.IsA('Rx_FamilyInfo_GDI_Soldier') && !Other.IsA('Test_FamilyInfo_GDI_Soldier')) { ReplaceWith(Other,"Test_FamilyInfo_GDI_Soldier"); } return true; } Can anyone help me with this perhaps? How do i override the default GDI Soldier (or other characters for that matter) with a mutator?
  7. Very nice, thanks a lot for the help!
  8. I think all you need is the UE3Redist file, i uploaded it for you here @ https://zunnie.allnoobs.com/temp/UE3Redist.exe I can only tell you its the original file and not tampered with. Or google the file and download elsewhere
  9. How would you set up something like this? What do i enter in which INI file to redirect a download? Thanks for the help
  10. 60 mins per map AOW + new/custom maps
  11. http://www.ren-x.com IP: 69.162.64.92:7777 DNS: us.ren-x.com:7777 IP: 62.210.180.95:7777 DNS: fr.-ren-x.com:7777 IP: 5.79.67.131:7777 DNS: nl.ren-x.com
  12. We will be hosting 4 servers total on release of Renegade-X. System specs: Xeon E3 1270 3.4Ghz, 16GB RAM, 1Gbps All will be 64 Players: [uS]Ren-X.com Slaughterhouse #1 (69.162.64.92 / us.ren-x.com) [FR]Ren-X.com Slaughterhouse #2 (62.210.180.95 / fr.ren-x.com) [NL]Ren-X.com Slaughterhouse #3 (5.79.67.131 / nl.ren-x.com) [NL]Ren-X.com Slaughterhouse #4 (5.79.67.179 / nl2.ren-x.com) See our website at http://www.ren-x.com PS: We are currently already pre-scouting for moderators to look after the servers a bit, see requirements in my post at: http://multiplayerforums.com/index.php? ... -to-knows/
  13. The website was down for a hour or two earlier, its back online
  14. Its great! I <3 Renegade and anything based on it. And it being developed on an Engine far greater than W3D makes me happy bunnie
  15. I'm sure there will be enough players for all of us
  16. Tiberium Crystal War Developer Night Amsterdam (Netherlands) Saturday, 25 January 2014, 15:00:00 CET UTC+1 hour Calgary (Canada - Alberta) Saturday, 25 January 2014, 07:00:00 MST UTC-7 hours New York (U.S.A. - New York) Saturday, 25 January 2014, 09:00:00 EST UTC-5 hours London (United Kingdom - England) Saturday, 25 January 2014, 14:00:00 GMT UTC Paris (France) Saturday, 25 January 2014, 15:00:00 CET UTC+1 hour Moscow (Russia) Saturday, 25 January 2014, 18:00:00 MSK UTC+4 hours Sydney (Australia - New South Wales) Sunday, 26 January 2014, 01:00:00 AEDT UTC+11 hours Beijing (China) Saturday, 25 January 2014, 22:00:00 CST UTC+8 hours New Plymouth (New Zealand) Sunday, 26 January 2014, 03:00:00 NZDT UTC+13 hours Introduction Hello everyone i would like to announce that we are going to hold a new gaming event for Tiberium Crystal War 1.52. Most, if not all, of our Developers and Testers will be available during this event so you can ask questions and or make comments about the current version 1.52 and the upcoming (rumoured to be dead) version 2.0 which is under construction. Newcomers If you are a newcomer to Tiberium Crystal War or never heared of it, go watch our video trailer first on homepage. Tiberium Crystal War is a full standalone conversion of the Renegade W3D Engine, you do not need Renegade to play it and you can run it aside Renegade just fine. It consists of structures, vehicles, units, sounds and many other assets from the game C&C 3: Tiberium Wars which were worked up by our Developers to work with Renegade. There are 15+ maps and a few different game-modes such as the classic All Out War, Deathmatch, Co-Op and Domination. If you want you can look at our Official Manual. Where You can download the Tiberium Crystal War v1.52 client from our website at www.tiberiumcrystalwar.com There are several mirrors available and all are hosted on 100Mbps and 1Gbps connections. Thanks & Have fun Thank you all for reading this and maybe joining up in this event, we haven't held any events for a while so we hope to see many people join up and have some good old fun. I would really love to see many people ingame this time again so Please spread the word and let's have some bigass fun in there Greetz the Tiberium Crystal War Development Team http://www.tiberiumcrystalwar.com
  17. Development Upgrades As time has progressed and we have taken up a faster pace in the development of Tiberium Crystal War 2.0, we have reached a point where we need a few more testers to help us test the changes and updates we are making. Requirements If you are interested in joining our Testers Team please note the following (optional) requirements: - You must have the Tortoise SVN client installed. (required) - You must be registered on our forums. (required) - You must be on IRC at irc.multiplayerforums.com #mpf-tcw2 channel. (required) - You should have Teamspeak 3 and preferably a microphone on ts.multiplayerforums.com. (not required) - Your English is understandable in word and writing. (required) - You should be available for testing several days of the week. We test regularly though so don't worry if you are not available a few times. What to test? During testing sessions we generally test units and their health/armor balancing for example. Other times we will be checking out new maps as they are developed by our Developers and you can of course make suggestions. Or we would test code changes that affect various settings or values in the game. Of course there is more stuff to test but we will discuss that ingame or on irc/ts3 etc. Interested? Simply reply in this topic and make sure you are on IRC or TS3 sometimes. Mauler or zunnie will look at your application and approve it after which you can access our TCW 2.0 SVN Server and Forums. Important: Tortoise SVN We use a special server mechanism to update the tester and developer clients. This is done through the use of a program called TortoiseSVN TortoiseSVN is a 100% FREE and no bullcrap application and allows you to connect to our server and download and update the test client on demand. Everytime we commit an update to our SVN server you can simply right click and choose "SVN Update" to get the latest files, works like a charm. Thank you Thanks for reading and potentially applying for a tester position.
  18. Nice thanks It will take a while though before we have something to release. We're only gonna release if everything is cool and we have a couple of maps and game-modes done such as All Out War, Domination, Coop, Assault and maybe a Sniping Only map like the MPF-Snipers map for Renegade. And at least one nice Single Player mission which will be expanded on in later updates and additions.
  19. Thanks, and yes we will. Although a nice Single Player mission (at least one) will be done first. Coop has always been one of my favorite game modes though so you can definitely see that coming in TCW 2.0
  20. http://www.indiedb.com/games/tcw-w3d/vi ... l#imagebox A cool video of the in development Tiberium Crystal War 2.0 units Juggernaut, Avatar, Pitbull Mortar Upgrade and CarryAll.
  21. Tiberium Crystal War Developer Night Amsterdam (Netherlands) Saturday, 12 October 2013, 17:00:00 CEST UTC+2 hours Calgary (Canada - Alberta) Saturday, 12 October 2013, 09:00:00 MDT UTC-6 hours New York (U.S.A. - New York) Saturday, 12 October 2013, 11:00:00 EDT UTC-4 hours London (United Kingdom - England) Saturday, 12 October 2013, 16:00:00 BST UTC+1 hour Paris (France) Saturday, 12 October 2013, 17:00:00 CEST UTC+2 hours Moscow (Russia) Saturday, 12 October 2013, 19:00:00 MSK UTC+4 hours Sydney (Australia - New South Wales) Sunday, 13 October 2013, 02:00:00 AEDT UTC+11 hours Beijing (China) Saturday, 12 October 2013, 23:00:00 CST UTC+8 hours New Plymouth (New Zealand) Sunday, 13 October 2013, 04:00:00 NZDT UTC+13 hours Introduction Hello everyone i would like to announce that we are going to hold a new gaming event for Tiberium Crystal War 1.52. Most, if not all, of our Developers and Testers will be available during this event so you can ask questions and or make comments about the current version 1.52 and the upcoming (rumoured to be dead) version 2.0 which is under construction. Newcomers If you are a newcomer to Tiberium Crystal War or never heared of it, go watch our video trailer first on homepage. Tiberium Crystal War is a full standalone conversion of the Renegade W3D Engine, you do not need Renegade to play it and you can run it aside Renegade just fine. It consists of structures, vehicles, units, sounds and many other assets from the game C&C 3: Tiberium Wars which were worked up by our Developers to work with Renegade. There are 15+ maps and a few different game-modes such as the classic All Out War, Deathmatch, Co-Op and Domination. If you want you can look at our Official Manual Where You can download the Tiberium Crystal War v1.52 client from our website at http://www.tiberiumcrystalwar.com There are several mirrors available and all are hosted on 100mbits and 1gbit connections. Thanks & Have fun Thank you all for reading this and maybe joining up in this event, we haven't held any events for a while so we hope to see many people join up and have some good old fun. I would really love to see many people ingame this time again so Please spread the word and let's have some bigass fun in there Greetz the Tiberium Crystal War Development Team TiberiumCrystalWar.com
  22. zunnie

    Red Alert: FPS

    We will mimic Red Alert as much as possible in Red Alert FPS. We just want to make something we like better than whats already out there. It will get shaped up as we go on with the project. For example, we will attempt to make the game play simular to Red Alert where units get killed quite fast, we will attempt to make it so it takes just as much effort to kill a unit in this FPS game as it would take in the RTS. Damage scaling is one of the things we look into very precisely. The tech level system in some other mods are either not present at all or quite messed up. I will code a Tech level system which exactly mimics the one in Red Alert. So if you lose your Radar Dome you can no longer purchase V2 Rockets for example. Also, the other mods that we know of don't have some key structures ingame such as the Tech Center and Chronosphere. We will get those ingame too and tie them into the tech level system. We want the guy you spawn with as a Technician (as seen when you blowup buildings in Red Alert). Technicians are the building-keepers so to speak. Although fictional they are inside the buildings in Red Alert, so that will be our spawn character. Unlike other mods where they choose to have the Rifle Soldier as their main character. I mean: What about the Rifle soldier then? What will happen to that? It cost 100 in Red Alert and in the mod you get it for free? Doesn't make sense. The Technician will have a repairgun that can slowly repair buildings only and a pistol. Certain characters will not be allowed to drive vehicles, like Tanya and/or the Spy and Thief(unsure about this one since its quite hard to make it useful arleady)... They can however always enter a vehicle as a passenger though. We plan to have working naval transports that can transport both infantry and vehicles, 5 at a time. Most mods have ditched the Naval system completely for some reason. Naval is one of the more important aspects of the gameplay and we want to implement this, which we will, although its gonna be hard. Time will tell what we can do with this thing. We know there are other mods that do the same thing pretty much but they did not satisfy us to the point that we would continue to play that instead of creating something new. Which is what we will be doing. The maps size and graphics fps lag on some maps is also one of the problems we faced in other mods. We don't want too big maps as they are plain boring pretty much in our opinions at least. And here is a latest render of the to be Allied Anti Air defense by ImperialKaskins:
  23. zunnie

    Red Alert: FPS

    Thanks We are having progress every day but we are only a small group of devs so it will take a while before we REALLY have something to play. But when we do... hehe, i hope you will like it then
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