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RokumanZA

Closed Beta Testers
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Posts posted by RokumanZA

  1. This is true but please don't take this vote kick as us as server mods kicking you for incorrectly mining. This was the players action and not initiated by TmX. It's our policy to help were we can and you would have got at least a few warnings to remove your mines before a kick if we fealt you were hampering the team with off placement.

    This is just the result of too many players fed up with losing buildings to overminers. At the same time I see the point RypeL made and I think we should step up and get a video ingane at least for now. Sure it won't fix the problem, but if even 25% of people watch the vid and learn the mining basics, thats 25% less irritation and problems ingame, which is probably worth the bit of effort to make the video.

    Please don't take the kick personally Cudtaker, it was out of our control and you are welcome back.

  2. Please keep the dynamic day night :)

    It looks fantastic and gives the map a real dynamic feel, even just in the editor ;)

    I think to stop some of the sniping, try making the rock ridge around the Nod base a bit higher, like a mini mountain above the cliff, especially around the silo, it should give more cover. Also maybe include a rock or two at certain cover points in the base to provide cover to those exiting buildings incase of snipers.

  3. In Renegade, your own team's nukes/ions were displayed on the radar by a constant red or yellow star. I find that it's helpful to use, and would like this in Renegade X too

    This would be a welcomed addition :) not that its too hard to see at the moment, it would just be a lot easier, especially for new players. Possible stopping newbies having to wait for a q-spot on beacons or have possible defenders running around listening for the noise of it.

  4. I always actually thought the comm center would be a nice touch for gameplay, either scrampling radar or losing radar on destruction, perhaps even something like disabling airstrikes or even disabling buying air units on destruction. Maybe it could also disable using beacons.

    Either way I think it would have to be done in a mod though, as the buildings are pretty much set for now :)

  5. I still think the engie/tech fills these rolls fine. And as things stand at the moment they're pretty plentiful all over the place. I wouldn't be completely against it but I don't feel a health regen pack will help except maybe not having to run as far as base for a refill if there are no hotti/techs around. Which I don't think is a bad thing anyway tbh

  6. Can´t enable dynamic lights on at flying maps because the helicopters shaking very strong (orca very hard)

    Can´t make detail level higher than low by the map gold rush because graphic errors at weapons fatory, refinery(GDI) and other places

    Nvidia GeForce GTS 250

    driver version 341.44

    Windows 7 64 bit

    The Weapons Factory texture errors are a known problem and will most likely be addressed in the upcoming patch :) , you might be able to get some settings on medium with a gts250 but I wouldn't try much higher without a newer card to be honest :(

  7. If a game chases away bad players because they aren't being rewarded for being bad, then they should stick to skirmish mode. Besides, if you look at the vet system post, you get the points for such things as repairing vehicles and buildings, disarming nukes/ions, and disarming mines. All things noobs can do that they'd be rewarded for. Skilled players would just likely get more for accomplishing specific feats. It's no different than the credit system in that. The difference is that it is all "active," so that you don't just casually earn them as the game goes on. Also makes it separate from credits, so that the winning team doesn't get more of an advantage because they likely have more credits. The more skilled team would get the VP advantage.

    You're the first person to say they are against this, but I don't think you read the topic thoroughly enough is all. Rype has already confirmed that it will be added, also.

    perhaps I didn't read it thoroughly enough, I did read it through. Either way will go back and read the thread and comment there if I still see a prob with it :) lets no go off topic in here

    agree with the self-damage here for farland, etc.

    1- less credits from silo/dead ref

    2- officer chaingun slight rof decrease/not hitscan (if you think it won't cause any performance loss)

    3- stank improvement in missle accuracy and possibly range

    4- fixed splach damage for farland etc.

    5- chinook gun debuff

    EDIT: also updated my 5 changes after another look at the topic, I wouldn't mind it if it also supports defending and simple things like repairing vehicles that anyone can do. Point taken off, and I see where you're coming from with this now Hate, I think I want the same thing in the end, no endless spam of support weapons overshadowing some of the base classes that barely see use. You have my support :)

    and as much as I feel like I didn't really get the point of the vet system in that post, rest assured I understand the game and the weapon mechanics. Haven't played at Hate's level, but I do nonetheless :)

  8. Currently just me. I just started this clan, so I am beginning to recruit and accept applications now. I was a leading member in the WaR clan in Renegade that had 15-20 people in its prime, and since there's only 3 apparent clans in the game thus far, I figured I'd start this one up for any advanced player wanting to play with other advanced players.

    Considering recruiting players from Renegade who were in WaR to come join and try the game out too, as I know that they will get the hang of it fast from their Renegade experience.

    Great idea, I remember WaR and wish you the best of luck recruiting, there are far too few clans ingame :)

  9. - What makes for good vehicle gameplay?

    = Many paths to and from bases, space accessible between obsticals, barriers to strafe around, clear open areas in specific points around the map, ability to shell a building from decent range :)

    - Is having a silo accessable only by infantry OK? I dont mean something like Under where vehicles can't get there but still help defend it.

    = That is still good, I think it would work well even though there's no case where it has been done yet.

    - To what degree should base defences prevent infiltration?

    = Not totally, there should always be at least one way to get around, even if its by an obsticle that still causes base defence to trigger when running to/from. But don't open every side up either, makes building kills too easy then. Find a good in-between ;)

    - Are airstrikes being unavaible at all something acceptable?

    = It could be done with a mutator (perhaps even kismet from within the map, but not sure on that), I wouldn't go that far tho.

    - What are some most frequent/important things to avoid when designing the layout?

    = single way chokepoints, very large open areas, too many paths in/out bases, unequal harvester field distances (and hence dump times), an overly defended base or a base on high ground while the other isn't (unless theres a specific case for it and the other base has some other advantage), too many meshes/clutter on paths

    Hope that helps some, thats just basics I look out for at least :)

  10. I also would have preferred the cave stay, its one of those changes I was ok with but has led to mesa becoming one of my worst maps to play now. Not that its much worse now then before but I agree that the cave was iconic and I think it should have stayed. It was less a point of stalemate then people think. It became a stalemate because the other paths were vastly underused when one team owned the cave.

    But things are the way they are now I guess... Still want the silo and vehicle routes swapped again tho :)

  11. Its possible with a mutator I'm sure, just need to add a bit of code and the menu options, though I'm not exactly sure how you would check for these things without a volume of some kind (the tib fields already have one, not sure about ref)

    Disclaimer: I'm making a guess here :P

  12. Tell you what, if there is a vehicle you would like from AR in RenX as an example asset, I can make a tutorial around it so anyone who wants to make their own vehicles can follow along.

    That sounds great for those who haven't done anything like this before or need to know the unique udk requirements, and hope the AR or Reborn teams benefit too. Thanks Havoc :)

  13. You'll still need to rig the vehicles, and setup the appropriate scripts to have them behave properly in-game. It's easy, but not that easy :P

    Glad to see you're still around JeepRubi, I hadn't seen a reply for a while :) thanks for the answer

    So we've had a fair bit of practice with rigging vehicles to the point where it took us only 2 hours to get the HoverMRLS to the state it is at in the SDK. However it can seem intimidating to have to setup a large number of components such as rigging in max, importing and setting up skeletal meshes, animation trees, and physical assets. However it is not as complicated as it seems once you've understood the process.

    Rigging vehicles is fairly simple and easy to do. We've provided 3 of our vehicles as examples in the SDK within the "ExampleAssets" folder. You will find our full rigs for the Humvee, Medium Tank, and Apache. In our vehicle rigs we have everything from the core vehicle rig, to blend shapes used for vehicle deformers, to damaged parts that break off of the vehicle, to sub rigs such as antennas that rock back and forward.

    Hover MRLS, and Tesla Tank only had the core rig as we received the models from APB and Reborn a week prior to launch of Open Beta 4, and we had other things to worry about in that time.

    We used the actorX plugin that comes with UDK, or you could export to fbx, either way it will work. So long as you have a couple of bones to define the root, any wheels/suspension, turret rotation and pitch bones. That's all you really need to have.

    There are a few really good tutorials already on how to implement vehicles just by googling UDK vehicle tutorials. We have some of our own systems that work on top of the existing UDK vehicle framework. I'll see if I can make a tutorial in the near future to help you guys make sense of it all.

    We would love to have recon bikes in the mix, but at the moment we're not making one of our own.

    Ok awesome :D I completely understand now, thanks for the answer. I'll take a look around once I've got the SDK installed :) As usually I don't know when I'll get a chance to get around to doing anything like this, probably not soon with all the work I have, but I would love to take a crack at doing something like this (If I had a model to start the rigging with that is, I've tried 3d modelling before and lets just say I didn't create anything of value :P )

  14. Just out of interest are these the original models simply exported as .fbx or whatever into the game without any edits or texture replacements? And was there still a process of changing bones or adding the projectile spawn points? Just wondering exactly how easy it was to get that model into the game :)

    Also anyone interested in modelling a recon bike? ;)

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