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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. I may be late for the party. However, I tried manually downloading the launcher. Then I tested the launcher. This is what I ended up with Each time I try to open the launcher, nothing appears. 5 of these were run about 2 hours ago, and I just deleted and re-extracted the files and tried for the 6th time. I cannot even end the process(es) until now I have Ren X in D:/ drive, with files replaced and left alone.
  2. Splitted this in two, what's the status of the small one? Almost done, I guess. Just the matter of keeping two bases balanced while still asymmetrical Oh, and possible cliff blockings. Don't want those APC and buggies climbing up places they're not supposed to reach What can we do to motivate you to at least finish the map so I can make my list shorter! I'll get there, don't worry. Just the matter of net speed and limited quota
  3. When you say Coastal, are you referring to both incarnation or just the overly gigantic one? Chasm is not nearly finished. More like being put on-hold until I can get more motivation to play RenX and make maps again
  4. Link Gun yes, the plasma based gun in Unreal Tournament series with a powerful laser alternate fire that can lock and repair on vehicle using its' ammunition. The lock on system would be a nice thing to implement, I agree with that
  5. "Help me brothers!" Seems good but dunno if it's practical. There are times when you just wanna stay quiet and avoid attention in the field I forgot if camera shake animation was ever used. I think it was used in C4 explosion right?
  6. You can run this via launcher. You need to make a shortcut that runs the server and edit its' Properties
  7. First... models first. Who's gonna be willing to provide the assets?
  8. UI making in UDK uses two ways. Canvas and Scaleform Canvas dated as far back as Unreal Engine 1, using script and set of Texture2D images cobbled into a neat UI. UDK used this once for HUD as well as the now defunct UI menu creator. The function for canvas and such are still there, and it is used to create the list of players in RenX (on the right side, not the tab UI. Updates later, UDK finally got the Scaleform UI license, a UI made using Flash swf. The UI is far more enhanced and less hassling with scripts. You need to have some knowledge in ActionScript 2.0 or 3.0 as well, however, and an Adobe Flash Pro. You can try a free flash creator app but it's not supported and not recommended. You can use either, or both. Depends on you
  9. You can download the original UDK 2014 version somewhere without the RenX assets. Those contain some more UT3 stuff www.udk.com will redirect you to somewhere along with www.unrealengine.com/udk
  10. Fixed that for you, defending is also 'normally play' Especially in RenX I'd love to point out to whoever said that to one of many ancient ways of Stealth Black Hand nuking in Island, witnessed by me at least in Beta 3. Said SBH plants the nuke right on the loading bay spot. And let's not forget that there are Hovercraft that may or may not house an enemy infiltrator there, be it man or tank. Also, in Island with high player numbers, have one person place an APC (not buggy/hmw, they're not too sniper-proof) on the tunnel entrance to deny infantry path entry, mostly. A very skilled player or a wave of dedicated anti-tank may plow through, but nevertheless able to give alarm and hold the attacker for awhile. Or as Nod, you can place a flame tank and each tunnel entrance, flame it and sit around to play sudoku until something amusing actually happens, like infiltrators raging at your permaflame or base being breached. Mostly useful if you don't need too much tank and got too many hotties, and also if you're on full turtle mode. Otherwise though, one tank/apc should be enough.
  11. What is that, a Battle Fortress or something? ....now that reminds me of Leviathan in UT3. A single hit with full speed can blow any other vehicle. Feels OP for such an OP vehicle
  12. Seems to have been removed after a few beta release ago Was fun tho
  13. Yea, it's sad really, most people wanna go offense until one of their buildings blow up and that doesn't always push their defense motivation up
  14. Not exactly something that hasn't passed people's mind, but it has never been able to be implemented yet due to the core game being.... ....y'know
  15. Does decal work here btw? This can be a good alternative but I've been failing to get that working in RenX since day one. I could use it in normal UDK no problem
  16. I personally don't see why voters have to be secretive. There are actually some benefits that I see if you can actually see who votes yes and no. 1. Non-sportive players as you describe will not vote no on legit afk kick because if he does, he'll be questioned as to why he votes no. He needs to have good reason on why he votes no 2. If at some point the afk player comes back and votes no, the people will immediately notice that he has returned back and cancel the vote as a whole
  17. Check your pathing, if there's a cross on the path line, it's bad and needs to be fixed. You also will want to look out for the path coloring. I don't know what they mean exactly, but white seems to be a universal path (vehicle/person). Some color might mean that the path is quite weaker than normal Then try to watch the harvester dump its' load a couple of times. It might take more than two dumps before something wrong finally occurs. Perhaps some bot can also contribute to simulate how harvester works in the heat of battle, but I'm not sure Online game may or may not affect how Harvester works.
  18. Rx_Bot, then UTBot. Make your own extension of Rx_Bot btw, don't modify the game code itself. You know how to override functions right?
  19. Or they could just make the startfire command redundant? Like disable it. I think it would be alot easier than adding an 'ammunition' aspect to the rep gun, but on that note, that is not actually a bad idea because the rep gun is kind of OP (atleast the adv rep gun is) StartFire is a semi hard-coded function I'm afraid, You see, this is how it looks here in config ini file .Bindings=(Name="GBA_Fire",Command="StartFire | OnRelease StopFire") .Bindings=(Name="GBA_AltFire",Command="StartAltFire | OnRelease StopAltFire") //// .Bindings=(Name="LeftMouseButton",Command="GBA_Fire") .Bindings=(Name="RightMouseButton",Command="GBA_AltFire") and this is how function looks like Engine.PlayerController // The player wants to fire. exec function StartFire( optional byte FireModeNum ) { if ( WorldInfo.Pauser == PlayerReplicationInfo ) { SetPause( false ); return; } if ( Pawn != None && !bCinematicMode && !WorldInfo.bPlayersOnly ) { Pawn.StartFire( FireModeNum ); } } exec function StopFire( optional byte FireModeNum ) { if ( Pawn != None ) { Pawn.StopFire( FireModeNum ); } } Engine.Pawn /** * Pawn starts firing! * Called from PlayerController::StartFiring * Network: Local Player * * @param FireModeNum fire mode number */ simulated function StartFire(byte FireModeNum) { if( bNoWeaponFIring ) { return; } if( Weapon != None ) { Weapon.StartFire(FireModeNum); } } /** * Pawn stops firing! * i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) * Network: Local Player * * @param FireModeNum fire mode number */ simulated function StopFire(byte FireModeNum) { if( Weapon != None ) { Weapon.StopFire(FireModeNum); } } Engine.Weapon /** * Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) * and them simulates the firing effects locally. * Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire * Network: LocalPlayer */ simulated function StartFire(byte FireModeNum) { if( Instigator == None || !Instigator.bNoWeaponFiring ) { if( Role < Role_Authority ) { // if we're a client, synchronize server ServerStartFire(FireModeNum); } // Start fire locally BeginFire(FireModeNum); } } /** * When StartFire() is called on a client, it replicates the start by calling ServerStartFire. This * begins the event on server. Server side actors (such as bots) should not call ServerStartFire directly and should * instead call StartFire(). * * Network: Dedicated Server only, or Listen Server for remote clients. */ reliable server function ServerStartFire(byte FireModeNum) { if( Instigator == None || !Instigator.bNoWeaponFiring ) { // A client has fired, so the server needs to // begin to fire as well BeginFire(FireModeNum); } } /** * This initiates the shutdown of a weapon that is firing. * Network: Local Player */ simulated function StopFire(byte FireModeNum) { // Locally shut down the fire sequence EndFire(FireModeNum); // Notify the server if( Role < Role_Authority ) { ServerStopFire(FireModeNum); } } /** * When StopFire is called on a client, ServerStopFire is used to initiate the sequence on the server. * Network: Dedicated Server only, or Listen Server for remote clients. */ reliable server function ServerStopFire(byte FireModeNum) { EndFire(FireModeNum); } So here's how it works here for those who lack the knowledge of scripting. The player is given one button to initiate two function that starts and stop the weapon firing. When button is pressed, the StartFire is initiated, causing the weapon to fire, and when the button is released, the StopFire function is initiated, causing the weapon to stop firing. The information goes this way. 1. Player gives command to start/stop fire to his pawn (character) 2. Character gives command to weapon 3. Weapon fires/stops firing Disabling StartFire as a function means that a whole weapon rescripting is in order, which unfortunately is far too much work for far too little
  20. MS.NET framework 4.0 iirc, try looking over at UDK's own requirement, that would be RenX's minimum requirement
  21. Needs to make sure that Harvester pathing is on a white line without any crosses in the editor. And I believe it's time the Harvester pathing can use some more foolproofing. I know I've been outta the circle for long but this seems to be a constant issue ever since I started playing the game
  22. Unless you are the only hotwire... Just hop into the med of course That just defeats the intention of saving the tank lol Anyway, I think it has something to do with UDK's soft attachment or something. Damn UDK physics are always a problem
  23. I kinda toned down the Superweapon part and added some stuff. Toned down due to usage of rather informal terms and text writing Also, don't you think we need to separate Airstrike and Beacon? I don't think Airstrike is a 'Superweapon'
  24. I will recommend doing the same thing I did, download the SDK, screenshot the ingame model on blank space, use image editing program to make it transparent.
  25. Little nostalgic moment of this map
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