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Everything posted by Handepsilon
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In UT3, ragdoll falling earns you even more damage than normal. Unless you ragdoll midair and it stopped the falling momentum abruptly
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Record for most deaths in a single match, maybe? xD
Handepsilon replied to Fujiwara Chika's topic in Off Topic
Meh, I believe I've died more on that on one Field crisis which we won through score and smoking pussy tanks off, literally -
Ah yeah.... I remember locking up someone (I forgot who) from my titan but he didn't comment and can still reenter my tank, then I locked in and he got kicked out again and got back in. .. I dunno how frequently it happened
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Orca/Apache are allowed to carry a passanger WHY??
Handepsilon replied to epicelite's topic in Renegade X
That's some mad health increase -
Reason why I use Internet Download Manager. Even with constant disconnection and everything, download runs fine with fine results
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Hmm, sounds more like a faulty download. I know the game can be run in Win 10 because some people I know here uses that infernal contraption OS *Ahem* Anyway, what zipping program do you use? I'd recommend WinRAR above all else. Or 7z.
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Haha, that's nice. What will you call it, though... Command & Conquer Tiberium Rush? lol There's this gamemode called Bunnyhop in Unreal Tournament 99 and is being developed in UT4. If you can evolve the minigame to this, it'll be fun
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Islands, get stuck behind wooden fence.
Handepsilon replied to epicelite's topic in Feedback & Bug Reports
Do you use Printscreen or F9? Anyways, I think I know what you're talking about. It's around the middle on the outer field. You can jump on the fences and fell off outside the map and get stuck there forever -
You forgot to mention that while Nod and GDI struggles to fight for their lives, their harvester took a few minutes of shore leave in Lakeside Also, that apache rush never took place, and I got lotsa lag spikes. After that, I'm just following the nearest Apache
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"Host is running Steam, so you should too."
Handepsilon replied to djlaptop's topic in Technical Support
Well, the highest I can reach is 8 GB of internet. I'm stuck at 1.1 GB atm with at least reloading 650 MB per week, so you can imagine my predicament here -
Hey hey hey, seriously? Where have you been all this time?
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"Host is running Steam, so you should too."
Handepsilon replied to djlaptop's topic in Technical Support
Relatively heavy updates/install that can cost people with limited bandwidth additional data. Personally it ain't worth it for me especially since I don't even use Steam that often Heavy? They aren't heavy tbh, but yah if you have shit internet then you could say heavy i guess. Not steam's fault. 'Relatively', so yeah. 70 - 100 MB is 'heavy' in my perspective. And as I said, I never used Steam unless I really have to. I just think it's not worth it to download stuff I don't even use that often anyways -
Remember port forwarding. Can't have online server without that Don't ask me how though, I only have experience on managing an existing server, not creating them
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"Host is running Steam, so you should too."
Handepsilon replied to djlaptop's topic in Technical Support
Relatively heavy updates/install that can cost people with limited bandwidth additional data. Personally it ain't worth it for me especially since I don't even use Steam that often -
Thankfully I have, lol. It loads significantly faster if you ever played the earlier version. It still took long to compile the custom meshes. Thank God I've followed through the map or I'd be loading for 1 (and probably half an) hour
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When will it happen? I just need to dl grassyknoll non ion version
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Driving out of bounds on Walls... Allowed?
Handepsilon replied to djlaptop's topic in Feedback & Bug Reports
I'm still not alright with this little trick though. As I said, it should not be meant as a shortcut or secret passageway. It just sounds wrong and I'm pretty sure not newbie-friendly. Besides, I don't recall us replacing the boundaries so that we can open new unconventional paths. I see it more as glitching because... you just went off the intended playable area, and inserted your transport through ways people would least, if at all expect I feel that this soft boundaries are starting to break the map design consistency -
A little feedback from me about the map Feels WAAAAAY too linear to be a Deathmatch map, with nothing but a single straight path. A Deathmatch map should be seamless and covered with junctions to get around the map and sometimes ambush other players. This does bring the feel of the mission's map, but this is in no way a proper deathmatch map
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Driving out of bounds on Walls... Allowed?
Handepsilon replied to djlaptop's topic in Feedback & Bug Reports
That'll do, yeah. For ground vehicles at least Humvee and Buggy can still make differences. Boundaries are supposed to block everything away without exception -
Driving out of bounds on Walls... Allowed?
Handepsilon replied to djlaptop's topic in Feedback & Bug Reports
IMO soft or not, boundaries are boundaries, you're not supposed to walk off of it and use it to ease your advance, whether both team can use it or not. Just because you can stay out of the game area for awhile doesn't mean you should go out of the game area as a shortcut If I'm gonna pick a number, make it 3 seconds, referring to when countdown starts (probably about 4-5) Or just go back to blocking volume. That's honestly not a bad idea. You just need to define informatively where you can and cannot go -
I was gonna say 'Don't you mean other gameinfo?' but then I remembered how static and rigid the building class is and how the only way to 'replace' it is by either rewriting the whole building class or derive them
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for weapons, use Giveweapon [class] For example, Giveweapon renx_game.rx_weapon_ramjetrifle gives you a ramjet rifle
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3rd Person Misfire+Grenadier Backfire
Handepsilon replied to RoundShades's topic in Feedback & Bug Reports
How about trying to trace the line according to the direction of the camera, instead of to where the camera ended up to? Iirc though, it ends with rather inaccurate fires. Oh wait, I think I'm thinking of Left 4 Dead's 3rd person view. But not sure if it'll not happen here as well -
No, I'm more assuming to the fact that the official main menu set the camera a bit too wide that it renders a whole lot of mesh. I dunno if my own bird-eye shots are that heavy though, but then every scene lasts for roughly 8 seconds. The official scene on the other hand, keeps the view on loads of meshes with quite some details. Of course, this here is just an assumption, I could be wrong It kinda cripples the FPS when you first transition to from indoor to outdoor if you're running computers like me. After that first time though, the game will get used to later transitions and goes smooth on the rest of the scenes, as smooth as it can get Yep, instead of 3D, we can also use a converted-to-BIK movie depicting several scenes I'm kinda into some fading in and out set of sequences that takes a few portion of the screen instead of wholly. Not sure about the loading screen and the latency of the BIK movie texture but in theory that'll be much more FPS friendly than what we have now and what I made. The problem would be getting that Bink movie converter and anyone who would want to record out. Server owners, you got some nice Demos, why don't you try some video editing and let's see what we can have? Mappers can also contribute in making some machinimas through matinee. Or all of them can be done by dev themselves, provided that they have the time and motivation (I'm leaning to no, best if they concentrate on gameplay more rather than eyecandy like this). All up to you for collabing and all It is rendered realtime. I got this idea from how UT3 main menu is made, except everything is postprocessed into a total blur there, probably to make us more focused on the main menu. But if you turn off post processing, the scene's a well made hi-tech corridor The background's costing as much as when you're playing the game, save for the gameplay scripting that might be hogging your CPU. I suggest you think this through first. Not that I can do anything about it.... or maybe I can, but I'd rather not To make it a bit more efficient and so that the other scenes don't show up, the skeletal meshes that are not relevant to the current scene are hidden away (if you wanna know, GDI and Nod's base are on exact same location, but when one shows up, the other is hidden. Game tricks ). But I still believe it's not a good idea to show up in high quality regardless of spec. Lagging in main menu is a disastrous image for the game. PS : Some of those scenes need updating. Those sidearms set are no longer relevant to the game.