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Everything posted by Handepsilon
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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.
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Building flash (with !) would be good, probably changes from yellow to red if spammed repeatedly. But we need to make the building UI a bit larger, sort of like how UT3 enlarge the score HUD of the player's own team. Keep enemy's icon small, but enlarge our own a bit Something along this line
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Unable to start on my very old Windows XP Pro SP3 machine...
Handepsilon replied to Ant's topic in Technical Support
As UDK could run in XP, shouldn't be a problem really. It looks like you have some faulty installation Try using other mirror -
So I posted a video of me playing RenX
Handepsilon replied to loworbitioncannon's topic in Renegade X
shouldn't Kenz record them already? You know, the PUG? -
PM is messed up in phone here so anyway, what you need to do is check UTPawn.uc class for its' SkeletalMeshComponent. You'll see how they edited the translation of the mesh so the pivot is always on the center of the mesh Now do the similar thing to your ceiling turret class EDIT : Whoops, actually no. Look in the content browser for IronGuard, you should see a guy with golden armor. Check his translation settings by doubleclicking him and look on the mesh properties. Now do the same to your turret mesh
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The end of the world is nigh! Anyway, it was planned to have *secret* aircraft maker in the past. I think it's gotten rid of now right?
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3rd Person Misfire+Grenadier Backfire
Handepsilon replied to RoundShades's topic in Feedback & Bug Reports
Network latency problem maybe? -
There's a way to glitch it iirc. Hold tab all the time while the end cam plays, and then you'll be able to 'disable' the end game scoreboard
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if you want, you can do stuff with my maps, seeing as I haven't got new SDK up and running. Besides, I'm sorta leaving them hanging atm, and it's not like I'll have time to fix and tweak them anytime soon
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Now you're just reminding me of those jokes and laughs we had in test server *cries* I've been giving up on getting people organized for this stuff. Too many technical problems and some people just cba, even with a lot of support that each servers and even developers have given in the past (also, RIP sniper server too I guess....). The whole hassle of installing is just not for the faint of heart.
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Tokiyo, whatever happens between you and Yosh, please keep it between you and Yosh. You ranting here out loud is just uncalled for. You could've explained the situation calmly without attacking someone with a fiery rant in public, let alone a dev. That's just going to indirectly hurt this game, which is the last thing we need. I'm not gonna say who's right or who's wrong as I've been out of RenX circle for far too long now. I'm just telling you to watch your behaviour If I may, I'm going to close this thread before this becomes more toxic than necessary. I guess you can open this if you feel like more things need to be said in public, but personally, I think we've seen enough.
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Eh, I tried googling said program (Before you censored it) and I can't find anything.
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is the shape of your volume tweaked or just a regular box, Kenz? I found a lot of glitches when tweaking volume shapes. The first time happening to me was when I played with Sonic GDK. Blocking volume blocks stuff from places it DOES NOT cover and does not block stuff from places it DOES cover Maybe a 'Fully Transform' option will do the trick? I know it works with Unreal Engine 1's buggy Mover
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I find the lack of your maturity disturbing, Tok. So okay, I'm quite out of the circle for some time so I dunno how ticked off you are about the game (then again every released update seems to spark hatred among community before people managed to get used to changes... sorta) Yosh can be rather crazy sometimes but I'd doubt he'll ban you for such reason. It could be of something else. Maybe it was like Jeff said (nick spoofing is not new, and got wrong people kicked/banned a lot when that happens, damn irc bot). Whatever happens, you should've controlled yourself in public. This is quite embarassing, really, especially since you're a long-time player in Renegade history
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Cool, but we're talking about Kane, not Palpatine
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Don't forget the God mode. Kane is like energy. He never dies
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I'm sorry but this is beyond our (mapmakers) responsibility and ability to fix this derpiness since we're only supplied with 2 versions of buildings. With stairs and without. Putting our own stairs and you will be unable to damage the building by attacking the ramps. The ramp mesh is also merged to the point that we cannot resize or tweak the gap without messing the whole placements My fingers will be pointed to Havoc
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Just to be sure, you trace the PhysicsAsset box right?
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I only managed to make a disable-able Obelisk if that's what you're referring. It used a set of derivations from the original classes
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Go ahead, it's a fun game, and lighter side of Command and Conquer Red Alert 2 also gives a much better UI than Tiberian Sun, but as RA2 came after TS, that is to be expected