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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. So sorry about this mess people... *deletes*
  2. I didn't imply they should. It just makes a good bought sidearm and class combo to make an OP explosive guu
  3. Watch your manners. Not everyone reads the whole forum and it's not an abnormal thing that the solution would be obscured under many other threads that some people might miss. Also, you could, for example, be like me, having a comp that is not daily updated, and that's a normal thing where I come from because internet is a luxury. And you could be missing Microsoft.NET framework on its' latest version.... or Microsoft Visual C++ Redist of certain year (note that latest version doesn't matter in this. It asks for certain version, one that might be older. I forgot which, could be 2010, 2011 or maybe 2009 if ot exists)
  4. I ran UDK in XP computer once, and it's running great. Does your card support Shader Model 3 (SM3)?
  5. Dem Handcannons (Heavy Pistol) owns more than Silenced Pistol, too. And it stays true to Gunner's weapon's nature. Boom boom boom It's what you get when you keep a stupid, antiquated system around. . I'm sorry, but does this imply that you do agree that the current mining system can be/should be reworked?
  6. Yes, the kHz is also mentioned in the UDN page. But the speeches are already on Mono btw. Only music was on stereo. God I think it took hundreds of MBs when I try to compress it using UDK's Sound Previewer. The compression takes minutes as opposed to instant as the other sound, which is normal. But the comparison between the compressed and the original memory usage is very profitable towards memory. You can save hundreds of MBs just by compressing each music wave files in with UDK Sound Previewer. Anyway we're getting off topic here. Should we discuss it on SDK General? Just because this is technical issue that can help the game's performance
  7. Speaking of Gunner, and in this case, Rocket Soldier, McFarland and Grenadier. Please please please fix the projectile spawn. More often than not I died by my own projectile using these characters. This is getting so ridiculous that I literally avoid these classes and resort to Heavy Pistol instead. I know Nod is supposed to have better infantries but weapons that blows up in your face is just ridiculous And yes... APC needs handling tweak and... GDI APC... they're literally thin papers when it comes to collising stuff (GDI multi-APC rush becomes circus show when they ram to each others and other tanks). Their physical material needs to be looked at
  8. That's because you're awesome anyway (jk) It happens a lot to people, Chris. A little bit more often for certain people
  9. The stuff you have to put in just to keep stupid people from doing stupid things... ....which.... happens quite lots of times unfortunately. You are so damn annoying with that. Just fucking accept it' date=' it's not gonna change.[/quote']Agreed. We've seen enough fighting Engies already. Hopefully if we ever going to 'infinite sidearms' idea, said sidearms would be nerfed big time
  10. ok, also be sure to address the crosshair problem I posted earlier in UI Feedback section (I think you've read that one)
  11. Yosh just to make sure. Do you do the building destroyed prompt on Flash or Canvas (built in the script)? Can the prompt also be adjusted per screen resolution? I find you Commander Mode prompts a bit too large on my screen
  12. Actually the compression is not BEFORE you import it, but rather AFTER you import it. The tool is called 'Sound Previewer' which can be found by rightclicking a Wave sound file
  13. Can you/Have you compressed the sound files? I told Yosh the method. It might be needed especially for the music. You can compress it by a hundred MBs (!)
  14. There's a script complication I believe. The harvy spawns on strip/WF. Afaik if there's none, it will spawn on the center of the map
  15. ooooh that one. ok ok. Yeah, I know that volume Kenz. I used it to block off the curving pipe since it has no collision
  16. meh I fell asleep. good to hear tho
  17. the silo just so happens to act as ramp as well
  18. Catwalks supports check (forgot that lol). big silos... which one? all silos are same sizes. Did you mean ones in the base? I'm thinking of a 4-way rotating platform, really. Perhaps a scripted time where it went alert and spins up at high speed, making it virtually impossible to get in and out without risking yourself
  19. Like CNC-Deck? Piece o' cake Yea, Deck has those jars going around back and forth in the background. You can see some matinees there. A lot of UT3 DM maps sometimes have this as well as decorations (like DM-Carbon, those robot factory animations are top-notch, or DM-HeatRay, with the trains and transport vessels going around (one drops a DarkWalker)). Perhaps some people can play around with the matinee and create some sort of background animations? Just some thoughts for seasonings in the dish
  20. Just to note, Ruud discovered a way to increase the silo cred gain. Check the patch prompt, Conscript
  21. iBase just posted this privately on IRC lower res much much higher (?) Someone please confirm this
  22. I know asking more custom maps to be included are a bit asking for too much. However, there's that one time B0ng happened to say on our shoutbox (not exact quote) when I hosted custom maps on the TmX Special Server, that he'd prefer for the custom maps to get released along with the updates so as to not divide the communities even further And yea, part of why I don't update my old maps yet are because we never get to test them properly, to see if it fits well with the intended (and unintended) number of players, mostly because of the same reason why some people ask 'What is PUG?' or why they keep crying 'Why is this changed?' : They don't visit forums often Of course, I don't expect too many custom maps to get released along with the game, much less Coastal anyways. But I'd be happy if we can get some dedicated tester, and probably at one exact time, like how PUG works. 8 players + bots can never simulate the real game
  23. it's all on the pathnodes. By logic I would never let the path cross that rock, not that it's possible anyway. But I see your point
  24. I'll try to provide you that later on. Roughly the rocks on the border was pushed away to make more space. It's 125% width atm
  25. Transport Helicopter. Goddamn those MGs take 10% of building HP per clip.... Just park those things on Walls Plateau and we got some serious score whoring case, maybe even ridiculous base destruction Anyway, Tier 1 seem to be good enough. At least artilleries are still purchasable, right?
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