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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. Uh, Thommy, you need to make it so that anyone can view the zip file. Right now I need to request access first Anyway, a new map. NOT INTENDED TO BE AS COMPETITIVE AS OTHERS https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Basically a Gunner/RS rush map. Everyone gets Rocket and Missile launchers. Good for practicing Gunner Rushes Known bug, there will be kismet warnings when someone dies, because it keeps trying to give a dead pawn an inventory
  2. Check Let's make a Renegade X Map video series by Kenz, in SDK Work in Progress section. He will tell you everything you need to know
  3. No I don't think so... but localization can also mess with your Qs and some other messages
  4. 1. Content Browser 2. In World Properties, find the Game Type and Game Type PIE, change them to Rx_Game and 3. Better ask this on the bottom section, which is dedicated for the SDK
  5. I dunno about Kenz, but I think I'm gonna pass. It kinda destabilize my performance sometimes. Maybe it's because I have lower computer specs but, yeah
  6. Probably... the sides have a higher structure..., and you might wanna detail the entrances a bit... add some extrusion on the walls in the interior maybe?
  7. https://drive.google.com/file/d/0B6yEH_ ... sp=sharing See changelist in my page
  8. I don't know if anyone set fire button to NOT be left mouse button lol But yeah, it's kinda need to be worked on. UT99 had it like 'You're NOT READY, Press Left Mouse button...' or something
  9. The hand is so damn detailed but... the structure itself feel too simplistic, lol
  10. Beta 0.2.1 : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Patch changelist : - Fixed the Nod gates, now it opens for Harvester as well - Removed Strip lights. Hopefully less performance hit nearby Airstrip - Removed boxes in hangar, moved the towers further away for C130 to fly off - Added lights on the Tiberium - Fixed external PT orientation, now you can buy without facing at certain awkward position - Moved the HoN by the rocks, now GDI can enter and snipe from that HoN also, in the config where its says ___map-cnc-coastal, remove one underscore
  11. it IS possible. The giveweapon command works as well, and the RenX weapon is the extension of UTWeapon too Also, they tried it at DM-Complex I guess this SDK is the chance for us to sway from the mainstream lol. Ruud got Titan, I got Hovercraft, you got pickup weapons
  12. it's 4:33 am right now. I have 6 hours difference with Europe and 12 hours difference with US
  13. Yeah.... 'interfere with shadow' means it 'blocks/affects the shadow'. But you got a point about it hogging the performance. That happens with my smoke in Coastal If all else fails, try avoiding Lightmass usage. Bake it with Unreal's legacy lighting build
  14. OR you can just make a shortcut of the binary executable file (UDK.exe), go to properties, and add 'editor -log' on the target box. No quotes, no stripes before editor. It'll log your editor in command prompt and run the editor. remove '-log' if you just wanna run the editor Edit : Nero beat me. But it's Target, not Destination. Either way, it's the topmost box
  15. UDK particles does not emit or receive shadow afaik. If you look at the projectiles (which is emittes by Particle System as well, they never give any shadow UE4 starts that thing, but we're in still in UDK
  16. GDI harvy is fine, but Nod's harvester stopped after first drop off Consider putting harvyblock pathnodes to force the harvester path. Sometimes it tries to use paths suitable for infantries that it became confused and rotates in place or get stuck on some places. It actually happens in official map, where a harvy tries to drive over the railing of Canyon's GDI ramps when it turns
  17. Oooookay, (I need to re-read topics)
  18. Having low spec Laptop helps sometimes... The FPS is quite unstable in my laptop, but it never reach 20 FPS in empty map, unless I look up the sky. I'm unable to determine which place hits the performance most Do note that the massive quantity of lights on Airstrip's lightbulb might affect performance as well
  19. ....isn't it listed on the changelog? Go look at the ini files
  20. well, guess you're in luck then, turns out it didn't work well, so scratch the idea. haha
  21. Agreed, constant dynamic spawning and killing is more consuming than placing collision boxes and leave them be
  22. Request to be put in the mutator : Smart Proxy - Mines that detects friendly buildings and remove ones that are NOT around them if exists. Currently it can detect the position and remove oldest ones outside the base. Safe to say it works well, but I need to run final test before I can publish it
  23. Other.Class? why not just use Other.IsA()? Also, the loop seems to be because the child uses the parent that you're replacing, remember that?
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