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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. A finding about LCG in Crash Site. It's.... 'Back Hand Elite' The first Gunner Rush in Coastal... One of us can't resist with taking some selfies And the first Hottie rush as well Also, two attempts to land a buggy to hover from the hill
  2. HOPEFULLY NOT D8
  3. Come to think about it... yes The worst thing Nod can do is trying to snipe you out... though I think 1 SBH managed to put a nuke at back of WF
  4. Oh yea. I saw that you tried joining in the Test server. I load Crash Site for 30 minutes. Don't worry, it's just the game precompiling the shader. The rest of the run in the map would be much faster
  5. huh, possible. I run RenX at fairly low settings, only crashes when I do landscape, or trying to copy too much kismet, or if it decides to lag indefinitely.... but never at lighting build
  6. Your specs?
  7. Because they don't. It can be done however. I think we all know they currently don't have their own multiplier... I was suggesting an idea....
  8. Bro... I hate Volcano too.... I really don't know if the game can really handle 64 players... It wasn't the worst suggestion... simply because there are some guys who wanted 128 instead. *smh*
  9. Make a new Anim Tree. Duplicate the one used by default and name the BlendBySpeed node. Then assign the animtree to the new pawn class. If the method is anything like UT, you will not need to make a new map
  10. https://iamsparky.wordpress.com/2010/08 ... -machines/ So far I haven't managed to get them to work... will try later if I got the SDK on another computer
  11. You can expand it to a whole new game mode though, with a custom Pawn derived from Rx_Pawn... that would make you able to give the Pawn a new, edited AnimTree (it's in the SkeletalMeshComponent part) A DM mode needs a new game mode rather than a mutator anyway
  12. lucky... I spent 60 minutes... and that's without lightmass calculations. If I used it, would bw hours
  13. Question, why can't we have Aircraft with their own armor multiplier?
  14. Little fact... Sniper actually has range limit as well... my larger map has managed to break away from sniper range
  15. Courtesy to B0NG and Dottier... Us preparing to mount a strike. Dottier mysteriously dies somehow shortly.... Having selfies in front of the destroyed WF Share any of your fun activities at the Test Server as well
  16. I learned from UTPawn class. Don't worry though. The more you learn about it, the more you realize it needs less script than you can imagine... at least not as much as UE1 or UE2
  17. Coastal will finally have its' map image!!
  18. I agree with Hate about player's tendency to join in crowded server. I've tried joining an empty server (EKT or TmX) and didn't get any players inside
  19. Eh, Ruud... maybe we should just ask you to build our maps. I mean you got 3 computers to render a level. How much does it take you to render Crash Site again?
  20. Oh God... Regarding sx's problem, I just remembered that I play on medium settings, and I set one instance to medium detail and another to high to save memory for lower specs. It is obvious that sx was looking at the 'High Detail' grass which did not show up for me since I play on medium settings.... Hold up, will fix the material ASAP
  21. sounds quite severe trouble.... hmmm, just for double check, install the UE3Redist in your binaries folder About volume, it works similar with add/subtract thing. It depends on your builder brush
  22. Mostly gameplay and balance feedback ! Can we expect your map any time soon as well? Edit: new version of crash site uploaded. First I need to complete the dam interior and the tunnel system. at this phase there's no point in testing it yet. That kinda sounds like what Ruud should do with his ship
  23. yeah, reason why there will be the overload system Also, Nod's main huge disadvantage is their large... stretched base. GDI actually had their base at strategic points with 2 choke points as entrance. Of course, this all can be proved when we have a huge set of players playing in this map for real. 5vs5 would do fine maybe
  24. Since the Dev hasn't answered, I might be able to speculate. This is most likely the issue of Anim Tree asset that gets the character into sprint animation using an AnimTreeNode that checks speed, then decides to switch the animation. I believe it's called AnimNodeBlendBySpeed. Look up the Character's AnimTree in Content Browser
  25. Oh, that's the grass alright. I dunno why you're getting that.... it's fine on my end Btw, while Sxchmn was posting this...
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