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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. Coastal(Alpha) Map implementation is put on readme
  2. Hmmm, thanks B0ng. I'll tether my internet first and hop on the irc
  3. LINE, if you have. I don't update WhatsApp anymore and Skype just don't work on my phone for some reason, and I haven't downloaded Steam yet, not that I can access it over here. My ID name is same as my username here. Gonna cancel the testing for awhile, everything becomes messed up on the Launcher, and I haven't managed to rename the server yet... besides, you guys will most likely experience 300+ ping
  4. I guess follow this guide but change CNC-Field into CNC-Coastal Or maybe I'll make a test server myself. The name would be 'Coastal Alpha Test Server'. Careful with the lag btw, the internet won't be that good
  5. If you can, invite me. I still need to see how this works on multiplayer, and the Hovercraft physics haven't been looked yet
  6. Pre Alpha 2/Alpha is available : https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Notes : Added more GDI's infiltration points Added ledge to cover Obelisk infiltrator units (be careful. the bottom hole can kill even Chem trooper) Added Nod Turret set to counter hovercraft Added gap on Hovercraft landing zone... Cut some empty areas on Nod's base Rewritten Readme, adding strategies
  7. I didn't know they had Renegade X in UT2003.... ...Or did you mean UT2007 A.K.A UT3, where RenX mod exists?
  8. Yeaaaah, that sounds even more like Feedback forum to me
  9. If you ask me, the treads are most likely MaterialInstance work... bones are most optimal when NOT moving, only rotating
  10. If you're on UK... then your evening is midnight for me... hmmm
  11. Hmm, well, I dunno. The vehicle's physics is rather hard to tweak. I'll need to see to it myself. I can't create a server and no one around me plays RenX. Maybe you can invite me to the game someday so I can look into it? Usually I left the boarded vehicles empty, so I can't really reproduce the problem, but you can do so to play it safe
  12. Heh, well, I just updated the map. The Hovercraft will be rather problematic for vehicle transport due to it being pressed on the ground. It didn't pose the same problem in the SDK, so it's rather difficult. I couldn't raise it up high enough either
  13. oh, maybe that's because you have vehicle and mine for every map set on. I didn't set it on, so I could buy vehicle like normal
  14. thanks yes, beware the triple beam that will most likely insta-kill you if you drive less than a healthy Mammoth so, the map is huge, but was not meant to be THAT huge (and actually wasn't meant to be huge at all... It's a screw up that I cannot fix for now... The map is not scaled, just miscalculated... And Nod's base is generally unfinished so that's why it looked so empty And yeah, aside from being heavy the hovercraft seems to be harder to drive in the built game than in SDK, somehow. I could've sworn at least I got more freedom there. Wanted to make more maneuverability, but I fell asleep before I can't test out Will also fix that hovercraft ramp. I spawned the wrong class
  15. Updated, now available for anyone to test out. Read the readme before installing Currently bots are not working. If they are, Nod would instant-win anyway....
  16. Valley? There seems to be a package called such in the SDK
  17. Yeah, I've tested that. It's so OP that it can destroy a PP with just holding left and right click. That's why I originally intended it to not be able to enter the battle. Then again, it has 24 shells of right-click Gun Emplacement and 9 seemingly buffed left-click Rocket Emplacement Also, a screw up on my part. The map turned out to be too big, almost having travel distance of X-Mountain. I don't really know how to fix this...
  18. Actually, no. I was not referring to socket attachment, which... yes, is not for attaching Static or Interp. No, I was referring to the one in Actor Properties, which requires you to select the actor, lock the properties, then search for a variable called 'Base' in Attachment category. It is an actor variable, then select the actor you want it to parent on and insert it into the variable. https://udn.epicgames.com/Three/AttachingActors.html Refer to the 'Base Pointer' section
  19. GDI APC never felt as terrible since Beta 4. Turning them felt so heavy.... Not to mention they can fly everywhere whenever they hit something. It used to be my favorite patrol/camper vehicle
  20. The Dev has been silent lately, save for Kenz. They're probably busy.
  21. No, every time I got the connection, I always join regardless of maps and players
  22. Jep. Totally agree (check out kenz his custom_tut map, he also did it there, near the GDI base) I would not use the rocks as ramps themselves, because collision on the rocks can really fuck things up. (invisible walls etc) Yep, the bigger they are, the more likely you're gonna clip through it or floating on it or both
  23. Frankly there appears to be a language gap around here. Remember that guy who asked for foreign language for RenX? This is probably why people don't respond. They don't understand a single thing we say... In case you missed the topic I'm referring : viewtopic.php?f=13&t=74949
  24. Updated first post, added top-down view
  25. Not today yet Cant you see that the game is not finished and this door-mining system cant work forever? I feel like stucked gramophone record, repeating everything again and again- Now its working just becouse there is good comunity. Do know that I'm not an oldren multiplayer guy, but I do know that mines are essential the moment people screams about it everywhere. Probably because I wanders around the forum and all, but still... I think mines are fine the way it is
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