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nBab

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  1. nBab

    Mutator help

    You need to have the "open mapname" before the question mark. like "open CNC-Field?mutator=...". Also it seems you're trying to load other classes as mutators. you need to make a mutator which is a class extending the rx_mutator class and change the other classes you want like the Rx_PurchaseSystem inside of it.
  2. that should be fixed in the next update. Yes tech icons have been broken since the last patch. i've fixed them the day after but we've not had a patch yet so ... they will be fixed in the next patch whenever it hits Edit: I've applied a fix but since it's hard to reproduce, i'm not 100% sure it's fixed. if the error messages still show up after the next patch, please let me know.
  3. I will take a look at it. but since i've not written that code, it may take me a while to figure it out and fix it
  4. Everything in udk is stored inside packages so you can't access the images that way. check your PM
  5. It sounds like you're having packet loss. try command prompt -> "ping [serverip] -n 100" and see how much packet loss you have.
  6. I've fixed this bug. it should be fixed in one of the upcoming patches. it was an easy fix as you said (i should fix my fixation on fixing stuff...)
  7. The idea was to make it easier to infiltrate buildings and place beacons for sneakers since the base has only one vehicle entrance and is easy to defend. but since the buildings are far apart and it takes a while to reach a building and defuse the beacon, stairs indeed seem unnecessary. they will most likely be removed in one of the future updates.
  8. I've fixed the place you could get on top of the mountain near wf. it'll be updated in one of the upcoming patches. thanks for letting me know
  9. Nice job, it's really cool! and lol at the beacon in airstrip and all the engies...
  10. This happens because of the way airdrop chinook checks the vehicle classes. it looks in the default purchase system class not the current one. as you said this only happens when you purchase one of TS vehicles before WF/Strip goes down. i will fix it in the next patch. thanks for letting me know
  11. It sounds like an overheat/overclock problem. have you tried running some stress tests to see if your cpu/gpu overheats/crashes outside of Renx?
  12. This has been added/fixed already. coming to you some time in future in some patch
  13. It's Unreal Script: https://udn.epicgames.com/Three/UnrealScriptHome.html
  14. Just wanted to update this thread to let you know that i have fixed the bugs and updated the map. i won't be putting it up for download however as i've rewritten the mutator and it won't work with the current version of the game. it needs the changes that will be coming with the new release and fort will be included in it, so you can see it then Change list : - Fixed the mutator spamming the logs on other maps. - Fixed places you could get stuck between rocks and the walls around base entrances. - Made a better end game cinematic sequence. - Added lens flare to tiberium fields. - Added collision to the big middle tiberium crystals in tiberium fields. - Added some containers/prop to bases. - Slight fix, fixed a rock near airstrip. - Adjusted the path nodes for GDI harvester again. - Changed the tech icon location to the bottom of the screen and in a similar size/style to building icons. - Fixed a spot you could get out of the map from. - Added vehicle blocking volumes to containers to prevent vehicles from going on top of them. - Overall raised the height of vehicle block volumes in the map. (no more flying stanks ) - Made a better minimap for the day version and new one for the night version. - Made the night version darker overall. - Adjusted the wf ramp to prevent getting stuck there. - Fixed the mutator adding health on other maps(doesn't run on other maps anymore). - Added lens flare for the sun in the day version. - Built light with precomputed visibility. - Slight fix, flying rocks near weaponsfactory and airstrip. - Added lights to the entrances of silo tunnel. Some Screenshots: P.S you won't need to load the mutator manually in the command line anymore.
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