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GenesisAria

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Everything posted by GenesisAria

  1. I spent many hours trying to solve this one (pretty sure i made posts in the past too), it's an issue with UE3, and can't be fixed unless programmed into the game client.
  2. Whenever pressing mouse left or right to fire when not aiming down sight, it causes a little hitch in aiming/rotation. It does not hitch the game, just the look. Personally i find this particularly annoying when trying to use pistols and fire quickly, it messes up my aim.
  3. I remember reading about that, and forgot RenX lets us use the console (another game i was fighting with exact issue didn't). I tried setres 1920x1080wf for windowed fullscreen, but didn't work, just sized my window oddly and kept border. All i want is for the game to fill my screen and not be a prick when i alt-tab. (and ofc keep windowed benefits in rendering) I know it's completely possible, because i played Tera Online for years in borderless mode. (ps: i also noticed renx crashes a lot when changing resolutions - ex the game starts in some stupid tiny resolution for unknown reason, i try to set it to 1080p and gg crash)
  4. I have tried literally everything under the sun to make this game run in a borderless window. I've modified ini's, i've used Borderless Gaming, i've used windows runtime hackers... nothing works. Unreal engine has really annoying behaviours when it comes to non-fullscreen gaming, such as if the game isn't internally set to have a borderless function in it's settings, any attempt to run in a window at screen resolution will cause it to resize smaller than the screen, and attempts to remove border, will have it instantly re-added as if to taunt. Unreal is full of nonsensical crap like this and it's really frustrating. ps: i tried the ini settings for Borderless=True, FullScreenMode=1, and so on, things which should work but don't.
  5. @sticks what is that supposed to do? is it perhaps that setting that borks accel options?
  6. Smoothing changes a lot, but i've tried disabling, enabling, changing values, they don't seem to do a thing. All i have is flat-rate input, which is better than floaty inverted acceleration that moves faster with slower mouse movement which is the bs i was getting originally, but it's still not tight and responsive.
  7. I'm very much used to old fps like Halo PC and old HL2 (before the semi-recent update that changed input options for accel etc), where there was always like a 30% or something accel on aiming. Without accel, my options are: A) High Sensitivity -can look around snappy like a bird, checking corners, my 6, different angles etc. -can't aim at heads or distant peoples easily, mouse is jittery, i'm always popping back and forth overshooting heads and stuff -jerking around trying to follow moving targets B) Low Sensitivity -can aim sharply and precisely, snipe heads no problem without ads or scope -can't 180 without flinging my mouse across my entire mousepad -jerking around trying to follow moving targets C) Medium Sensitivity -half-bad at everything With accel, none of that matters: -can keep head on a swivel, snapping around checking stuff like a bird -able to snap and land crosshairs on very tiny targets effortlessly -able to follow moving targets pretty much as good as an aimbot would -can for example, make a really snappy 180, then slow down gracefully to land on a target as small as 2 pixels with minimal effort and within less than like 100ms for the whole action That's my reasoning, now i've screwed with UDKInput.ini a ton... >not what i want, bad, should stay false always (unless your mouse is an utter piece of garbage): bEnableMouseSmoothing=False >doesn't do anything: bDisableMouseAcceleration=False bViewAccelerationEnabled=True LookRightScale=<any number> LookUpScale=<any number> >also tried screwing with these, no effect: Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+250.0 AbsoluteAxis=0") Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-250.0 AbsoluteAxis=0") Bindings=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-2000.0 AbsoluteAxis=0") Bindings=(Name="GBA_TurnRight",Command="Axis aBaseX Speed=+2000.0 AbsoluteAxis=0") Is there something more i'm unaware of? Is this something hard-coded into RenX? In all honesty, i've always hated the way Unreal Engine handles the mouse, and for years have been wanting it to behave responsively and naturally but i just can't get it to... Can anyone help me out? I'm well aware there is a lot of hate on acceleration around the internet, but most people just never played it where it was done right, or never gave it much chance or chose to adapt to it's increased skill requirement, but also a lot of benefit.
  8. I am very well aware of that and I've never been a fan of it. An option to have two chats next to eachother with one dedicated for radio commands and one for text chat would be great. Nah guys, they really should limit any callout someone makes to 3 in any 30 second period, and 6 of any kind per player in any 30 seconds. Original Renegade had that, but it was less strict than described and could benefit from more strictness. I find the spam actually quite a necessity. People should be a bit conservative about when they do it, but more spam = more desperate situation (multiple people spamming = extra desperate). If i see like 6 messages for structure needs repair, and then it turns into structure needs repair immediately, i'm like CRAPPPPP SWITCH TO ENGIE NOWWWW! well, in battle, you need to know if your team can handle the repairs enough that you'd be more useful tackling the enemy offence, or if you absolutely need to help because you're getting overwhelmed and need to turtle for a bit... so desperation level is something that's good to have a feel for. Radio messages need to be easier to hotkey, like hotkeying individual radio commands (ie "i need repairs").Spotting should work on allies as well, or have a seperate spotting for allies. For example, spot an ally tank that's low hp... Have it get marked with a friendly icon (maybe even situation specific), "PlayerX needs repair!" or if they're full hp "assist Playerx!"... oh yeah and "Harvester Needs Repair!" is needed. Complete with cross icon for heals, and shield icon for defend/assist, and crosshair icon for attack/focus fire... include buildings too: either an icon originating from the MCT that you can see from any distance, or an icon hovering above the building. All of that said, there probably should be a separate "spotting" and "tactical" keys for radio/marker. >>One strictly for spotting including mines and beacons, and maybe even pointing out where allies are... -have simple notice markers colour coded and lasting a set duration -exception being sbh which should only have it's icon visible when the sbh is visible ofc >>And another one for assist/defend and repairs and attack/focus-fire. -shield, health cross, crosshairs icons respectively -have these last longer than spotting ones... -maybe if the original person who marked the attack target if they hit it again on the same target have it disable the marker early? (remove the chatbox message as well?) -also make sure people can mark more than one thing at a time, even if radio spam gets blocked, still apply the marker -"I need repairs" giving you a health cross icon without need of a tactical spotting. -attack marker/radio be blended between "destroy that " and "attack the " adding a "kill that " !! Having more radio/spotting functionality makes microphones less necessary, as well as improves strategy and tactics in teamwork. Personally i'd like to be able to disable weapon reticle for hip firing. (vehicles kinda need them tho) PS: is there a key to disable that big score list at the top right? i'm pretty sure i can hit tab to look at those stats. I find them annoying lol. ... And lolwut? 640x480 common resolution? maybe on old phones.... 1024x768 should be the most common for bulk office-build pc's. 1366x768 common for laptops (4:3 laptops just don't make sense, your keyboard must be a nightmare haha). 800x600 was old even when i was in school. If you're computer setup is that cheapy/old i gotta wonder why you expect to be able to play a gen7 game engine on it. If you want to make your system exceed it's age and run newer things than it's made for, then you're gonna have to tweak it yourself (tackle them ini's). As far as UI goes, just some simple tweaks to scalability and problem solved. Few developers actually develop their games to be efficient enough to run well on older/weaker systems (although an example comes to mind: Metro Redux). And remember, this is UNREAL3 we are talking about, it's not even ideal for pc in general, but it's accessible. Unreal3 isn't good at multi-threading; it's build with gen7 consoles in mind, and AMD doesn't have the per-core efficiency to run well with less cores. Though to be honest it might be your laptop's gpu that's causing the issues. Laptop chips often have quirks about them, things they aren't good at rendering, for example alpha to transparency, and they generally don't have much juice cuz they're supposed to be efficient and battery friendly. Technically my Radeon HD 4890 is quite a bit older, but it's got the juice to keep up as long as it's within the limits of dx10; and my Phenom2x4-965 is older too...but my game runs pretty decent at 1080p with medium-high custom settings (not amazing but it's passable). It's just all in what you decided to get. I don't discourage improving performance and scalabilty, but there's limits to what is realistic. You can always work and earn a better one yourself. If ur rig can't run gen7 games very well i highly recommend it (Also, unless you need portability, the modular-ness and upgradability of tower pc's make them much cheaper.)
  9. the lockon thing i feel has an issue with what is being locked onto imo. for example, a missile locking onto an infantry should take longer than locking onto a tank. also, the orca needs faster lockons... the slower firing missiles means you have to hold a lock much longer than with the apache, and if you lose the lock it takes too long to re-engage it. the apache is fine. the stealth tank could probably do with being more effective vs aircraft. some more range and more damage vs aircraft. (med tank and light tank can shoot crazy far, so can mammoth, why do stealth tank missiles blow up so short? maybe add 25% range to it?). mlrs just destroys apaches. ALTHOUGH i guess the above is balanced by the orca having slow lockons making it more anti-tank and anti-building so the lack of nod's AA is countered, but it's still awkward. ps: the mines aren't really any easier or harder to see as far as actual design goes. they're just less visible because everything is less visible (including players). the new graphics have more details like foliage and it's more gritty and dark. the old game had very simple lighting and the floors were often very well lit (baked-in glow from PT's). imo, the mines are fine the way they are, stop sprinting where there might be mines lol. reticle scan as you approach base, or get your punishment.
  10. Glacier Flying had a repair pad . . . just wait for a larger map to come out with it.
  11. Lol who the hell is coming up with what gets entered and what doesn't, it's kinda chaotic. (ps: as much as tib essence has good units and stuff, i actually enjoy the tib history mod more) TW as a base game was entirely enhanced by KW, KW was better straight up, TW only has advantage because of mods (even though technically KW can be modded as well), and maybe campaign (i actually quite liked how the scrin came in applying real tactics in plot, as opposed to just being the cannon fodder aliens who invaded with bigger guns, and thinking about how that was only a mining fleet).
  12. Only thing i wonder about this map is, doesn't GDI have a lot easier artillery shot at the silo?
  13. The boink is kinda silly, but also kinda awesome. And it's kinda a defining trait of the multiplayer experience. Having some sort of tick; an hit sound or kill sound is pretty staple of shooters these days anyways. (really helps when you're unsure if you killed that sbh or not) the age of typewriters has long past, but everyone was already used to it. qwerty made the arms not get stuck, thus the original complaints of the mechanism were solved. Mod-ability is on the to-do list. Although modding clientside stuff like sounds and textures was crazy easy in the original game.Edit: After having modded tera in the past, i know that doing textures is relatively easy, assuming you have upk/gpk editors you just drag drop overwrite the texture in the pack files, making backups or _Foldername directories as mod-only folders . . . sounds is a little bit more trouble. but it's definitely not as easy as putting files of the appropriate names into the data folder like in renegade. There is also that texmod thing.
  14. ur missing expansions for the older games . . . counterstrike and aftermath for red alert 1 for example . . . though tbh with this type of poll it's pretty clear that either C&C/RA1 for nostalgia reasons . . . or TS/RA2 for all time... EA would most likely get ZH, maybe Kane's Wrath . . . but it doesn't matter because whatever wins on westwood side is gonna squish the EA competitor. Edit: looked at the results . . . strange that TS and RA2 won over their expansions . . . both were a major boost to gameplay.
  15. Pretend it's a Particle Beam, then recoil is valid (to be honest, it'd need to be to inflict that kind of damage, even though C&C always called it laser). Personally i preferred the steady full auto laser rifle over the burst fire. Oh yeah, the muzzle flash is a bit too big and bright. The burst laser is quite lethal compared to old one though, and that tempts people to shoot more often, which gives nod a team instead of a list of spectators waiting for gdi to get out of vehicles mid field which, let's be honest, isn't going to happen because they know better. I personally found the auto easier to kill with... And aren't most people in favour of nerfing SBH anyways (isn't lethality what we're not after)?Well anyways, i hope Beta4 can come soon (real soon, not Soon[super]TM[/super]) There will always be endless lined of things that can be fixed or changed, more things added, the more postponed. The changes i see already are great, and can't wait to try it out (as well as new maps) .
  16. Does anyone know the ID's for the weapons, or at least the formula for the prefix so i can figure out the rest myself? Not everyone is obsessed with fair play, some people just wanna mess around sometimes. Shake it up a bit, have a moment of epic (like the super gravity gun in half life 2, suddenly you pwn everything). I've wanted to try using the repair gun with other weapons again and loading up arsenal arena-style, i used to do that in old Renegade, it was fun. (obviously you don't do it in multiplayer because matches would be chaos because everyone would be sniper-mobius-gunner-hotwires). Was nice when weapons dropped and you could pick up a sniper or repair gun from someone who died.Also, you have no idea what you're talking about until you try flying that A-10 on a non-flying map (so you got the whole sky to fly in)... That thing is so much fun to fly around and bomb AI's.
  17. In my opinion the AI is pretty good already . . . like any game AI is more just there to fill the space and prevent matches from being empty or quiet. Seeing a random UT3 character is kinda funny. BTW is there a bot stand-in system? Like a way to have a server where bots will fill all the spaces and quiet when a player joins? (like Blacklight has) Sure the AI's are retarded, but AI's are retarded in most games, and often do find themselves getting to a "bored" point, meaning they hit a dead end script. (Just kill them and they start fresh)
  18. For a realism that the player expects, not a realism that is realistic. Also, because it looks cool and is better balanced. Imagine any gun that powerful without recoil? That arguement is to remove recoil from the entire game. You can't remove it from 1 gun on that arguement, and not all of them, because no guns had recoil. They all had spread, often very minor, and in the chainguns case it was about the same as the autorifle. This game has recoil now. So might as well apply it to most things. Pretend it's a Particle Beam, then recoil is valid (to be honest, it'd need to be to inflict that kind of damage, even though C&C always called it laser). Personally i preferred the steady full auto laser rifle over the burst fire. Oh yeah, the muzzle flash is a bit too big and bright.
  19. GenesisAria

    Steam?

    Many of the other Command & Conquers are on steam already. As a non-profit development it doesn't take and money from EA really, all it does is advertise the C&C name.
  20. I used to play on old gamespy servers in Renegade that had turret purchasing and so on, you could buy a small anti-inf guard tower and stuff like that and drop it in front of you or w/e . . . I remember people sticking them on top of buildings and stuff all over on volcano. I quite enjoyed that server.
  21. Mod away. The dev team is saying they don't have the time or care to do it.I was more just posing ideas for mods or distant future updates . . . It's taking long enough for them to get beta4 out, it'd take them ages to do anything major like a total conversion game mode. I get that. There are ways it could be made to work, for example each player has their income, and could purchase structures instead of vehicles if they wanted... make the structures behave more like immobile vehicles (make immobile vehicles look like structures), without the terminals in them, just less HP. Maybe smaller versions of the buildings. Cap limits on how many of each structure you can have yadda yadda. And make it so they completely blow up when dead, freeing the space, no rubble or husk. Team wins if they blow up the Construction Yard (which would be able to handle more than one Nuke/Ion, maybe have less damage through the terminal, or no terminal at all) Wouldn't be too difficult to do, just a lot of work. C&C has a long history of dividing it's community through numerous mods. Modding is almost the pride of the C&C community now. The issue with RenX is that not enough people know about it. I've been a C&C follower for a very long time, in and out all the mods, and i only recently heard of RenX being playable, i'd only gotten wind of it a few years ago about a possible project.
  22. And TS units? lol. Well technically TS had old mammoth tanks and flame tanks... Changing the Buildings would require model replacements... Again i don't know how much you can modify in the map itself. I've seen old ren maps with hover mlrs, some of them acted like they had invisible tracks, others were pretty awesome and quick
  23. Are there going to be Ion Storms like in TS? I'd imagine that'd need to be built into the game as well though... I'm not sure if you can have map-specific modded material like you could in original renegade...
  24. People repair spamming and refil spamming in a building, what do you do? Nuke/Ion and sit on it. While they're turtling inside the clock is ticking. I like being able to refill and save my ass and not loose my expensive character sometimes. Tho, tip: sometimes, if you're out of money, repairing eachother instead of refilling gets you free $$$
  25. Repair gun constant for 25 sec is to keep you from having to sit there holding ur finger on the damn button while trying to repair a building for a period of time.The messages for Repaired, and Harvester Destroyed , do indeed make me jump too. I don't think we need an EVA announcement for harvester destroyed personally, a written message and the obvious factor that the harvester isn't there, followed by a "Harvester Ready" is plenty indication. ->That, or change it to "Harvester Lost" would actually be better!! Lol, now i kinda miss the accent of the old ren EVA. Perhaps add a "Repair the Harvester!" spotting message too? Also, the Ion Cannon is stupendously loud compared to the Nuke. It's louder than my whole game combined and the rest of my computer's volume lol. Lower the volume please, and turn up the siren sound for the Nuke as well! Aw, i actually liked these.
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