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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. Makes sense, it is Alaska after all.
  2. in 3 years you've built a wall?? LOL =D
  3. if I remember in Original C&C, the recon bikes became vulnerable not only because they had low armor, but they usually only seemed to fire when stopped. Maybe that's a crazy horrible idea =D only allow rockets when stationary
  4. The voice command is the "Follow me" voice. Sometimes people understand that, other times not so much.
  5. I understand the need for such commands too. Would be great, when you Q spot a occupied vehicle it would say something like "I need a ride!" Or "wait for me!"
  6. yes! we need new bots names. Many of the bot names are inside jokes from like 10+ years ago lol
  7. Yay I think this patch actually fixed more bugs than it made =D Outposts: Harvester pathing apparently broken on GDI (only observed Outpost, didn't test other maps). - Character model not interacting with air tower elevator properly (I think Reservoir had this feature built in previously? maybe look to that map for correcting if issues on other maps) ...that's all for now... UDK (Unreal Development Kit) based games 10.11.2019 - 16.58.50.01.mp4
  8. I have some ideas that would make it better for RenX gameplay
  9. I'll start looking into it then.
  10. What KIND of upgrade? lol! Someday Hourglass will return to us 😃 What I'd really like to see is the return of Fort... Maybe i'll consider learning map making just for that. Or is there complicated code with that map that make it unplayable? I forget the situation.
  11. Like the producer said in the video (i didn't watch the whole thing), they recognize that the Tiberium crystal concept is really unique. It's a valuable resource like gold, but its equally toxic like Uranium. Heck even RenX could do with a few maps that focus more on Tiberium. It's a hazard yes but very easily avoidable.
  12. That's what I thought for a long time too, because when I had video cards overheat in the past, I had screen similar to that. But this is one of the fun problems that seems unique to RenX D=
  13. Another unpopular opinion but I think was a great idea and implimented for awhile on CT: Remove voting and simply cycle through maps. Remove Field and Under for the month of November =|
  14. So I'm just curious if anyone else has ever experienced this bug. See pic. Basically triangles show up on the screen (usually all black) and problem can only be fixed by closing game and restarting. It's rare, I've maybe only seen it a handful of times playing over the years. I originally thought it was simply artifacting from my video card going bad or simply overheating, but I've noticed this issue on my GTX 770, GTX 1080 and GTX 1080TI. This screenshot I took this time, I let the artifacting run for about 10-15mins (usually I would just close out right away). I noticed additional blue lines and the black triangles became partially white. first time seeing that. For awhile the entire issue even stopped but came back. Very odd.
  15. I remember when this was announced and I remember when this was cancelled... I was just skimming through that video.. and the part about the audio director and interviewer says "so you've been working on this for 2 and half years?" That's gotta suck. The one idea I remember that I thought could be interesting, is the one gun, but it's chamber could be interchanged with a rocket launcher or a machine gun or a grenade launcher... more realistic than a Havoc carrying around 30 guns LOL.
  16. Overall I feel the map has great potential. I like the rear vehicle paths are great for covert attacks. and the idea to be able to sneak in from the water is cool too. I think the comms. tower is situated too far away from the battlefield. Beyond what was said, I think the front GTs and the front turrets shouldn't be reachable by infantry from the front wall.
  17. I feel the CQC mod just brings unnecessary changes that are just adding more work to something that wasn't really broken.
  18. NEW CONSTRUCTION OPTIONS.
  19. I think its a cool future idea. As hihihiihhhiii said, it comes down to balance. The fact is the dev team has worked *meticulously* hard to keep both GDI & Nod asymmetrically balanced. One small change such as even increase the firepower of one unit can offset the entire balance. Adding a whole new unit has alot of calculations to be accounted for. *the statements above are mine alone and not that of Totem Arts* =p
  20. Just pointing out a few bugs that may or may not have already been addressed or fixed: Respawn timer hangs on "9" instead of counting down. End of match chat box doesn't scroll with new text (I've seen this happen before) Harvester pathing broken for Nod on Cliffside Dam doors don't open when Tech building is captured on Reservoir Czech Hedgehogs on Oasis really annoying because they have too much blocking volume on them. And whatever this is on Canyon:
  21. Thanks for your work on this! Great sound design really turns a game from good to great! Personally I feel focus should be put on vehicle combat sounds. Yes many of the sounds from infantry guns and such are great and unique, but many times infantry combat happens so quickly. Tank combat tends to be a bit slower and a good shell blast from a tank cannon is very satisfying 😃
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