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Posts posted by Ska-Ara
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short break here , need help of havoc which is very busy right now.
but i think in 1 or 2 weeks it will be make a huge step nearly finsihing sry for this delay but good thing need time it will be result in a much better experience than now meanwhile is start a new vehicle, will show it if is ready to show up- 2
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yea its a common problem if the sandbox isnt enabled. you need to start a vote and select the gamemode.
but right now the server is deactivated and will be reenabled in the next days with some more improvements
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400 Damage is set, but its actual less dmg cuz the dmg type. we test some battles and some players told me to increase the firerate a bit.
i would prefer that anyone go onto the server and just test a bit. then write down his opinion here. so ppls can better discuss about that. -
Damage from the sourcefiles was
25 before 400 now but it also fire much slower
could be a bit massive but we will see. -
Changelog till this moment
- Speed nearly doubled
- Turretrotation Speed halfed
- Shooting Particles aka Lightnings improved
- Hugh Damage Boost
- Slowed down the Firerate
- Tracks fixed
- Suspension improved
- Icons fixed
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hey Guys,
Sarah startet a Testserver for the Tesla Tank. Its not perfect, but already a funny Thing.
Just download this stuff http://goo.gl/KYEYNb and follow the Readme.
On the Server you can open the Console. Just type insandboxspawn teslatank.ra2_vh_teslatank
and you will get one
Have fun. I will improve this tank in the next days to fix some bugs and ugly things- 1
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thx dude, i will asap
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Right now i think that the tank is testable on this Weekend, is there a public testserver where we can test it?
And i hope that this will be so good at the end that RenX is take it to the SDK like the some other "experimentals"- 2
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ok the editor starts but this error occurs
Package UDK_Rain.Materials in RX_Mesa_Main
Material UDK_Rain.Materials.M_RainSplash in RX_Mesa_Main
MaterialInstanceConstant UDK_Rain.Materials.M_RainSplash02 in RX_Mesa_Main
Texture2D RX_IonCannonStrike.Textures.T_Mask2CLAMP in RX_ArabDeco_Buildings
Package UDK_Rain.Mesh in RX_Mesa_Main
SoundNodeWave RX_WP_AutoRifle.Sounds.S_Autorifle_Fire_Nod_1 in RX_Mesa_Main
SoundNodeWave RX_WP_AutoRifle.Sounds.S_M16_Fire1 in RX_Mesa_Main
SoundNodeWave RX_WP_AutoRifle.Sounds.S_M16_Fire2 in RX_Mesa_Main
SoundNodeWave RX_WP_Pistol.Sounds.M9 in RX_Mesa_Main
SoundNodeWave RX_WP_Pistol.Sounds.nod_pistol_fire in RX_Mesa_Main
StaticMesh UDK_Rain.Mesh.SM_UDK_Rain_Splash in RX_Mesa_Main
Texture2D RX_Deco_Road.Dirt.MDecal_DirtRoad_Flattened in RX_Mesa_Main
Texture2D RX_Deco_Road.Dirt.T_DirtRoad_H in RX_Mesa_Main
Texture2D RX_Env_Water.Materials.M_Rain_Flattened in RX_Mesa_Main
Texture2D RX_Env_Water.Textures.T_RainScrolling in RX_Mesa_Main
Texture2D RX_Env_Water.Textures.T_RainSheet_Alpha in RX_Mesa_Main
Texture2D UDK_ProceduralSky.Textures.T_DayCycle_Rain_N in RX_Mesa_Main
Texture2D UDK_Rain.Textures.T_RainSplash01_M in RX_Mesa_Main
Texture2D UDK_Rain.Textures.T_RainSplash01_N in RX_Mesa_Main
Texture2D UDK_Rain.Textures.T_RainSplash02_M in RX_Mesa_Main
Texture2D UDK_Rain.Textures.T_RainSplash02_N in RX_Mesa_MainPackage UDK_Rain.Materials in RX_Mesa_Main Material UDK_Rain.Materials.M_RainSplash in RX_Mesa_Main MaterialInstanceConstant UDK_Rain.Materials.M_RainSplash02 in RX_Mesa_Main Texture2D RX_IonCannonStrike.Textures.T_Mask2CLAMP in RX_ArabDeco_Buildings Package UDK_Rain.Mesh in RX_Mesa_Main SoundNodeWave RX_WP_AutoRifle.Sounds.S_Autorifle_Fire_Nod_1 in RX_Mesa_Main SoundNodeWave RX_WP_AutoRifle.Sounds.S_M16_Fire1 in RX_Mesa_Main SoundNodeWave RX_WP_AutoRifle.Sounds.S_M16_Fire2 in RX_Mesa_Main SoundNodeWave RX_WP_Pistol.Sounds.M9 in RX_Mesa_Main SoundNodeWave RX_WP_Pistol.Sounds.nod_pistol_fire in RX_Mesa_Main StaticMesh UDK_Rain.Mesh.SM_UDK_Rain_Splash in RX_Mesa_Main Texture2D RX_Deco_Road.Dirt.MDecal_DirtRoad_Flattened in RX_Mesa_Main Texture2D RX_Deco_Road.Dirt.T_DirtRoad_H in RX_Mesa_Main Texture2D RX_Env_Water.Materials.M_Rain_Flattened in RX_Mesa_Main Texture2D RX_Env_Water.Textures.T_RainScrolling in RX_Mesa_Main Texture2D RX_Env_Water.Textures.T_RainSheet_Alpha in RX_Mesa_Main Texture2D UDK_ProceduralSky.Textures.T_DayCycle_Rain_N in RX_Mesa_Main Texture2D UDK_Rain.Textures.T_RainSplash01_M in RX_Mesa_Main Texture2D UDK_Rain.Textures.T_RainSplash01_N in RX_Mesa_Main Texture2D UDK_Rain.Textures.T_RainSplash02_M in RX_Mesa_Main Texture2D UDK_Rain.Textures.T_RainSplash02_N in RX_Mesa_Main
something critical or just garbage?
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ok 20 days are a bit more than "few"
but i have a small problem with the new one , first of all, it says that i have old scripts, if i want to compile than nothing happens
if i click on no the editor crash instantly.
i use windows 10 -
a few days? in the download section the last one was from 20 days ago, which one is the newest?
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with some help of Havoc im very proud to show the result
im now trying to get this ingame as look as good like this preview, hope it will look good too- 8
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Today i made all the UW work, first time i did this completly by myself. After that i made this test render.. hope you like it hehe
i think tommorow i wil l start to make the textures for Ren- 7
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nothing much left
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Update on some small Details
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Hey Guys,
im working right now on a New Vehicle for Ren X. This Vehicle will be the Red Alert 2 Tesla Tank.
This Vehicle will be published as Single Vehicle like the other Experimental Vehicles in the RenX Stuff (e.g Tesla Tank from Red Alert 1).
Some of you might know me from my Red Alert 2 Mod. Right now i dont want to reactivate this Mod. Cuz that i will be a single Work. But i want to make a big difference to my Old work. In the Past i tried to fit my models as close as possible to the Voxel Models. With this Tesla Tank i want to break up with this. It will be more concept like and will have much more details.
Heres my Progress so far:- 4
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i could help too in modelling, just tell me what you need and i will try my best. but im just availiable for static non organic stuff (my skills are limited ti this)
you know my work from the Red Alert 2 Mod. http://ska-ara.deviantart.com/gallery/ -
i did not play this saturday pug.. but i saw.. the last 3 weeks it was quite often a very clear win/loose situation with 1 team is dominating another team.
maybe you guys should make after every round some kind of rebalancing. so the next rouds are some more fair?
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2 hours ago, ThommyK0104 said:
Round 1: Islands
There won't be a Round 2: Whiteout because my recorder didn't record for some reason so tomorrow will be Round 3: Goldrush
If i reminded right.. whiteout was the map where we thought that you have glitched multiple times in our base? strange thing that just this record is corupted
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so its a nice example of ppl which shouldnt spam surrenders.
hope we find a good way for it
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hope you guys find a good way to prevent useless surrendering.. last round boomer just want to surrender cuz we didnt get out of the base (enemys was heavily camping us with vehicle).
thats a surrendering just cuz we have a bad situation.. at this moment we didnt lost ANY building.
just nonesense to surrender at this time
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yea saw that some days before. its pretty cool stuff.
btw the vehicles + units was made by slye-fox from the condition red mod. see here http://www.moddb.com/mods/cnc-condition-red -
Guys , could you make an Countdown again? it will help us MUCH to get the same time for everyone (dont forget the time change in europe)
maybe you could make the countdown on the top/first forum site . so everyone can easly see that -
3D printing
in Renegade X
Posted
hey.. hope its ok to show my stuff to. i bought a anycubic mega and made some modells too.
heres it the RA2 Allied PP