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TK0104

Totem Arts Staff
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    2004
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Posts posted by TK0104

  1. Keep the mechanic of the auto repair. As everyone knows the original one in basically every C&C RTS game was for base building. But since we don't have that in RenX that won't be possible. But, we can use the new blueprint gun Hande created for survival mode to have access to building GTs and turrets.

     

    Don't give it too many options, as other buildings also influence a small piece of the base

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  2. It started off as a crappy map (as in usage of meshes, materials, post-processing etc.) But with lots of improvements over the years it became one of the best maps there is at the moment! And thanks for making this map so we discovered there was a bug with the Obelisk / AGT that made the game crash lol. You've done well!

     

    Sooooo.... when are you going to improve Glasses? :P

     

    • Like 3
  3. It's just a regular sound effect has nothing to do with that

    13 hours ago, Madkill40 said:

    On Tomb there is a hawk sound effect which activates by the GDI Guard Tower, taping any directional key triggers the Hawk. 
    Tapping in the correct combination allows you to remix the Hawk sound effect on this map, may want to sort out the Hawk sound effect @TK0104 unless its a game issue

     

  4. Okay some issues that are caused because we did some overhauls on AI pathing and UI. I'm going to list them in categories:

     

    Level Bugs ( @Fffreak9999 or I can take a look at it later )

    • Cliff Side - Harvester AI broken
    • Reservoir - Dam tech building broken (We are aware of this and I believe it'll be fixed next patch)
    • Oasis - Tankblockers are annoying (I can remove some of them)
    • Canyon - Harvester bumps into bridge

    UI ( @Handepsilon You can figure this out ;) )

    • Respawn timer bugged
    • Chatbox on the endgame scoreboard doesn't scroll with the latest messages
    • Units don't show up in the overview(?)
    • Game says you donated money to yourself when you donate to someone(?)
    • Like 1
  5. 17 hours ago, TRRDroid said:

    Personally I would remove the silo since you have almost instant harvy dumps similar to islands, making the silo pretty much pointless imo.

    Refineries dump a small amount of credits so a Silo is something you want to have for extra money

  6. 10 hours ago, roweboat said:

    Although for the record. I do think it's an interesting concept to limit what vehicles the player have access to.

    Well that's what I did on Gobi and I experienced players felt too much limited

  7. On 7/26/2019 at 2:04 PM, HIHIHI said:

    It has all ground vehicles, at least right now, as far as I know.

    I'm going to keep all the vehicles instead of having only a Humvee / Buggy and APC

    • Like 1
  8. Hey looking good!

    I love the environment so far you've already done an awesome job on that. I'm looking forward on how it looks with some Post Processing! The only thing I find kind of annoying at the moment is that most of the trees don't have any leaves anymore. I've seen some with leaves on it, but for a yellow zone. Try messing with the material and make it look like they're about to fall of or make a nice particle for falling leaves (Field has those too so you can take a look at that one). And small note: I don't think there should be snow on the trunks in this kind of environment :P

    I strongly suggest you finish the AI pathing first. None of the AI (except the harverster) left their own base and it becomes quite boring when the AI stays in base running around. Then we can start play testing it with AI.

    Keep up the good work! :D

     

    (P.S. Change the base lights to the standard model most of the maps use. Current one will be gone soon out of the City package since he won't make the cut)

    • Like 1
  9. 13 hours ago, Sarah. said:

    Was already a thing, and for the sake of balance, it was removed.

     

    13 hours ago, Neutron said:

    Since Ren X doesent follow the classic Ren game, would be awesome if instead of being limited to purchasing 6 characters with their specific equipment set, give us the options to purchase weapons, secondary, items and armor types separately from each other? That would give the players the possibility to create their own loadouts...

    This was once a feature indeed! Balance became an issue with this, so we decided to remove it. In beta 5.1, we changed the entire system and added each unit a different side-arm, ability etc. Originally, each unit had a Primary Weapon, Silenced Pistol and a Timed C4.

  10. 1 hour ago, DaKuja said:

    Yes, Eyes still needs some love and work because some things still have to be fixed.
    Unfortunately I have not yet found time and motivation to take on this task.
    I try to take the time in the coming week.

    I can fix that right now and commit it so it'll be added next patch for sure :D

     

  11. First we're still trying to finish the new scoreboard. We were planning on adding it a few patches ago but due to an issue it never got released. We wanted to add it in previous patch but due to the absence @ShrewdTactician it didn't made into the patch and we were forced to revert it back to the current one. The icons can be added later if we finish the damn scoreboard :D

     

     

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