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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Load the game via the SDK binary .exe not the shortcut you made, this should load up the game (as if you were running the normal RenX) then check all the boxes in the settings menu. Then double-click and load up the editor, decals should now show up
  2. If connected via wifi, try connecting via wire
  3. It can be used skillfully, yes. Because if you're not paying attention, you'll be detected, and if you're detected, ya die
  4. Yes it could mean an Spy Plane, EMP strike, Cruise Missile... If its set by Nod Commander its red, if its set by GDI Commander its Yellow.
  5. I don't understand how some of you guys don't notice the big flare that goes up when an Commander power has been activated
  6. Whiteout is Hourglass revised... So its allowed to have other things despite being founded on Hourglass originally.
  7. The assumption that someone is aimbotting and then based on that assumption starts stirring shit in-game, generally putting forward the idea that there is somebody aimbotting to other players is probably more off-putting than there being any actual cheating (which there isn't), just admit another player is better then* try to kill them with free infantry.
  8. So players being overcome by change = voting for safespace OldField? Pretty sure newcomers joining a game of OldField peaking 55+ players are going to peacefully quit when any advance they try is thwarted because Base entrance = death, tunnel ent 1 = death, tunnel ent 2 = death. Okay, the three options they had are pointless - coolgame; quitting. Field, Field X - Hourglass, Horologue. Maybe we need an second Volcano and Canyon at this point... Anywho... anybody who shits on Under but bums Field is a moron.
  9. So when your team has one building left if the commander enacts the power "reinforcements" they win if they survive for 15 minutes? Despite having all but one building destroyed? There's something wrong here I don't like
  10. Every time players vote for snow or field that should split the server 50 50 and send 50% of the people to another server. (Everyone who votes for snow, stays)
  11. There is an whole separate volume
  12. Version Beta 1

    1140 downloads

    Welcome! To Recon Race Mourning! 20 v 20, Recon Bikes galore! Get your team of Recon Bikes to the enemy team's base before the other team beats you to it! Obliterate your enemies whilst you race towards the finish! There are several crates about the place to pick up! Feelin' lucky punk? Maximum 40 Players Minimum 10 Players Download and extract the content of each file to: CNC-RR_Mourning unzips into " Renegade X/UDKGame/CookedPC/Maps/RenX/ " Recon_Race_Content unzips into " Renegade X/UDKGame/CookedPC/RenX/Environments "
  13. View File CNC-RR_Mourning Welcome! To Recon Race Mourning! 20 v 20, Recon Bikes galore! Get your team of Recon Bikes to the enemy team's base before the other team beats you to it! Obliterate your enemies whilst you race towards the finish! There are several crates about the place to pick up! Feelin' lucky punk? Maximum 40 Players Minimum 10 Players Download and extract the content of each file to: CNC-RR_Mourning unzips into " Renegade X/UDKGame/CookedPC/Maps/RenX/ " Recon_Race_Content unzips into " Renegade X/UDKGame/CookedPC/RenX/Environments " Submitter Madkill40 Submitted 10/16/2018 Category Levels
  14. The mapper needs to place an collisions volume with 'Block camera' ticked
  15. Still should try an Fix-Map rotation server to run alongside the FPI standard Mara server. But y'know, put the 'Fixed Map Rotation' at the start of the server name, not the end.
  16. That's such bullshit and a problem-attitude. Have the current playerbase split between those who prefer fixed map rotation and those who want to vote for a map, then other people will migrate in-between the two. There is definitely enough people.
  17. A second server which has an fixed map rotation may actually help in having two servers going at the same time
  18. Stealth generator wouldn't be purchasable or gained through a stats-buff Given the player's character base stats would be buff'd there may be other weapons which gain an vast advantage too, it certainly would be tricky... perhaps depending on which free infantry class a player picks this determines which weapons are or become available to the player; but the stats buff options would still possibly be the same for each player per rank-up - if rank-ups were limited to Veteran, Elite and Heroic anyway. An improved rate-of-fire with Gunner's rocket launcher and buff to anti-inf could be more devastating than an doza gun
  19. CnC RPG mode - Each base has 1 of each T1, T2 and T3 character patrolling the base, all other players have an basic soldier skin (they pick one of the 4 free infantrt units as an base class) As they play through at each rank-up they select an stat upgrade based on an existing character i.e. Speed of an Hotwire or Defense of an Gunner etc. But their model remains the same All guns can be purchased through the PT terminal Second rank up they pick their attack bonus i.e. Anti-tank, anti-inf At the last rank they get to pick two, one def buff and one attack buff i.e. Speed or armour / rate of fire or base damage These bonuses apply to all weapons All patrolling bots start at Veteran, T2 are Elite, T3 are heroic Bots patrolling cannot purchase vehicles and they don't respawn When you die your exp bar resets, so if you're Veteran and are nearly Elite but then die - you're still Veteran but the exp bar starts from the beginning - Maps to have patrolling bots would need to be modified to enable this, as well as to prevent bots from running off elsewhere As there is in the SDK an 'Rx_Game' it would probably need 'Rx_RPGame' Longevity per game would be insane - maybe, I'd imagine that even if an RPG server is empty it would still be enticing for an solo player to join and be able to enjoy themselves, newbies would also have an easier time learning the types of units and weapons (the game mode would need an disclaimer or two) I wonder how much of this could be done with an mutator - player limit would likely need to be 32 Given that OldRen had an more basic version of this TDM style this might be worth exploring, if anybody who can dabble with mutators is interested Commander mod would either be disabled or rewarded to the first player to reach Heroic
  20. Small custom maps and team limits of 10v10 seems ideal for that kind of thing
  21. MSPaint level examples required
  22. I took down an Heroic Mammoth tank on Tomb with just a flamethrower trooper, this tank in question had a Hotty too.
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