Jump to content

Madkill40

Phase 5 Beta Testers
  • Posts

    2179
  • Joined

  • Last visited

Everything posted by Madkill40

  1. Well this explains why I've not run into this issue when using a mammoth tank, I always fire missiles between cannon shells. This sure is an odd bug.
  2. Delving into 3DS Max will be out of desperation. I'll bear that in mine but I've never used a 3D modelling program before. I've been toying about with the materials to get a better looking ice. I've also redone the two side vehicle paths and made them wider and removed a bunch of static meshes. I've also closed off the middle of the map to vehicles. Redlines are infantry only paths. Greenlines are where vehicles can go. (As well as infantry, but clearly I got carried away with the word 'only') Edit: Just noticed a red line between the green lines in the upper-right hand side, pretend that is green.
  3. Genuinely forgot this was possible.
  4. Thank you very much, I shall look into it and see what I can come up with. (:
  5. If an EMP grenade hits an enemy vehicle, does it detonate instantly?
  6. Even locked building health for the first x minutes of a small populated game may make the low pop situation worse. The only pro I can imagine is this gives both teams a 'peace keeping' time to mine the base preventing early game infiltration when the pop count of a server is too low to manage the defence of an unmined base. But is it worth it? Seems better off as a server-specific mutator to be honest.
  7. >Brings up snipers like they are the issue. If Snipers are killing off the enemy team for their team then they are teamworking good. Their reward is their teams success via assaults. Its not snipers. Server pop dies when players talkshit and babble nonsense coz they are bored. What should happen now is: No team-swapping until 5 or 10 minutes into the game and VoteMute for players to self-moderate servers. Simple but effective. Lets not just recycle past discussions which shifts the blame around.
  8. Okay so the ice just isn't very nice, or look enough like ice... transparency is what I need, is this possible? @j0g32 I want to have rock and then between player and the rock there is ice. Material ice. Rather than have ice which you cannot see anything through like in the current state of Frostbite. I can probably create an ice texture I just need it to be see-through so would lowering the opacity on the texture file in photoshop do the trick? Or is there some voodo in the SDK which can allow this? I.e.
  9. Interior decoration, I wouldn't mind giving a go using the props which exist within the UDK. I'll do a thing with those images I made so its less for you to do. Quite curious to see how this goes.
  10. That originally there were too many doors and they were super awkward, the current version of Crashsite proves that exterior doors are fine but interior doors should either be non-existent or fixed open.
  11. As learned from Ruud's Crashsite map animated doors can ruin a lovely thing. I'd recommend having interior doors fixed open. (static) May have to make some .gifs for you for those screens, .gif textures are doable right? @IdontKnowWhoToAskSoRandomAsk @j0g32
  12. Will the outpost have any capturable facilities on them? (Haven't had time to watch the videos) Really like the look of this map.
  13. You're right! A lack of a XXX video of the russian woman from the RA3 cutscenes when you complete the Russian campaign was a complete turn-off. Fuck electronc arts.
  14. There has been mention of a better system for servers to auto-balance players, a system which will keep teams fair and balanced each and every game, I honestly feel any auto-balancing system is doomed to fail if players can swap teams the moment a new game has loaded and whilst other players are still joining... So no immediate ability to swap team when a game has loaded would be absolutely fabulous. [This isn't to stop teamstacking specifically, this is to give auto-balancing a chance to work before other players fck it up, for the good of the game.] Regarding the numpty dumpty players... When a game lasts a long time with both teams losing buildings, or if a game lasts a long time with one team being dominated until they take advantage of a team cocked up on their dominance or just a fun siege or just any game which lasts over 40 minutes, this is automatically a good game. In fact, I find that longer games and games in general are only ruined when players start wanting a map change because they've run out of money and/or ideas (i.e. they are bored) and these are the players not worth listening to, because a bored player is unwilling to engage with the game. They usually let everybody know they suck at being a player in general by babbling some bullshlitz in the chat and this can put people off in several different ways causing several different consequences. It happened on a singular and theme-specific RP community server on Gmod I admin'd and once we handled these players directly the population count shot back up to 40/40 & 60/60. (Rp servers are hard to keep populated) What I am getting at is: players who abuse the chat by spewing gamehate need muting, "but freedom of speech!"-No. You are bored. You are blaming the game to be less bored. Everybody consider this; The moment a player starts blaming the game in chat because they are bored consider them trolling. Forums are for criticising the game, not the server. Nobody is an exception, even if a regular babbles gamehate out of boredom then letting a regular get away with this is 10x worse. Admins/Mods muting players just let people on the server be aware it has been done otherwise nobody learns. Don't bother to kick or ban, that is OTT and will have dire consequences. If you mute them they will just leave of their own accord or they will buckle up and play. Players can VoteMute other players right? If not then they should be able to so servers can be more self-moderated. Q-Commands are still possible for muted players so don't worry about them not being able to "help" should they actually keep playing. [P.S. typed this using phone, expect grammatical mistakes]
  15. Blinky light needs to be much brighter and more visible from longer distances.
  16. By the time I whip my pistol out I usually die before I finish my load so I haven't noticed much of a difference.
  17. Gripping my ass for the day navmesh appears in the patchnotes.
  18. I figured the EMP status voiceover is via kismet therefore it is a map-related volume setting?
  19. Jokes on you @Gliven! CNC Valkyrie is so damn big it will be an extraordinary flying map that RenX needs. (But nobody wants) and your face will be full of 3 poorly blended materials just like Frostbite!!!!!1!!eleven!11!! (criii)
  20. If you're near the tower you'll hear it for sure and know not to run down the strip..?
  21. I have had very little difficulty in telling the team to stfu and march on in the past, not hard to motivate people when all you do is make them feel bad for being dick etc. (i.e. Motivation by way of Knocking down to pick them up) That still leaves for an imbalance from the start of a game doesn't it? The issue is more of people swapping before everybody joins a public game on the next round. Disabling team swapping after 1 minute is like saying. "If your computer and internet are fast enough, you can swap teams because you have managed to join within the first minute" Whereas if you disable team swapping for the first 10 minutes the server/game can balance the teams into the next round and any players which have left after 10 minutes the remaining players can swap only if there is an imbalance. TL:DR "Disable team swapping after 1 minute." <--- Idiotic & partially-elitist.
  22. Running around a building doesn't take longer than running along a flat runway?
  23. So... Disable team swapping for the first 10 minutes of every game?
×
×
  • Create New...