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Everything posted by Madkill40
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I believe RenX is going through hard times
Madkill40 replied to N3tRunn3r's topic in Feedback & Bug Reports
To be fair, Hotwire can blaze the mic with 1337 rapping skillz. -
There's a Communications Centre for use as well. (According to Kenz) Not sure where, but it exists. (Apparently)
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Tech Building Captured, "New Technology Acquired."
Madkill40 replied to RoundShades's topic in Feedback & Bug Reports
Unless the devs was implemented Tier3 Infantry to be accessible only if you have captured the/a silo instead???????? But that would be silly. -
I require instructions.
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Shhhh... Don't tell him, he has to figure it out on his own. P.S. Why didn't you just delete the most recent post and lock the thread instead?
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I believe RenX is going through hard times
Madkill40 replied to N3tRunn3r's topic in Feedback & Bug Reports
I've seen marksman on the top of the canyon in Walls pick off engineers left, right and center. The current inventory builds for infantry are the most well-organised I've ever seen since RenX was released, a step-up from the original Renegade and actually coincides well with the RTS games where infantry had additional abilities outside of runnin'n'gunnin'. Just to generalise your constructive tyranny of a post; you want less problem solving and for certain aspects of the game to be easier otherwise you'll rage-quit and sh!tpost on the forums before reading other topics and realising that the majority of your post has been answered elsewhere, the thread title alone was a nice attention-seeking title for your whiney post. inb4 forum-rage-quit -
It's always good to lure an SBH.
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You guys I just figured out a secret about Kane!
Madkill40 replied to epicelite's topic in Renegade X
He's fat. -
What's the minimum distance Infantry will have to run in order to reach the opposing base?
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Update 6: After testing correct rar filepaths and loading the map I discovered component glitching, I also forgot to include the config file. File has been uploaded to Google Drive. (click Here)
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The only way in with vehicles in all likeliness would be to destroy the Power-plant, or to be really well organized but even that's a long shot when there are better things to do than try to Ion both structures. I may have an idea to remedy this altogether.
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Update 4: Terrain has been textured and re-textured, Infantry tunnel (Ice Cave) has been formed. (Images Below) Infantry Ice Cave: Large Field (Veh & Inf) GDI Base Narrow Vehicular Path Nod Base To do list: Obtain Feedback Testing Decorate Testing Obtain more Feedback Tweaks (Endgame Cam, soft boundaries, tiberium field textures etc.) Testing Obtain even more Feedback etc.
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Didn't notice the drop-down for the landscape selection, that's what I missed.
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Okay so I require some help. I've started to attempt the main tunnel which will be symmetrical and I'm going for that Whiteout look as it's to be a linking Ice-cave. However, it is quite difficult to make a sizeable cave without a floor and using assets (even if temporary) is very impractical. Question1: Do I create another heightmap in order to mould and shape the floor for this ice-cave? Question2a: If 'Yes', why won't the SDK allow me to paint the additional heightmap with the terrain textures? Question2b: If 'No', then what am I doing wrong here? In my mind I kinda wanted to just make a big oval shape with the mesh tools and then decorate it with ice assets but I cannot seem to figure out how to do that either and finding the right UDK tutorial specifically for what I want to know is turning up dry.
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Update 4: Harvesters are working.
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Update 2: Narrow path edge complete. (Stolen from Under) Oh yeah, added skybox and lower mesh. (Also from Under) I guess you could say this map is... Over hurrhurrhurr Update 3: Open area has been worked on,
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Not sure why you'd assume the big open area wasn't a vehicle path to be honest. 2 vehicle paths, the narrow one and the big empty space. I was thinking of making the ice-cave infantry only. Must be andIt's called 'UN_Rock.SM.Mesh.S_UN_Rock_SM_Blackspire01' I'll scale the polys down last when I get round to doing the nodes. (Or just before the first playtest) How to scale down polys? (Triangles: 2656, Vertices: 1552, Resource Sice: 58.00[KB]) When the lights are built I'm hoping they'll all blend together okay, cons of making a snow-map is I'm very limited for what rocks to use. Not sure how they did it Under without causing this terrain warp. MRLS' have the objective of attacking the Nod PowerPlant from down there so there's already an objective, it'll also be easier to attack either base with more vehicles from the big open area than the narrow path, as is intended and should hopefully encourage APC assaults if the narrow path is left unattended by either side. Once I fix the terrain scaling because at the moment they're so steep the textures get all messed up, part of the reason why the basalt columns are so big. The empty map area by the narrow path on the GDI side I was thinking of turning into a dark chasm? but I'm not entirely sure how to do this, alternatively I was possibly thinking putting a bit of lava down there as well? Whichever one I can do really. Regarding silos, is it as simple as just placing one silo and then its done? Or is there more to it than that? If there is going to be 1 silo it'll be at the peak of the narrow path and link with the infantry network so it's easier to contest even if one side is holding the big open space. If not that then each base will just have their own silo behind the refinery.
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Frostbite 1.0.0.5 Frostbite V1_9 Map specifications: -flying -2 Silo -Frosty -Bite'tee -Icy To be done: -Loading screen Changes: [As of 14th Sept] -Hand of Nod has been moved to where the Airstrip Tower was -Airstrip Tower moved near the head of the Airstrip runway -You can no longer beacon any two buildings anymore -Ice cave now has two entrances/exits for both teams -Endgame Cam remastered -Minimap is 99% accurate -Info Point Nodes added to map Changes: [As of 7th Sept] -Added extra route to Ice-cave, GDI side -Barracks has been rotated -GDI Ice-Cave Entrance/exit modified -General fixes and edits made -Modified blocking volumes at GDI base. -Modified blocking volumes throughout the map. -Reduced map size. (Lowest/longest route no longer accessible) -Ice cave rehauled, reworked, relit, redone. -Peak route expanded on Nod's side. -HoN Emplacement moved out of HoN. -Some lights have been removed. -Misc changes. What's New in Version 1.0.0.5 Changes as of June 24th 2017 Terrain modified Textures modified Static meshes reduced Vehicles can no longer pass through the middle of the map Vehicle tunnel to GDI is no longer a tunnel Widened vehicle routes on one side of the map Tiberium mists are now blue Ice looks more like ice Background surrounding the map has been modified Misc changes Enjoy.
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You can wall hop if you want to, you can leave your friend behind, cause when you hop that wall you can get yourself inside, and kill that ref from behind. Wall is useless pls remove.
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Idea for Mutator: Turret and Sensor Construction/Spawning?
Madkill40 replied to MajorLunaC's topic in General
If I could spawn a turret I'd rather spawn a gun emplacement that I could use. Edit: Gun Emplacements in C&C Renegade: "The entire system was designed to be airdropped by aircraft into Nod positions" Remove the paradrop )because it's too technical( Maybe just have gun emplacements deployable from the engineer directly instead of creating complications with a chinook appearing inside the face of a cliff and this could also take the remote c4 away because its still a hindrance to gameplay, of course the engineers armour will need a bigger nerf. The Emplacement should be undeployable once placed, limited to one per player, maximum of 6 per team, minimum distance from each other would be the distance of a mammoth tank from corner to corner and lastly, it can't be placed under a ceiling of about 1 and a half infantry in height. Two birds, one stone. I'm sure Yosh would love to do something awesome like the implementation of this. -
Break off into three pieces doors or maybe instead of ramping towards the ceiling all in the same pace the current doors could lift fast, then flip into the ceiling. Although I get the feeling the doors will have already gone under some modification.
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I did a fresh install with 5C. Does not solve. Downloaded 5F from downloads section. So I uninstalled and deleted all then installed 5F. Let launcher update game. Everything's fixed and I can re-enable my +15 Morale (If on TS) booster. Alls sorted. lock thread.
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Ran into another issue after a moderately clean update- http://steamcommunity.com/sharedfiles/f ... =592984458 I feel like there's just one issue with one file.
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So I installed the update and the game starts to run with a black screen, then the game minimizes, then I go to open the window and it flashes a black screen and minimizes again. So I deleted everything and used my backup and tried to run the game without updating just to see if it launched and ran into the same issue. I downloaded the manual patch and installed and ran into the same issue AGAIN. The game is running but it just won't stop auto-minimizing. I am at a loss. Edit: So I deleted game and used the installer to reinstall and I've got the same issue. So it's not the game its my PC with RenX specifically. double-u tee eff? - - -- - - - - - - - -- Solution: UDKGame > Config > UDKSystemSettings.ini Set Fullscreen=False Run Launcher 'Launch Game' Game opened in windowed mode fine and allowed me to change the settings in-game back into fullscreen without a hiccup. -Weird.