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kira

Totem Arts Staff
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Everything posted by kira

  1. Im asking lol, Well when ever you feel like creating something new or fixing something,, im sure your help would be nuch appreciated. You wellcome to join us on discord server anyway 😊
  2. Ryz got a point, you might not focusing the big issue but rather tiny cosmetic changes. please reconsider adding team balance features as high priority.
  3. If you have map issues i feel bad for you son, i got 99 glitches but a rocket launcher design ain't one. Lol the issue with the level design, not the rocket.
  4. on 64 player map, obviosly one side going to take advanage of the hacky tactic and buff his rockets to shoot the enemy team building, which ofc cant reach that building in time and fix it, even in perfectly ballanced teams (which not often happens duh) so please modify the level design so no base to base attack nor the long range attacks can be applied. thanks.
  5. kira

    HIHIHI.jpg

    i can supply the basic code already :))
  6. The bots are really powerful and more assisting than before, I do wanted to suggest additions: 1) if a command q spot a bot, the bot should stop everything and follow the commander to assist in repairing or shooting enemy which commander q spot until the bot dead or got q spot by commander again. 2)if the bot is in not doing anything state then at least he can auto repair the mct on the nearest building. 3) sniper bots just for the lolz.
  7. Thank you for replying, but still there is a need for statistics to know better the user abilities which different tanks, weapons and such, over few game matches and saving it uniquely to the user to make it automated.
  8. hey @Agent why not using temp tokens that are created and destroyed? That way you can have unique Id for every user, and when he logs in there is a temporary token to use for the auth stuff and storing the stats of the scoring and how the player got the scoring (how many kills\points\deaths from MRLS, mammoth, med, arty, each and every vehicle and weapons shall be noted and stored) now with the stats information you can know oh this player usually kills 40 players in a match using MRLS on average, but this other player kills 40 players mostly as mobius. then you can relay on that info to build the algorithm. ***** as i said before on the discord, i am on "vacation" and have PLENTY OF TIME, i am backend developer I'm good with C#, C++,PHP , Unrealscript, and doing restfull api and such. the suggestions you wrote sounds challenging but if you can send document with instructions ill see what i can do.
  9. kira

    Peace Through Surrender

    can't really lose if you surrender first, its a remedy for all matches.
  10. who the hell gave you permission to get out of the cave. @Tytonium
  11. kira

    the plan.JPEG

    *cracking teeth in anger*...
  12. No, it bring the most populate up, and then automaticly bring the less populate up. in a weird way poping.
  13. when in game, i want to sort the server list according to the amount of players, i never complete it on one click it keeps jumping back to zero.
  14. It's still an option if any programmers are ready to help
  15. At this point, capture the flag might be better option. like holding a capturable structure for lets say 10 min, and after those 10 min, you can activate a nuclear warhead to strike enemy base (one building would be more challanging) i can do something like that if ppl would want it. @Tytonium ***BATTYE ROYAL MOD - DENIED.*****
  16. Millions of younger people, I tried it too once it's fun
  17. I was wodering, how the idea of battle royal mod for Renegade X sounds to you? like on pubg you start at lobby wait 30 seconds, they an air plane drop you off on a very large map with civil buildings and forest what ever ( we can use Mount Harbour) then there is a huge blue deadly ring that keeps closing on you , no respawning, one winner or team winner. that kind of stuff. would you play it?
  18. all those people who say "udk\ue3 is old and weak , the devs should port it to new engine " you are all wellcom to try it your self, just even make a simple multiplayer game, i dare you. im pretty sure the dev team are busy already already with their infinite tasks on their schedule along with bugs in game and RL matters. every information about UDK ,UE4 is available on the big white web , you got in the community professionals in variety of stuff\topics (what ever that word is) and for free or cheap price (udemy ,lynda and such ). recently i found very good tutorials on UE4 C++ topic and im enjoying it because I love coding, maybe you like something else. so pick up the god damm glove and start on your own private time to get to know those tools which help to develop the game, or port it to a new engine. again i suggest limiting to 56-58 players for better ping and perfromance and gameplay.
  19. man the amount of corpses are just pilling up. how to hell can you kill mobius that fast.
  20. I agree, so matches were fun but some really felt sad. I prefer at least 56 players on server. and as you said until we new players to populate servers, we should have 1 giant server which strong enough for the amazing renx players who just wanna have fun.
  21. Soon we would have an update for the level design along with code base.
  22. This is exactly what we are planning Madkill, Tunnels inside the bast itself unrelated to the exist tunnels system, Along with magical code that boost you to run faster while inside so you can reach buildings in time.
  23. we trying to keep the general guidelines that the original mapper intended, you had something particular in mind?
  24. Future planning: - silo paths: create a infatry paths from silo to HON and WF. those paths will lead to the back side of those buildings. - debris, destructible fence: putting a debris that can be destroyed only by enemy team, and it will clear out the way to the structures. the reason only enemy team will damage it because you and your team suppose to protect it against sneak rushes, it would keep you on your feet but not make you run like chicken from end to end on the map. -arch shape tunnel near the ref: as you see in the picture, tanks can have direct shot into the ref (both teams) , so we plan to add some rock and shift it so they couldnt direct hit the ref door. unfortunly lots of players doesnt get the concept of keeping doors closed and in that point we trying to balance it but keep enough gap so tanks can move in. another point is to protect from snipers that try to shoot the repair inside. Decortaion: we planning to put some rivers, waterfull, some thing with water. Capturable Turrets: now this feature a bit challanging. you capture the fort, you get protecting turret that watch your base. about the long distance between buildings, now its testing time maybe we can think of something to light it up. i do not know yet about that. teleporters doesnt sit with the map character, ill talk with the bois about this. we love that map too
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