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BillieJoe67

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BillieJoe67 last won the day on May 7 2014

BillieJoe67 had the most liked content!

About BillieJoe67

  • Birthday 04/28/1996

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    Renegade

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    Renegade

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  1. You don't even need to run as admin unless there's an update to install, and it automatically prompts you for that anyway.
  2. I run 7 x64 Pro because it was the best deal I could find (student discounts, etc). I have no idea what the actual differences are between the different builds, but I found this which might help you. As far as I can tell, if you're not planning to have more than 16GB RAM then Home Premium will be fine. I do have XP mode (the Microsoft thing) installed, but normally I run XP (with my product code) using VirtualBox.
  3. I just installed from disk and it worked without any problems - since you're installing from TFD you can install 4.1 straight away. Also, I would recommend running XP in on a virtual PC rather than dual-booting 7 and XP - you can skip the time taken to shutdown/startup and just launch the virtualisation software (VirtualBox works fine for me). If you plan to run games on XP then ignore this however, as they sometimes require direct hardware access which virtualisation doesn't allow.
  4. It would be an easier script than your gravity one
  5. I tried messing around with the grav scales in game and the results weren't useful (although quite funny). The client probably has to be running the same settings as the server so changing the grav scale on the fly doesn't work visually on the client (jumps are always the same height, then you teleport to where the server thinks you should be once you hit the ground again). This is the code I was using in case anyone wants to correct/improve my thinking: ScriptableGameObj* GameObj = Get_GameObj(PlayerID);if (GameObj){ PhysicalGameObj* PhysicalObj = GameObj->As_PhysicalGameObj(); if (PhysicalObj) { PhysClass* Phys = PhysicalObj->Peek_Physical_Object(); if (Phys) { MoveablePhysClass* MoveablePhys = Phys->As_MoveablePhysClass(); if (MoveablePhys) { /* MoveablePhys->Set_Gravity_Multiplier(1000.0f); Console_Input("msg Applied grav scale"); */ Console_Input(TT_FORMAT(128, "msg Your grav scale is %.2f", MoveablePhys->Get_Gravity_Multiplier())); Console_Input(TT_FORMAT(128, "msg Your definition grav scale is %.2f", ((MoveablePhysDefClass*)MoveablePhys->Get_Definition())->Get_Grav_Scale())); MoveablePhys->Set_Gravity_Multiplier(50.0f); ((MoveablePhysDefClass*)MoveablePhys->Get_Definition())->Set_Grav_Scale(50.0f); Console_Input(TT_FORMAT(128, "msg Your grav scale is %.2f", MoveablePhys->Get_Gravity_Multiplier())); } else { Console_Input("msg No MoveablePhys"); } } else { Console_Input("msg No PhysCall"); } } else { Console_Input("msg No PhysicalGameObj"); }}else{ Console_Input("msg No ScriptableGameObj");}
  6. You can use 7zip instead of what zunnie linked to if you want; that's actually free xD
  7. They're hoping to get it fixed sometime today apparently EDIT: It's been released today
  8. The firewall notice occurs because the update server is offline while TT fix the auto-updater; they have already found out what the issue is and are working to fix it. Downloading the installing the 4.1 installer manually fixes most issues caused by the failed auto-update. For those interested, the issue is that the installer tries to install the C++ runtime and DirectX at the same time, when they should be run sequentially
  9. Well, yes. It's chinese new year and we're running a stealth weekend
  10. I see you stalking me :x

  11. http://www.renegadeforums.com/index.php?t=msg&th=40069&start=0& ^ that one
  12. RenX; the perfect christmas present ;p Disclaimer: I have no idea when it will be released
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