Jump to content

zunnie

!Former Staff
  • Posts

    6653
  • Joined

  • Last visited

  • Days Won

    433
  • Donations

    180.00 USD 

Posts posted by zunnie

  1. header_logo_renx_sml.jpg

    We'd like to announce that we finished the Ren-X.com website, it is not using a completely new template but we modified our existing one used on Unreal4Ever.com as well.

    Visit it at http://www.ren-x.com

    Facebook page at facebook.ren-x.com

    People who worked on the site:

    - kenz3001 (some graphics)

    - alexrirak (php coding interaction with forums)

    - zunnie (content / graphics)

    - mike (main site design layout)

  2. Optimizations:

    - Weapon Texture resolutions have been reduced to a max of 1024x1024.

    - Unnecessary textures due to shader optimization such as Gloss maps and reflection maps have been removed.

    - 3rd person weapon meshes now only have a single material slot for a single draw call.

    - All mesh LODs for 3rd person weapons have been updated.

    - First person arms mesh now uses a combined single texture map / material for less draw calls. At the same time this also fixes the stealth effect on the arms not working right due to more than one material.

    - Optimized all characters (draw calls, textures & shaders).

    - Gold Rush & Mesa II: - optimized collision, reduced lightmap sizes, optimized certain LODs, smaller filesize.

    - Optimized silo light map sizes.

    - Added a PT scene specific C-130 which is cropped and has much smaller light map size,

    - PT actors moved server side, and replicated to clients

    - Opening/Closing PT is now completely client-side

    Fixes:

    - No longer uses seamless loading. Could *possibly* fix crashing at game end.

    - Fixed a few shader issues with hovercraft, gunboat, and C-130.

    - Fixed issue with version check not evaluating the version number correctly.

    - Fixed shotgun and ramjet reticles always showing as yellow.

    - Fixed the air vehicles being purchased in non-air maps using the key press.

    - Fixed being able to heal over Max Armour.

    - Fixed a bug where if a player tried to enter another player's locked vehicle directly after it was produced, it would stop driving and not clear the spawn location.

    - HUD now actually calls the clean-up functions and also made it clean some extra references. Possible crash reduction.

    - Fixed the PT UI memory crash.

    - Restore enemy minimap blip visibily when targeting.

    - 1st person reloading animation no longer gets overridden by sprinting animation.

    - 1st person sprinting animation should now automatically play after switching to a different weapon whilst sprinting.

    - Fixed clients not seeing and hearing Airstrike aircraft if the Airstrike target area was out of sight.

    - Fixed being able to continue to repair 100% Friendly Tech Buildings.

    - Fixed Apache rockets being fired from the gun socket when playing as a client on a dedicated server.

    - Fixed Missile Launcher first person clipping through camera in some resolutions

    - Main Menu map will no longer show aspect ratio bars

    - Fixed lighting on the mammoth tank in the main menu

    - Fixed an issue that would cause spy crates to not set the spy flag if it changed your pawn (ie, going from non-SBH character to SBH and vice versa).

    - Fixed not being able to heal armour if the heal had 0 armour.

    - Fixed potential occurrence of being able to heal someone who is dead if they still had some armour when they died.

    - Fixed issue with beacons destroying buildings that they are very far by using the bounding

    - Fixed issue where player’s weapon ammo count did not update after leaving vehicles

    - Fixed infinite reserve ammo infantry weapons not showing as infinite in multiplayer.

    - Fixed respective ammo counters not updating when switching to a weapon with 0 usable or reserve ammo

    - Fixed SBH not lighting up properly when getting shot while cloaked

    - Fixed Stealth tank not lighting up properly when getting shot while cloaked

    - Fixed Stank often being and staying visible from any distance after getting shot

    Tweaks:

    - Added 60 second per-client cooldown for calling votes, so grievers can't prevent others from calling votes.

    - Vehicle explosions no longer do damage.

    - Added TeamDonate command.

    - Entering 0 into a Donate command now donates all credits.

    - Slight change to the client list output to make it easier for people parsing.

    - Restored playing Building Repaired sound. Building repair sound will not play if the building hadn't fallen below 85% health. Building repair sound replay cooldown is set to static 10 seconds versus 6-10 range.

    - Remove one thread frame lag, hardware physics, and speedtree in the settings, as they are not usable and performance hogging.

    - Hud Game Time now shows Elapsed Time if in a no-time limit match.

    - Added disallowed nicknames to Rx_Game. Very short names, or names containing certain reserved values are not allow (e.g. "-----").

    - Added 0.5 second delay to re-access purchase terminal to disallow refill spam. Updated hud indicators to show non-accessible PT while the delay in in progress to avoid confusion.

    - Updated sniper, ramjet and shotgun reticles.

    - Going to first person in vehicles now zooms in for precise long shots.

    - Camera shows map overview at end of match, instead of "winning" player.

    - Scoreboard is now delayed about 10 seconds after the game is over.

    - Player main HUD will now be removed before the scoreboard is shown after the game is over.

    - Removed legacy building damage system which operated within the levels

    - Added new building damage system which is handled entirely within the actor classes

    - Updated base weapon shader to include a global simplified cubemap reflection, and also improved specularity by interpolating sharpness based on Fresnel to make highlights appear sharper with harsher facing angles which improves first person specularity considerably.

    - Updated various weapon first person positioning

    - Rocket Launcher, Missile Launcher, Grenade Launcher, Flak Cannon, and Heavy pistol now have proper explosion lights

    - Ramjet Rifle has updated impact effects

    - Current weapon will no longer perform weapon switching on the same weapon while reloading. this is to prevent a glitch on the arm mesh being visible.

    - Ramjet and sniper now have dots on their reticle

    - Artillery now has an ordinary tank crossair because of the reduced arch

    - Updated explosion particle effects

    - Barracks now has an improved interior, and now goes red at destruction state, it also has proper damage material changes like the other buildings

    - Carbine and Tactical rifle now have a subtle more aim-able firing animation when aiming down sights

    - renamed reduced gore to enabled gore to avoid major confusion.

    - Carbine and Tiberium Auto Rifle will now be unequipped on the back of the character rather than the where the pistol is holstered.

    - Enabled post process in the system settings for very low preset settings

    - Removed the HTML filter from EVA messages as they don’t seem to get fully parsed as HTML

    - Spotting an SBH will now give a "Spotted SBH near X !!!" message instead of just the usual "Spotted 1 infantry near X"

    - Previously you could never use spotting on an SBH when it was cloaked. Now you can do a spot message for a short time after it got hit even when its cloaked

    - Enemy Beacons as well as friendly Beacons can now be targeted with 'Q' to display a message about their location for your teammates

    - Upgraded the new DeployedActor building hit detection to more accurately support the varied shapes of buildings.

    - Added vehicle blocker volumes at the doors of the WF to prevent vehicles from being able to drive inside it on all maps

    - Orca's engine sound volume reduced to match that of Apache's

    New:

    - Replaced old java launcher with a brand-new WPF launcher. Pretty UI, update checks, community banners and more!

    - Added new shotgun first person animations.

    - Added new Marksman Rifle first person animations.

    - Added new Tiberium Flechette Rifle model, animations, and sounds.

    - Missile Launcher has new sound effects.

    - Missile launcher has new first person animations.

    - Silos now broadcast team EVA/Cabal sounds on Capture and Loss.

    - Settings options menu can be accessed through the pause menu.

    - Scoreboard system in pause nenu.

    - Chat system in pause menu.

    - GDI bought some less blurry siding for their barracks.

    - Donate menu in pause menu.

    - Added new end game camera fly through & music sequences

    - End game scoreboard vote menu UI now displays timer and next map

    - Added new Black Hand Sniper / Laser Chain Gunner character model

    - Added Option "Use Classic Ren Team Color Names" in the Input settings for both Frontend and Pause Menu.

    - Renegade player info (namely Score and Credits) are now saved between reconnects.

    - Added EVAPrivateSay, a server command that allows the server to privately message a player as "EVA". Comes in a lighter, more cyany blue.

    - Added Anti-Tank mines in the weapon section (non-refillable)

    - Added EMP Grenades in the weapon section (non-refillable)

    Balance:

    Autorifle:

    - Rate of Fire reduced to match classic renegade.

    - Damage vs armoured vehicles increased.

    - Projectile speed and range increased.

    - Headshot damage increased.

    - Spread increase, max spread, and base spread reduced.

    Shotgun:

    - Shotguns can now do headshots.

    - Shotgun headshot damage multiplier reduced to 1.5.

    Missile Launcher:

    - Alt fire no longer tracks targets.

    - Missile launcher building damage tweaked to be almost equal to gunner's rocket launcher in terms of damage per second against buildings.

    - Alt fire projectile speed increased.

    Tiberium Flechette:

    - Reduced based spread and spread increase per shot.

    - Range increased.

    Flak Cannon:

    - Reduced damage of both primary and alt fire

    - Reduced projectile speed

    - Reduced splash damage of alt fire

    Flame Thrower:

    - Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile

    - reduced range

    - reduced damage vs infantry to compensate for volumetric projectile

    Chemical Thrower:

    - Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile

    - reduced range

    - reduced damage vs infantry to compensate for volumetric projectile

    - removed gravity influence

    - Updated projectile effect

    Chaingun:

    - Rev up time reduced with quicker rate of fire.

    - Rev down time increased slightly.

    - Projectile speed reduced.

    - Maximum range increased.

    - Now fires armour piercing rounds which can damage heavy armour and has small radial damage on infantry.

    - Increased horizontal recoil.

    - Spread increase, and max spread reduced.

    - Removed ADS.

    Laser Chaingun:

    - Spread increase, max spread, and base spread reduced.

    - Rev up state fires shots in the same time.

    - Max range increased.

    - Horizontal recoil increased.

    - Head shot damage increased.

    - Removed ADS.

    Laser Rifle:

    - Spread increase, max spread, and base spread reduced.

    - Max range increased.

    Grenade Launcher:

    - Damage radius reduced slightly.

    Heavy Pistol:

    - Head shot damage increased.

    - Maximum rate of fire increased.

    Silenced Pistol:

    - Spread increase and max spread reduced.

    Volt auto rifle:

    - Spread increase, max spread, and base spread reduced for both primary and alt fire.

    - Increase maximum range.

    Airstrike:

    - Deploy time reduced slightly.

    - Blast radius on increased slightly

    - Damage increased slightly

    APCs:

    - Now fire armour piercing rounds similar to the chaingun.

    - Projectile speed reduced.

    - Projectile range increased.

    - Rate of fire increased.

    - Spread increased.

    - Reload time increased.

    MRLS:

    - Range increased to match Artillery's range.

    Humvee/Buggy:

    - Now fire armour piercing rounds similar to the chaingun.

    - Headshot damage increased.

    Apache:

    - Doubled missile count

    - Reduced missile damage slightly

    - Increased missile reload time to compensate for increased pay load

    - Increased gun ammo count

    - Reduced gun reload time

    - Increased vehicle health slightly

    Orca:

    - Now fire armour piercing rounds similar to the chaingun.

    - Head shot damage increased.

    - Bullet Rate of fire increased.

    - Bullet Damage reduced slightly to compensate for increased ammo and rate of fire.

    - Doubled missile count

    - Reduced missile damage slightly

    - Increased missile reload time to compensate for increased pay load

    - Increased gun ammo count

    - Reduced gun reload time

    - Increased vehicle health slightly

    Chinook:

    - Now fire armour piercing rounds similar to the chaingun.

    - Projectile range increased.

    - Headshot damage increased.

    Artillery:

    - Projectile speed reduced.

    - Artillery projectile gravity pull reduced to give less of an arch.

    - Artillery explosion blast radius increased.

    Medium Tank / Light Tank:

    - Recoil shake reduced.

    Light Tank / Medium Tank / Mammoth Tank

    - Range increased slightly.

    - Explosion blast radius increased slightly.

    Flame Tank:

    - Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile

    - Increased turret turn rate

    Mammoth Tank:

    - Increased vehicle speed

    - Increased vehicle turning rate

    - Increased missile range

    - Increased missile damage

    - Increased missile reload time

    Characters:

    - Reduced hitbox radius.

    - Stealth effect has more clarity but has the same distance reveal radius

    - Added a dynamic offset to the third person camera when aiming very high/low, so that the crosshair isn't obstructed by the player model (in like 96% of cases)

    - Updated character rag doll physics to be less limber and stiffer with less collapsing into itself

    Maps:

    Walls_flying:

    - Added vehicle blocking volumes to all 8 wall infantry ramps (stop vehicles getting on top of the walls)

    - Added extra blocking volumes to boarders (stop players climbing the rocks)

    - Added vehicle blocking volume to the middle of the hill (stop aircraft from getting stuck on the walkways)

    Whiteout:

    - Fixed some spots were vehicles could get in to the infantry only paths

    Field:

    - Updated minimap on field so that the silo is not a barn

    Islands:

    - Fixed collision bug on GDI tunnels.

    Goldrush:

    - Removed floating Tiberium crystal

    Volcano:

    - Bran new remake of Volcano

    Xmountain:

    - Remake of the UT3 RenX fan map by Kenz3001 remade by Kenz3001 himself!

  3. MPF_Grand_Prize_Contest.png

    201409_the_prize_steam_gift_card_50.png

    View September 2014 Rankings

    Congrats to MPFBaddog13 for winning September's Prize:

    A Steam Gift Card of $50.00 USD provided by Instinct.

    He had the most vehicle repair points:

    baddog13_winner_sept_2014_newmaps_t.png

    Once we get around to talking to MPFBaddog13, he or she will receive the prize into their Steam Account.

    To receive your copy you must have an Steam Account @ http://store.steampowered.com

    steamlogo.png

  4. Unreal Tournament 4 - Alpha Stage

    Did you know you can already play the early Alpha version of Unreal Tournament 4?

    Website

    http://unreal.multiplayerforums.com worked on by Mike, Kenz3001 and me.

    Some text, images and video need to be replaced still.

    Free Game

    The game will be 100% free to play for everyone, no hidden fees or pay to win etc.

    How to Play?

    Register on unrealtournament.com forums.

    After that you can download the game-files from this topic.

    Screenshots?

    UT4_Pic0_t.pngUT4_Pic1_t.png

    UT4_Pic2_t.pngUT4_Pic3_t.png

    UT4_Pic4_t.png

    Video

    MPF Server

    Look for the servername: MPforums.COM EU

    IRC Channel

    irc.multiplayerforums.com

    #MPF-UT4

    Thanks

    Thanks for gearing up on our server :)

  5. Complaints

    After a dozen complaints the downloads were getting slow, we talked to our webhost and they offered a solution.

    We have moved the websites to an alternative connection within the same Webhost Provider company, the data is now delivered through a secondary 1Gbps connection.

    Past testing

    Nobody probably noticed much however we tested UltraAOW.com and MPF-Imperial-Age.com which were moved to test the performance for a while.

    We are now confident that the new connection is good and so we have moved multiplayerforums.com to this as well.

    Downtime or Differences?

    There should be no downtime or any notice-able difference for visitors of our websites other than faster downloads and loading times.

    I noticed a big difference myself personally where downloads would start at 3MB/s and gain speed gradually up to 10MB/s whereas in the past on the old connection it would start at around 500KB/s and slowly build up.

    Thanks

    Thanks for visiting our websites and servers and please continue to do so! :)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.