Open Beta 5

Open Beta 5 is the fifth and final beta released for Renegade X on July 7, 2015, before the game's full release.

General

 * Pressing hotkey '7' will now be able to purchase smoke grenade.
 * Moved third person MRLS cam up a bit for a better overview.
 * Reworked crate logic. All Crate types are now separate classes, derived from "Rx_CrateType" This allows for us to easily add additional crate types in the future.
 * Recreated all pre-existing crate behaviour in the new layout.
 * Added Tiberian Sun units (Wolverine, Titan, Hover MRLS, Tick Tank, Recon Bike, and Buggy) via crates.
 * Added Suicide, Nuke(new), SpeedUpgrade, Timebomb, alien abduction, and Tiberian Sun prototype Units crate types.
 * Adjusted crate probabilities and set suicide to 0.
 * Added Speed upgrade multiplier to pawn, for the crate. This is multiplied by the final ground speed after it has been calculated. Also modified the character animation so that run/walk/sprint animations are blended based on the actual speed values of the pawn, and don't have to by kept in sync manually.
 * Some modifications to the beacon class to have it handle low countdown times properly (used for nuke crate).
 * Added special nuke beacon for nuke crate with a 3 second countdown.
 * Removed "DeadVehicleLifeSpan" so that defences don't leave behind invisible collision when the they are destroyed.
 * GFxHud can show health when viewing a demo.
 * Fixed a bug in the missile launcher tracking code that could cause CPU spikes.
 * Speed Trees are now set to True on every graphics preset so that they are visible in-game.

Editor/SDK

 * Fixed default editor settings to not crash on startup.
 * Fixed game asset database settings in DefaultEditorUserSettings.ini to be set to offline mode, as we're not using an asset database server. Updating the databse will no longer crash the editor!
 * Added a config sample to add custom maps. the custom maps will be shown in main menu once added the corresponding .ini file. in this sample, it will show the CNC-TestMap_MP map in frontend. However, map rotation with the custom map is still not yet implemented. will work on it soon.
 * Added the weapons factory max file as an example asset
 * Added wolverine's max file as an example asset
 * Created base "Rx_Pickup.uc" class, to be used for common functionality for various renegade-x pickup items.
 * Created 3 sizes of health pickups, 3 sizes of armour pickups, and an ammo pickup. Intended to be used for deathmatch maps.
 * Updated foliage, and some items in RX_Nature.upk to use lower res lightmaps by default.
 * Added an example mutator script package. Can use this to test our mutator functionality, and distribute as an example to the community.
 * Added Rx_CapturableMCT as a sort of capturable MCT. Kismet can then be used to get its team number and do/restrict stuff based on it
 * Fix to the GetCredits Kismet node
 * Added Rx_ObjectTooltipInterface - adds tooltips to objects.
 * Reworked the MCT to use Rx_ObjectTooltipInterface.
 * Reworked the Purchase Terminal to use Rx_ObjectTooltipInterface.
 * Added bAccessable to Rx_BuildingAttachment_PT.
 * Custom purchase terminals with custom text should be easier with the above
 * BuildingInternalsClass not a const anymore so that it can be changed with mutators
 * Tesla Tank, HoverMRLS, Titan, Wolverine Tick Tank, Recon Bike and Buggy now have vehicle factory classes for mappers to spawn them in their maps
 * Weapon/Vehicle/Death/Radar Blip icons are no longer drawn from flash file. They are now loaded and draw the image from the weapon/vehicle packages itself as a dynamic texture.
 * Added deployable vehicle class which is copied over from UT3's deployable vehicle (press Jump to deploy)

Balance

 * Player acceleration is back to how it was in Open Beta 3 for more snappy movement speeds.
 * Infantry splash weapons do self damage.
 * AirdropCooldownTime is now a configurable setting in the ini file.
 * Ref gives 50% less credits when dead.
 * Silo gives 0.5 credits per sec.
 * Increased the time between queued airdrops by about 20 seconds.
 * Increased infantry costs when Barracks/Hand of Nod are destroyed to be twice as much as the normal cost.
 * Increased vehicle airdrop costs to be twice as much as the normal cost.
 * Spies no longer show player names to enemies.

Chaingun:
 * Reduced base damage.
 * Reduced headshot damage multiplier.
 * Chainguns are back to projectiles but the projectiles are thicker streams using volumetric projectiles.

Shotgun:
 * ADS spread reduction reduced to be more inline with default spread.
 * Base spread reduced slightly.
 * Rate of fire decreased from 1 shot ever 1.1s to 1 shot every 1.5s.
 * Range reduced from 1500 to 800 units.

Machine Pistol:
 * Increased base spread.
 * Reduced Max spread.
 * Reduced rate of fire.
 * Reduced magazine size down to 30.

Missile Launcher:
 * Locking time increased from 0.5 second to 1.0 second.
 * Locked on time limit reduced from 3.0 seconds to 0.5 second.
 * Locking on infantry should be nearly impossible.
 * Locking on range reduced from near infinity to range of autorifle.
 * Damage to heavy armour reduced from 75hp to 65hp.
 * Damage to light armour reduced from 90hp to 75hp.

Rocket Launcher:
 * Infantry damage reduced from 90 to 60.
 * Damage radius reduced from 300 to 125.
 * Heavy Armour damage increased from 40 to 45.
 * Building damage increased from 65 to 74.
 * Headshot multiplier increased from 2x to 5x.

Ramjet Rifle:
 * Heavy Armour damage reduced from 15hp to 10hp.

Flak Cannon:
 * Alt fire projectile speed reduced.
 * Rate of fire reduced slightly.
 * Flak secondary consumes two ammo.

Grenade Launcher:
 * Grenade projectile speed reduced.
 * Splash damage radius reduced.

Proximity C4:
 * Texture made slightly brighter.
 * Deployed mines now have a orange glowing light to make it easier to see when there is no lighting to make them visible.

Purchase Menu:
 * Heavy pistol price increased from $75 to $100.
 * Carbine price increased from $125 to $250.
 * Tiberium Flechette Rifle price increased from $225 to $400.
 * Tiberium Auto Rifle price increased from $250 to $400.
 * EMP grenade details now say Disarm Mines.
 * Smoke grenade details now say Disable Target Info.

Stealth Tank:
 * Stealth Tank has next to no spread on its rockets.

RCON

 * Added "PLAYER" RCON log event "ChangeID;" to report when a reconnecting player's PlayerID changes in FindInactivePRI.
 * Added missing check to disarm commands.
 * Added "ChangeName" RCON command (doesn't seem to work particularly great for users using Steam though).
 * Non-single-byte Unicode characters and backslashes (\) are now escape-sequenced in RCON output (\uXXXX).
 * Added Kick reasons.
 * Added "ForceKick" RCON command to kick administrators and provide fully-specifiable kick messages.
 * Added "Reason" field to "Kick" and "KickBan" RCON commands.
 * Added RCON "CHAT" logs "Radio;" and "HostSay;".
 * "HostSay" RCON command now calls Broadcast instead of BroadcastText.
 * Added "serverinfo" RCON command.
 * Added Rx_Rcon_Out, which will connect to a bot and dump RCON logs to a file for future statistic parsing.
 * Added "Start;" RCON "MAP" log.
 * Expanded "ServerInfo" RCON command to accept parameter inputs.
 * Added "GameInfo" RCON command (similar to "ServerInfo" RCON command; different default outputs).
 * Added "BuildingInfo" RCON command.
 * Added missing SpawnCommand for "GameInfo" RCON command.

Maps
Field:
 * Lowered sniper vantages points to make them more vulnerable.
 * Blocked off GDI Refinery silo path so that nod infantry cannot sneak into the GDI refinery.

Mesa:
 * Fixed hole in the bridge.
 * Fixed Nod harvester bug when it crashes into the turret.

Canyon:
 * Fixed collision on a rock behind the GDI ref (could get out the map).
 * Fixed b2b artillery could hit the WF though the small hole.
 * Added a hole in the Nod wall (like GDI has) for better access to the silo.
 * Fixed a bug with the nod harvester path.

Under:
 * Fixed silo wall collision
 * Made it so snipers cant climb the big rock on GDI side.
 * Fixed a spot were you could get stuck (GDI AGT tunnel tank cross moved).
 * Fixed snow particles not behaving like they should.

Lakeside:
 * Adjusted lightmap res on lakeside. Reduced to ~150mb from ~220mb.
 * Added blocking volumes to the cliffs to stop people sniping on them.
 * Fixed a collision issue (replaced a complex blocking volume with 2 separate volumes).

Goldrush:
 * Made a copy the splatter texture to RX_Deco_Roads (was refracted to a UT package) and re-refracted the texture in the mat.

Walls:
 * Fixed Nod side ramp (was a hole).

Deck:
 * Updated CNC-Deck.udk, removed UT3 powerups and replaced with Renx powerups and crates. Also updated post-processing settings to be more inline with the rest of the game, and added some Tiberium to the goo pools.