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  3. UE5 (and UE4) run natively on Linux and OSX(which is why it would be great, albeit probably impractical to move engines). Anyway for me, the game does seem to get into a crash-happy state at times, it seems to be exacerbated by having more people in the server. So that's annoying but I think it happens on Windows occasionally as well(I did disable the Steam overlay, that didn't seem to change anything. It didn't work anyway).
  4. Last week
  5. I only use a late version of the open beta on a LAN session with friends two or three times a year and we play the game from one up to three hours without issues or crashes or stuttering with pure wine on arch Linux. There was a recent issue in wine where the game didn't start anymore. That happens from time to time, things break and get fixed again. It's fixed already, but not released yet. I sometimes have an issue where I cannot look left to right more than 90°. Here it helps to toggle mouse warp in wine. Strange, but for me that seemed to help. This is what I consider pretty payable. There are other things like anticheat that causes trouble. In my experience the Renegade X open beta worked pretty well. I remember a later version of the beta didn't start anymore. Here I don't know if that also happened on windows, too. But that also happens. There are many reports I found for windows while I searched for a Linux issue and found out that it is just a general issue everyone has, no matter the OS. And yeah of course games do not run as great on Linux than on windows. They are made for windows. My intent is to say that for me this game is not a bad experience on Linux. Good luck.
  6. Aside from the stuttering issue, I have not had any Linux specific issues, just the same ones that happened to anyone else on Windows on occasion. There really is no reason things cannot run as good as native in Proton, as a large majority of my game library already does that. Much simpler than having to code a program to work on multiple OSs.
  7. After playing around a bit more, while the performance is very nice it does crash for me randomly. Especially on map changes. Ultimately I think that while it is possible to run on Linux, it's never going to be a great experience unless somebody can really put in the time and effort to debug. It would be really great if UE5 could be used(so that a native Linux binary could exist), but given the amount of work it would take to port it I don't really see that happening. I would be willing to help out on that effort if it did ever happen.
  8. I am a dumbdumb myself but I had decent amount of luck running the game through Lutris without involving building launchers or fiddling with Steam. The guide I wrote above is outdated by now, but I have had recent success launching the game through Lutris. I think the part I never figured out was how to run the installer correctly so I always went by using a copied over game folder from Windows and added that in Lutris, pointing it to the new launcher.exe and then inside the Totem Arts launcher direct it to the game folder manually. For me, the latest GEProton22 did not work, but the older GEProton13 does work. I am not sure why but that is what I experienced. If you, or anyone else reading would require some help I could always try and assist you in making RenX run for you since I had a moderate amount of experience getting things to run well and smooth. I had written a lengthy reply to this but unfortunately the forum ate my post without submitting it. :( It is weird, I had this exact same issue and was never able to solve it. I can imagine it is related to mouse movement because I would consistently run into this problem when playing my evening sessions (and the only fix was rebooting the entire PC), but I was never able to reproduce it by leaving the game in skirmish mode for several hours AFK. What has me a bit confused though is how the Steam overlay would affect things, I never managed to make the in game overlay work for RenX (or at least not able to open it). Could it still be this even if it at least seemingly never worked?
  9. Regarding the end of windows 10 support, I think that by the end of this year I must change to a linux distro to keep my computer secure. Is there any guide for dumbs like me to follow up and install it on linux? I was thinking about a step by step installation guide. Thanks!
  10. IIRC we had someone on the team who did some performance optimizations and he noted something about how the mouse movements (maybe related to high polling rate) creates bad stutters and that the engine doesn't lock the mouse cursor to the center of the screen. It may be related to the Steam overlay so I'd suggest trying to disable the overlay in Steam then try launching it again.
  11. Earlier
  12. For anybody still wanting to play on Linux, I've had good luck yesterday/today using Proton to play the game(launch via Steam). The steam overlay doesn't work, but it is at least stable! Longer story: a year or two ago, I upgraded something on my system(I don't know what) that would cause the game to become very very laggy after ~45 minutes quite consistently. Oddly, it would only happen if the mouse was moving, where my FPS would drop to ~8. As long as the mouse wasn't moving though, my FPS was fine. I've tried updating things(e.g. mesa, wine) without much luck. Running through wine has been somewhat inconsistent as well, lately it's been crashing after <10 minutes. Running it on Proton today though it ran for ~1.5 hours without problems(although I only played one map). Yesterday it continually crashed when I tried to load in, but I only tried it when the server was on Mines, so it could be something with that map. It's a bit of a weird setup, but I basically have my launcher(that works to keep the game up to date and shows the server information) as a native Linux app, I just need to launch from Steam. I did figure out today how to pass command-line arguments to the game though via the steam command line, so it should be pretty easy to extend how I launch the game to pass the arguments(for connecting to the server) to Ren-x via the Steam launch. If this is something you're interested in, let me know(I only work on it occasionally, but more people being interested keeps my interest up).
  13. I like the ideas of larger rewards like credits or especially VP. We would need to be careful about removing team change. I often will balance when i see the team count out of whack. I would hate to be prevented from doing so. Often I have to act quickly to help the losing team in time to be effective. No time to vote for balancing and then have it activate. It would also be helpful if the game provided the receiving team notification of WHO has balanced so they can be donated to or thanked in some way. (in a similar way I wish Donations were Notified better)
  14. I need to start this with saying, this is one of my all-time favorite games. The dev's have done an amazing job and recreated that old school Renegade feeling. For that reason, is why I am here today. Lately the games have been for a lack of better terms, shit. I do not believe the dev's are at fault here, but the community who play the game. Over the last month give or take, it seems like there has been a reoccurring mindset. Stack one side and completely steam roll the other team. I'll be the first to admit I'm guilty of this mentality myself. Unfortunately, there are a handful of Veterans who will Team change as soon as their side starts losing. Destroying whatever team balance is currently in place. Today (1/11/2025) There was not a single balanced game all day. Which will potentially hurt the player base down the road. Imagine you're a first-time player logging into a morning field game and have an absolute blast! Then for the rest of the day you're consistently on the losing team due to team changing and no player mash-up. You're going to be disappointed and bummed out and never load up the game again. At this point I don't think the community itself cares about that fact because let's be honest the current RenX community is slightly toxic. I do have a couple of ideas on how to potentially balance things out in the future. -In-Game mods being the FIRST ones to team change to try to balance out the game. -Make the in-game balancer worth it to do, currently when one team is losing the balancer will offer between 250-750 additional creds (based on amount of time if I'm not mistaken) for someone to team change. Perhaps turn that into 1250-1750 additional creds for Team changing at an earlier time, rather than later. -Consider offering VP for a team change. "Hey thanks for the Team change, here is 50 additional VP" This one is pretty extreme. -Remove Team Change altogether. Clearly the game has a way to determine who goes to what team, Remove that temptation all together. RenX players will continue to exploit it. Some would argue, "How can we play with friends if we can't get on the same team?" Perhaps a "Squad up" feature in the launcher, or main menu. Nobody likes to lose, but at the same time we need to understand that not every game is going to be a win. *** I Opened this thread in hopes that others will add their ideas to create a better community for all of us, so please if there's something you have been thinking about, team balance wise please post it here :)
  15. Nah.... take your time. You cant fake enthusiasm for a project. It happens as it happens. If you release it too soon the fan base for it may get screwed....
  16. …now getting close to 8 1/2 years… just upload it already…surely it’ll be better than half the current maps…
  17. Сервер хостинг другой игры. Вы не можете на этот сервер
  18. Thanks for the reply - definitely seen some very unusual results/behaviour then, when it comes to map change votes on the TA Official Marathon server at least.
  19. Rate of answers isn't a factor in the decision. The duration of the vote is just as long as most other votes: 30 seconds. The rules are: for a map vote to pass at least 20% of the players have to vote for it within 30 seconds and for everyone who votes against it someone else has to additionally vote yes.
  20. I've been in a few games now where someone has called a map change vote and some players haven't even seen the vote and the game has just ended. This can be extremely frustrating, especially if playing on Marathon and this has happened after 1+ hours of playing. Is there a form of decision cast based on the rate of answers? I can see why there would be, but if you are in the middle of a tank/infantry fight, you may not get chance to look up for 5-10 seconds or so. I get that not everyone likes every map, but if players have invested a reasonable amount of time into a particular round, the worst thing that can happen is it finish without conclusion. I certainly don't mind losing a game if the battle has been long and hard fought, but to have no conclusion at all, especially when there's been no apparent vote (or one that has been concluded quickly) is the kind of thing that could cause people to leave and not return.
  21. I also can't see the penguin, but not sure if that's just me missing any assets or if it's shooting so fast that I can't see it. It just looks like a regular rocket to me.
  22. Hey, just trying it out and it looks like the snowball shooter might be missing an asset, it's just showing out a square image that says, "SNOWBALL" on it.
  23. Maybe it's because I only play single player? I see no way to turn it off no matter what settings I change?
  24. How do you mean? In AOW (timed matches/All Out War) buildings automatically rebuild after a set time during the round.
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