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Everything posted by Agent
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unbalancing 144 Hz Display unbalancing the Game!!!!
Agent replied to Algol's topic in Feedback & Bug Reports
I'm not sure what I just read, but no. -
yeah, the IRC levels are dynamically determined by the symbols reported by the server. It's basically an index -- i.e: if a server reports that the symbols are "+%@&~!", the levels will be 1, 2, 3, 4, 5, 6 respectively. The default access levels were made assuming you'll use '+' through '~'. You can change the required access levels for commands in the config files.
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@Fffreak9999 @Ukill
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I wish I could recall the actual total number of downloads. This is only the number of downloads since the forum/website revamp.
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You can add mutators directly to the levels. Mutators are actors, after all.
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You can also disable STARTTLS on the bot, but it shouldn't break anyway just by having it enabled. I might need to look into fixing that.
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If @ShrewdTactician ends up implementing in-game user logins using forum credentials, this may be a side effect depending on implementation.
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Or, you know, an actual UI.
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The entire player base is protected from harassment, yes.
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That's not at all unrealistic. That's not even impressive. Here's someone who's gotten a far higher kill count just this month: http://leaderboard.renegade-x.com/profile?database=Monthly&id=76561198272283093 You're right -- some people are just better than you. Breaking news: people have friends. Did it occur to you that some people might play sniper because they're actually good at sniping and just generally have good aim? You should try playing with some of these people on other games, just so you can see how their skills clearly translate across games. Some people are terrifying. This is why most reports are disregarded. The accuser formulates a weak argument and provides zero evidence. Your complaint doesn't meet the burden of proof necessary to act -- we generally require a demo recording in most circumstances that clearly demonstrates cheating in some way. For example, we recently received some screenshots from someone which clearly demonstrate that someone is cheating (shooting through walls), but it doesn't prove who is cheating, and thus we can't use the information in that report. This is why we prefer demo recordings still -- it contains all of the information.
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Barely over a year ago!
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Lakeside, soft-boundary issue (beta 5.287)
Agent replied to dtdesign's topic in Feedback & Bug Reports
no -
feedback The launcher downloader and the ingame downloader
Agent replied to Luhrian's topic in Feedback & Bug Reports
I'm pretty sure the Testing server doesn't use the CDN mirrors (since it contains uncommon packages), so the maintenance of the repository for the testing server is probably entirely up to @Fffreak9999 -
feedback The launcher downloader and the ingame downloader
Agent replied to Luhrian's topic in Feedback & Bug Reports
Just getting an SVN client to work in UnrealScript would require an absurd amount of DLL binding, or writing an SVN client from near scratch It's much easier for server owners to setup an HTTP server than an SVN server It would not be practical to use our patch distribution mirrors as a default repository Even if we setup SVN services, it'd be yet another piece of infrastructure to maintain It'd be less efficient storage-wise Using SVN (or any version control software) instead of HTTP for distrubtion increases the required storage capacity of every single mirror, which is not plentiful The aforementioned storage demands increase linearly over time, with every single file change There's absolutely zero benefit to using SVN (or any version control software) as a distribution repository This is of course assuming I didn't misunderstand you, which may be the case after rereading your post. If you mean specifically for level testers to use entirely 3rd party software (such as Tortoise SVN) specifically on the level testing server, then I don't see a problem -- just add a folder named "Testing Files" (or something of that nature) to CookedPC, dump all of the custom content in there (file paths don't matter since UDK only cares about the filenames in CookedPC), and setup that folder for SVN. Then setup anonymous read credentials and give out write credentials to those who need them. That would be something for @Fffreak9999 to do though, since you're talking about a service you want hosted on a CT server. That said, don't expect the average playing to do anything of the sort -- you would never setup something like this on a public / general use server. -
You can't just find a way to call Destroy() on the building?
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feedback The launcher downloader and the ingame downloader
Agent replied to Luhrian's topic in Feedback & Bug Reports
No. -
http://cdn.renegade-x.com/redists/UE3Redist.exe
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We're already planning to eventually push out some Win64 binaries and have a launcher option to use them. You can get these binaries from the SDK if I recall correctly -- just be aware some DLL files aren't compiled/included with them, so you can't, say, host a server (requires Rx_TCPLink) or have level-specific loading movies (requires Rx_SetStartupMovie) until I eventually get around to compiling those. In retrospect I'm not sure why I titled that DLL "SetStartupMovie" instead of "SetLoadingMovie", but whatever.
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feedback The launcher downloader and the ingame downloader
Agent replied to Luhrian's topic in Feedback & Bug Reports
We're never adding this. As far as mitigating the issue, the easiest solution is to just have the client automatically do a full attempt to rejoin the server from the front end map if you get kicked back for not having a package, thus starting the download process for that package. I'm not sure if @ShrewdTactician has gotten around to looking into implementing this yet. In addition to the above, we could theoretically improve on this further by downloading all of the maps that will be in the vote (note: not level) rotation in the background. I emphasize vote rotation, because not all levels in the level rotation will be available to be voted upon -- thus they need not be downloaded. -
Why are you talking about classic Ren? Free games are free; you don't lose anything by grabbing them. I already had Chivalry but never played it though, apparently.
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feedback The launcher downloader and the ingame downloader
Agent replied to Luhrian's topic in Feedback & Bug Reports
Neither of these points are true. Some people (myself included) had extremely poor connectivity to the download server due to it being located entirely in Europe, on a single, centralized server that was easily overwhelmed by multiple simultaneous downloads. The in-game downloader could admittedly be improved by utilizing a geo-based DNS service and adding additional points of presence. 1) The downloads are not "slower" -- by default, they're actually pushed from the very same hosts responsible for pushing patch data. 2) Again, we're using the CDN to push this data instead of a single FTP server by default -- thus the in-game downloader actually has a drastically better distribution model than the launcher one did (since the launcher-based downloader used a centralized FTP repository). At the absolute worst, if a server host decides to use an HTTP host that's backed by a single point of presence, it's on par with the old model assuming the servers are of equal quality. 3) Technically you'll download whatever packages are currently loaded by the server, and this is actually the ideal solution -- you don't need data that you might not use. The actual problem of getting bounced back to the main menu without rejoining is being looked at. 4) Nobody should be hosting public-facing game servers on their home network, ever, especially if they don't have the infrastructure to support it. This is for a host of reasons: the bandwidth pipe size issue that you mentioned, upload speeds are generally far lower than download on residential connections (whereas data-centers tend to have symmetrical connectivity), bandwidth allocation (data caps) in general will be far lower on residential lines, it's likely against your terms of service with your ISP, and it leaves you extremely vulnerable to denial of service attacks since your home IP address is then exposed. It's one thing if it's a LAN server or for a single event, but the above issues should discourage anybody from attempting to host any public-facing game server on their home network -- and none of that is specific to Renegade X. We're not bringing the launcher-based downloader back under any circumstance. -
Self-patching code 2 is relatively common. General solution:
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Do you get the same FPS for every graphics preset regardless? If so, then it sounds like UDK might not like your processor? What was your old processor? Have you tried benchmarks or other UE3-based games?
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When it comes to YouTube videos, it's honestly probably better to ask for forgiveness than to ask for permission. Worst that would ever happen is the video getting taken down.
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Attached are some old and non-functioning classes I had written for a mutator on my server some time ago. These used to be included in RenX_ExampleMutators but were removed because at some point they broke and weren't worth fixing. This isn't quite what @RypeL had attached, but should serve a decent enough reference. It used to add an RCON command and timer to turn off base defenses. SuddenDeath.uc Rx_Rcon_Command_SuddenDeath.uc