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Agent

Former Developers
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Everything posted by Agent

  1. Did you make sure the launcher isn't still running in the background as a ghost process?
  2. Added a link to the UE3Redist to the downloads section: It's been on the CDN for a while; just wasn't in the downloads section.
  3. Agent

    Modding renx

    @yosh56: clearly I was hoping for more context, I know how to read (most of the time). If I'm going off of only what he said, then I suppose he's aiming for some sort of CNC-Classic mode in an effort to be more faithful to the original game. Now, the actual important part from the above thread is this: Which is included in UDKEngine.ini. By default, RedirectToURL points to http://cdn.renegade-x.com/site/gamerepo/ . Everything else is already more or less configured -- you just have to point RedirectToURL to your own HTTP server. You basically just throw files into a flat-hierarchy directory, which might look something like this:
  4. Agent

    Modding renx

    It's cached on the game client until it's stale, which takes quite some time of not being loaded. The download can also be sped up by configuring the server to use an HTTP server for downloads. Out of curiosity so that the original question is more answerable, what is your actual intent/goal?
  5. It'd actually be easier to just have this in the game itself, if we were to add it.
  6. Agent

    Bot Version: 1.1.0

    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.
  7. I wish I could recall the actual total number of downloads. This is only the number of downloads since the forum/website revamp.
  8. You can add mutators directly to the levels. Mutators are actors, after all.
  9. Agent

    Bot Version: 1.1.0

    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.
  10. If @ShrewdTactician ends up implementing in-game user logins using forum credentials, this may be a side effect depending on implementation.
  11. Or, you know, an actual UI.
  12. The entire player base is protected from harassment, yes.
  13. 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.
  14. 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
  15. 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.
  16. You can't just find a way to call Destroy() on the building?
  17. http://cdn.renegade-x.com/redists/UE3Redist.exe
  18. 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.
  19. 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.
  20. 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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