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Agent

Former Developers
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Everything posted by Agent

  1. Agent

    Bot Version: 1.1.0

    I can give you an experimental build, but some of the documentation may be incorrect. I was doing a lot of refactoring on the bot and had actually taken a bit of a break from it to work on the launcher, plus other things.
  2. Agent

    Bot Version: 1.1.0

    Oh you're right. I need to move some old code from HTTPServerPlugin's constructor to its 'initialize' function, since 'config' isn't initialized until after the constructor has already been called. Whoops!
  3. Agent

    Bot Version: 1.1.0

    I don't really have any suggestions, sorry.
  4. This. If you think your map meets this standard, you can harass @yosh56 to include it in the next patch or harass someone else ( @Ruud033, @Henk, @Havoc89, anybody but me) to harass @yosh56 for you.
  5. Regarding player limits: What do you guys think about raising the max players allowed to 64, and leaving the default max players at 40? This would eliminate the need for servers to run a mutator. In addition (and arguably much more importantly), what do you guys think about adding a "soft max players"? Basically if MaxPlayers was set to 64 and SoftMaxPlayers was set to 50, and there were as an example 60 players, the server population would be split into two separate servers at the end of the match with 30 players being in each server. There would also be a check so that players will only be sent to other servers with the exact same mutator and level list; if there's no matching server, then the population is not split. Thoughts?
  6. The actual verbiage relating to Steam was this, @Fffreak9999: This is a huge part of why we've built our own delivery network, rather than simply using Steam, Origin, GOG, whatever. We're also restricted from monetizing the game in any way.
  7. Agent

    Bot Version: 1.1.0

    That is super strange. Are you certain that HTTPServer is getting loaded? You can type "plugin list" into the console to check.
  8. Other than seamless travel, it is absolutely impossible to transfer anything that extends from Actor between levels, because an Actor exists on the level itself. I've been passing certain non-Actor variables such as the connection to the server list through Rx_GameEngine lately, but this isn't at all intended to be used by modders since including an Actor in there literally crashes the game client. I'm sure I could create some sort of interface for this though if it's genuinely useful -- just be aware that however I implement it, it wouldn't accept Actors in any way. The options available to you are: Write variables to a config file -- this is probably the most straight forward way to do what you want Pass variables as a server travel parameter -- this requires extending Rx_Game and using a config file would generally be cleaner Use seamless travel -- this is not recommended or supported in any way, and could have screwy results since we haven't tested anything with it in a very long time.
  9. Agent

    Bot Version: 1.1.0

    Did you add a firewall exception for the bot?
  10. Agent

    Bot Version: 1.1.0

    I'm probably going to actually remove RenX.Ladder.Web at some point; I just need to change the underlying database structure is all. In the meantime, here is the config for RenX.Ladder.Web that the official leaderboard uses: And attached are the files in the html directory. HTTPServer is bound to 0.0.0.0 on port 80. ForceDefault is set to true on RenX.Ladder.All-Time. The plugins loaded: IRC.Core CoreCommands PluginManager ExtraCommands RenX.Core RenX.Commands RenX.Logging RenX.ModSystem RenX.Listen RenX.Ladder HTTPServer RenX.Ladder.Web RenX.Ladder.All-Time RenX.Ladder.Yearly RenX.Ladder.Monthly RenX.Ladder.Weekly RenX.Ladder.Daily RenX.ServerList Hope this helps, Jessica html.zip
  11. So I see I need to write a "delentry" command for the leaderboard...
  12. This is not a global issue; you should contact that server's administrators if you wish to appeal a ban. Their website is at tyrant.gg.
  13. Are you trying to set bTestMode on every Controller? If so then you're not having a replication issue; you have to iterate through every controller and set the variable on the server, which then replicates to the client for their respective controller. Every player has a separate Controller. I'm sure you can find an example of iterating through AllControllers in Rx_Game somewhere.
  14. Tossed a vote for APB, but I still doubt I'd be willing to bother with it honestly.
  15. In the future, you can just look here: https://renegade-x.com/launcher_data/version/release.json
  16. I replaced the non-working timer on the front post with an embedded Calendar entry. This should correctly display in whatever your local timezone is.
  17. Agent

    Pick-Up Game

    until
    The weekly Pick Up Games are a series of organized and competitive Renegade X matches where every player is communicating using Discord. There's a game every week unless otherwise noted in the forum thread. Discord is absolutely required. You can download Discord for free at discordapp.com, or use the web application. A microphone is highly recommended but not required; you must be willing and able to listen to Discord chat -- this is an organized competitive match, after all. To join the official Renegade X Discord server, simply go to https://discord.gg/totemarts
  18. Feel free to find someone familiar with both UnrealScript and Flash. The vote menu and player list at the top right should honestly be converted into flash elements.
  19. I wouldn't mind just italicizing automatic/radio messages. This is actually how they're distinguished when getting logged to IRC.
  20. We definitely do not need any additional units.
  21. Try opening up task manager and seeing in there's a "Renegade X Launcher.exe" process lingering around anywhere. If there is, kill it. If not... try restarting?
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