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Agent

Former Developers
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Everything posted by Agent

  1. We'll almost certainly try to gain more publicity again once 1.0 is ready. YouTube videos and word-of-mouth are more than welcome in the mean time.
  2. He's still permanently muted (notably, the only permanently muted player). He was banned for a time for abusing the fact that muted players used to still be able to use PMs. His ban was removed when that bug was fixed.
  3. This is untrue. You can thank Max for this being fixed.\ A client-side mute list would be pretty great, but tricky and inconsistent without forcing everybody to use steam or implementing forum accounts. Hardware IDs could be used, but ideally those should only really be used for banning. Edit: Temporarily muting people (per match) would be easy client-side, however.
  4. Boomer throws unnecessary surrender votes very frequently. They generally get voted down.
  5. Votes do need an animation to increase visibility and player participation. I'm thinking the text would start in the middle and slowly rise to the top where it rests. It'd be best if this were done in Flash so that it's the same size for everybody as well. If surrender votes still appear to be bothersome after such a change, perhaps we should adjust the votes needed to pass the vote. We do not need to associate any gimmicks with surrender votes. At most, a 5-10 second time span where vehicles are abandoned and the enemy puts their hands in the air. That's it. We don't need to change how surrender votes function at their core.
  6. If I could work beyond mental blocks that prevent me from dedicating myself to sending out at least an application a day, I'd have a job by now. I don't think I need too much more "proof" that I'm at least a competent programmer.
  7. The server list / leaderboard already has full RCON access, which logs many events such as purchases, kills, deaths, and much more. I just haven't gotten around to converting some things to use a proper SQL database yet, which makes it slightly annoying to display webpages or generate stats for. I've had a lot of ideas and just simply not started working on them -- I don't want to dedicate that much time to unpaid work every day; I'd rather spend that time job searching (which is extremely draining and demotivating to me). As far as implementation of an in-game login system goes... Checking credentials against the server database would also require a custom PHP script, or perhaps an external application, to verify credentials. Then if we wanted to tie this in-game, a unique authentication token has to be generated and sent to the client. The client then sends this authentication token to the server, and the server verifies it against another custom PHP script. A new RCON event would throw a log for authentication pass/fail; the server would then kick the player or allow the player to play depending on implementation. That's the most straight-forward way of implementing a login system by itself, and would only require usage of 2 languages (PHP and UnrealScript). My original plan was to incorporate user logins (among other things such as PMs, server queues, etc) into the server list application, though I never got around to it (this solution would require 3 languages: C++, UnrealScript, PHP). I would have then been able to fundamentally change how the server list provides server data to the clients using this new user management system, hopefully improving the general security of Renegade X game servers by obfuscating server details from potential attackers (it certainly wouldn't be full-proof, but it would have made it a bit harder). As far as whether this is a good final project for a university course... I'd lean no because you'd be building off of systems that aren't your work, and I have no idea how your professor would feel about that. It's also not particularly "flashy" in that it's a pretty mundane programming project that requires a considerable amount of work without really providing any "wow!" factor -- which is true about most network programming tasks. If you're wanting to impress your professor, I would think that making a small game in Unity might suffice. Who knows, maybe you'll make something really nice.
  8. Agent

    MVP

    K/D is a terrible measure for anybody, largely because deaths just do not matter in the slightest. Kill count is more relevant. I'm somewhat against implementing an MVP marker, at the very least below player names -- the UI looks cleaner as-is. Maybe a star with a number on the inside to the left of their name would look nice though. Edit: Something like this Though people would probably start confusing it for veterancy at that point.
  9. Agent

    MVP

    I'm slowly starting to doubt this ever getting implemented unless we recruit another programmer or two. I just do not have the time or passion right now to implement this on top of the in-game downloads. I'll probably make a post if I get around to working on this.
  10. There's a lot that you could do. You could just not run into remote C4, kill the person who placed them, bring a repair tool, or simply ignore them since they're probably fake. If you're an LCG (or another flak character), you can tank a few remotes with ease and still take down a building. If we wanted to discourage using remotes in choke points, it'd probably be better to reduce the personal limit from 4 to 2. Also worth noting, it'd be pretty easy to limit the disarms to remote/timed c4 attached to the landscape (or otherwise not attached to a building/pawn), though that'd be pretty wonky and inconsistent behavior.
  11. EMPs disarming remote/timed C4 sounds pretty awful.
  12. kira and TONY-STARK shouldn't be allowed on the same team honestly. Too many unproductive loud people makes the game impossible to play.
  13. I'm just going to lock this thread. It isn't happening.
  14. I'm currently busy sending out work applications. In addition, I don't have access to some of the source code I had written for this due to a possible SSD failure (I haven't gotten around to figuring out if the SSD is actually dead, or if the motherboard is the issue). I'll work on it when I work on it.
  15. I'm mostly curious how many players support each individual idea and change in general, so I've added a poll to the thread. The thread is temporarily pinned.
  16. None of the others really fit me at all -- I tend to just do whatever I feel like the team needs most. I prefer tanking, killing enemy repairs with shotgunner, and occasionally attempting to sneak in. I rarely repair vehicles or snipe, though it does happen from time to time. If I'm Nod on Field or Islands, I'll often push GDI tanks into the water with a Stealth Tank. When I'm in the right mood, I'll also find myself yelling at the team to buy tanks or meet at the Airstrip for a Mendoza rush. Field is still my favorite map, though I have no real reason for this. I just like Field.
  17. Would probably be fine to just remove the ramps on this level, I think.
  18. Shotgunners are fine as they are. If anything we should probably fix the fact that their reload is currently uninterruptible unless you swap weapons, which is extremely annoying. That's been broken for quite some time. It'd be easier to make balancing decisions once the weapon actually works as intended.
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