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Agent

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Posts posted by Agent

  1. Anonymous editing disabled due to spam bots.

    Anybody can still edit the wiki who makes an account, and email validation is not required to make a wiki account.

    Also, thank you SinisterPoem and Jarzey for your continued contributions to the Wiki! (:

  2. If it's just a config setting, the easiest/laziest way to fix it is to delete all of the files in UDKGame\Config that start with "UDK". Be absolutely sure not to delete the other ones though (such as files starting with "Default" or "CNC-").

  3. Nobody here dislikes having a sniper class; you're shoving words down people's throats, because nobody likes your awful ideas. Snipers are perfectly playable and no more "buggy" than any other class. They serve the role of a sniper very well -- you do high damage from a long range, with a high precision. I can't fathom what else you're wanting from a sniper. To me it sounds like you want an arbitrary god-like unit.

    If you've finally realized that snipers aren't the ideal unit for close quarters, then stop trying to use snipers for close quarters combat. It's a sniper. I can't think of any situation where it makes sense to use a sniper in CQC. It's the unit with the highest range in the game. It's ideal for ranged combat.

    And no, we're not removing the sniper class. Quit being so whiny about them, and learn to snipe.

  4. Mostly the mappers have to include their own packages in order for the map to work agent, so I am not sure if we need to make those dependencies visible

    What I'm working on has nothing to do with making "dependencies visible". I'm working on a tool to automatically package a level along with its unique dependencies, and further simplify the submission process. This tool is mostly done.

    I'm also thinking about tweaking the general file structure a bit so that shared dependencies don't have to be packaged with every single level that uses them. More on this and other possibilities at a later date.

  5. The issue with BeachHead is that a dependency (RX_Beach_Head) wasn't included with the level. I'm working on a tool to hopefully simplify the process of packaging maps, so that dependencies can't be easily forgotten.

    As a proof of concept, I'm already able to automatically construct a list of packages used by a level; here is a list of every package that CNC-BeachHead depends on:

    A_Ambient_Loops
    ASC_Base
    ASC_Light
    CH_All
    EditorLandscapeResources
    EditorMeshes
    Engine
    enginedebugmaterials
    EngineMaterials
    Envy_Effects
    GEN_Particle_Clouds
    LT_Deco
    LT_Onyx
    MapTemplates
    NEC_Walls
    PhysicalMaterials
    RenX_AssetBase
    Renx_Game
    RenxHud
    RX_AmbientSounds
    RX_ArabDeco_Buildings
    RX_Beach_head
    RX_BU_AGT
    RX_BU_AirStrip
    RX_BU_Barracks
    RX_BU_Generic
    RX_BU_Hand
    RX_BU_Materials
    RX_BU_PowerPlant
    RX_BU_Prefabs
    RX_BU_Refinery
    RX_BU_Silo
    RX_BU_WeaponsFactory
    RX_CH_Animations
    rx_ch_engineer
    RX_CH_GDI_Gunner
    rx_ch_gdi_officer
    rx_ch_nod_officer
    RX_Deco_Barrier
    RX_Deco_BuildingAssets
    RX_Deco_CityScape
    RX_Deco_Construction
    RX_Deco_Containers
    RX_Deco_Factory
    RX_Deco_Floor
    RX_Deco_Interior
    RX_Deco_Lights
    RX_Deco_Outpost
    RX_Deco_Road
    RX_Deco_Rock
    rx_deco_terminal
    RX_Deco_Tiberium
    RX_Deco_Wall
    RX_Dialogue
    RX_Env_canyon
    RX_Env_Foliage
    RX_Env_Terrain
    RX_Env_Valley
    RX_Env_Water
    RX_EVA_VoiceClips
    rx_fx_envy
    RX_FX_Vehicle
    RX_LensFlares
    RX_LightEffects
    RX_Mesa_Main
    RX_Nature
    Rx_Pickups
    RX_PTLevel_Content
    RX_RadioSounds
    RX_Trees
    RX_VH_APC_Nod
    RX_VH_C-130
    RX_VH_Humvee
    RX_Volcano
    RX_WP_AutoRifle
    RX_WP_ChainGun
    RX_WP_Pistol
    RX_WP_RocketLauncher
    RX_WP_Shotgun
    RX_WP_SniperRifle
    RX_Xmountain
    UDK_FogClouds
    UDK_ProceduralSky
    UN_Cave
    UN_DetailTex
    UN_DetailTex2
    UN_Liquid
    UN_Rock2
    UnrealEd
    utgame
    VH_All
    WP_ShockRifle
    

    Obviously a lot of these don't need to be included, so the tool will likely have to compare a level's list of imported packages against a list of "given" packages that are included with the game. I'll work more on this later.

  6. I think a slight incentive would work for players that care about their ladder rankings. Which should come into play more once Agent is able to implement his code to rework the ladder (and if it gets implemented into the launcher/game too).

    To clarify, I'm not adding any penalty for surrendering.

    Also: her*

  7. Increasing the required number of 'yes' votes is definitely not desirable. A surrender vote already requires more than a simple majority of 'yes' votes.

    Surrendering brings a hopeless game to a close and saves everybody involved a significant amount of time. The process of dismantling a team's remaining base can go on for hours, frustrating everybody on both teams who just want to play the game. Instead of wasting time on a hopeless battle that drives players away, surrendering gets players back into the action on a new and level playing field. Surrendering isn't bad.

  8. (Mostly Finished) Work on replacement site & forum; doing more test conversions and waiting on launcher to handle downloads.

    http://artemis.jessicajames.me/

    Known issues:

    * Leaderboard search & profiles inaccessible

    * Errors on some pages due to a bug with IPS4's converters. The converter has been fixed, and will work correctly on the final conversion.

    To-do:

    * Cleanup Downloads page more

    * (Later) Login script for external applications

    * (Later) Session verification script

    When it will be used:

    We're presently working on the launcher so that it can download and install the entire game client. This means what you actually download from the website will be an installer for the launcher, which is a much smaller download and does not require a large number of mirrors. Assuming nothing goes horribly wrong, that site will go live sometime after the upcoming launcher update has been finished, tested, and released.

  9. We already have a model for the miniature Communications Center (about the size of a bunker) which will act as a tech building; someone just needs to implement the functionality. This is easy to fit into any map. Those other things are not easy to fit into existing maps, and are honestly kinda gimmicky. We're also not really making any levels that would make use of additional structures such as that. Realistically you might see City and kenz's BeachHead included in the game eventually, but I'm not expecting much more than that from members of the development team.

    Feel free to implement those though, and if they end up getting used for more than 1 or 2 maps we'll totally package it with the game so that mappers don't have to keep packaging it with their levels.

  10. I have nothing against advertising. I'm just saying to try to keep the best for last, since the game is relatively near completion.

    The only reason I can foresee us not at least being in a release-candidate state by the end of the year would be that we lack a dedicated UI programmer.

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