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Everything posted by Agent
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We should probably fix that
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Suggestion: Commanders approve team switching
Agent replied to ex_member's topic in Feedback & Bug Reports
It seems like it might make more sense to just pick a random player and ask them "Teams are unbalanced; would you like to change teams?" and maybe make that player immune from a loss for that match on the leaderboard as a minor reward. In general, I don't think commanders should really have any direct power to force a player to do or not do anything. Commanders in the game aren't really meant to be dictators for the game, they're just there to help organize the team and encourage team play. -
sometimes launcher does not show the populated server
Agent replied to isupreme's topic in Feedback & Bug Reports
There's a bug somewhere that occasionally causes a server to be reported as having 1 player more than it actually does; the cause of this is not yet known. It seems that the server list has a scenario where it just never removes a player. -
When you start your career without a degree, and RenX is your entire resume (well, that and GitHub).
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Just the ones I've used the most: Basically, I'm a weeb. My desktops folder has a bunch of other stuff ranging from jets to tanks to cars to flags to nature, but the only ones that seem to stick are the anime ones.
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This thread started unproductive, and stayed unproductive. Locked.
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As an update: it's looking like the current selections we've got planned internally so far are: Paradise Forest IslandsXtra Steppe For Nod vs Nod, we're planning to dedicate a separate PUG event towards that (date TBD, but likely 4 weeks after this event). We might also look into getting some other quick Nod vs Nod maps available.
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What is the official process for getting an idea looked at?
Agent replied to Mystic~'s topic in Feedback & Bug Reports
There's not necessarily any official process to getting an idea implemented and added to the game, and often we'll say "yes this would be nice to have" to something but it may take quite some time for it to reach completion or for someone to actively work on it. We do have an internal Trello board to help track various tasks, but certainly not everything gets added to the Ready for Dev queues before someone works on it, so sometimes things are just done shortly after discussion (especially if someone's heavily interested in working on the feature or it's very simple to implement). Topics are generally brought up in an informal manner -- we mostly just communicate via Discord (before that we used Skype). As far as who has the "most influence" in discussions... it depends. For the most part the team's a flat structure, everybody gets a voice, and since the team as a whole is pretty reasonable we'll often reach some sort of consensus. That said though, I would say some people decide to avoid entire topics -- I for example never chime in on anything level design or art related, and very rarely chime in on anything balance related. I simply don't feel that I have enough context or domain knowledge to really make any meaningful opinion in those areas, but Havoc89 for example has much to add to those areas. Similarly I very rarely see non-programmers chime in on programming topics, and rarely do I see non-sysadmins (either internal or server owners) chime in on infrastructure/IT issues. In general, people just specialize and chime in on the topics they have some knowledge around. Taking myself as an example again, I have an interest in programming / general feature topics, and a very high interest in anything infrastructure related or launcher related. It's rare for me to not be a part of any launcher or infrastructure related topic, and I suppose as a consequence of that I just have a lot of area-specific context knowledge and consequently quite a bit of influence on those areas. Since I'm the only one who works on the website, any change to the website generally requires my OK and active participation, and same for the current launcher or server list or other infrastructure. As another example, people like Yosh or Xeon Wraith or Quincy or boxes have generally been active in balance related discussions, and thus have a high impact there. Havoc89 has a high impact on all art related topics. Hande has a high impact on anything UI related. There's a decent bit of specialization, and it works out. And sometimes we're not able to reach a consensus, and that's where you might see an opinion poll pop up to see how the community feels. That's exactly how the Radio Commands poll came about for example -- Havoc and I had slightly differing opinions on the matter (pruning vs not pruning), so I made a poll to see if there was any clear opinion one way or the other. Those polls don't necessarily determine whether something happens by themselves, but they do help guide the conversation. Basically: there's no formal process, we're a pretty informal group, people generally chime in on topics they're confident or care quite a bit about. I also ramble too much. -
We've actually had a custom map Sunday PUG planned for about 2 weeks from now, but haven't announced it yet. Planning to announce on Discord after the Developers vs Players PUG this Sunday.
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Added a gallery feature to the website; let's start collecting cool new screenshots here: https://renegade-x.com/gallery/category/4-screenshots/ Also if yall want, feel free to copy over things you've already uploaded to this thread to over there
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Added a gallery feature to the site; memes should probably start going to here: https://renegade-x.com/gallery/category/3-memes/
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The skill set needed is more just flash and wiring it up on the unrealscript side as well. It's more code than art that would be the constraint. Sam could definitely work on the mockup though
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It's possible; Havoc actually suggested exactly that (regardless of prune) and I think we'd totally love to have that, just needs the UI work which might take some time to get around to.
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I wasn't sure whether it would be more useful to try to sort them based on usage, or to try to keep things as close as possible to their current positions to aid in muscle memory. Based on feedback though it definitely seems like at least some folks would like at least the option to keep things closer to muscle memory positions.
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I would like to emphasize that that the dev team as a whole does support and encourage custom map development and distribution (myself included). We absolutely love seeing people taking interest in it, and essentially learning the same ways many of us did through time and practice. We love the modding community.
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Also for context: it's possible we may look into adding in a couple other radio commands in the future, especially if these are pruned such as possibly "Check the mines!" or "[Building] secured!"
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NOTE: THIS DOES NOT AT ALL IMPACT Q-SPOTTING. Earlier today, the topic was brought up again that many of the radio commands often go unused. Since this had been brought up before by many people, I went ahead and generated some stats and made what I think might be an optimal layout for the radio commands based on usage. The suggested layout removes the Ctrl + Alt menu entirely (moving the most used commands to Ctrl or Alt menus), and prunes away a total of 14-16 commands, meaning we retain a total of 14-16 commands. This means all commands would be reachable with one hand, and the most common ones would be very reachable (sitting in slots 1-4). Ease of use is the goal here. I wasn't sure when making this poll whether the two commands "Destroy it now!" and "I'm in position." were used enough by players to keep or not, so question 2 pertains to their removal. If kept, they would occupy slot 8 on the Ctrl/Alt menus. The suggested layout for Ctrl: The suggested layout for Alt: Let me know what y'all think! For reference, the removed commands are the following: And these are the numbers I'm originally working off of. They're very rough estimates of usage for the past nearly 2 years; actual usage is higher for all commands, but the proportions should be accurate: Also before pushing this in any sort of patch, especially if the poll seems close, we may try this change out in a mutator first.
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Honestly, just giving people advice when you notice they're struggling is very constructive. Maybe I should try doing this more, though I'm not sure if I focus enough to realize who I'm actually killing or looking at most of the time. Certainly something to strive for at least!
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I'm very sad to hear that you've been disheartened. I hope you know that the team, and community, as a whole greatly appreciate the work you've done on these levels and hope to see you return some day. I hope your break helps. Demotivation is something I think every contributor has struggled with at some point or another, and it's always difficult to work through. Sometimes the right answer is to stay, and sometimes it isn't. I hope you find the answer that helps you best. Also, I'm not sure if this will be of much consolation or not, but we are working on trying to make the custom content downloads work a little better so that levels like yours will hopefully be a bit easier to play and keep on servers.
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If this proves to be a working solution, or if it doesn't, please reply to this thread with the result. If the issue proves to be resolved with the compatibility setting, perhaps we can auto-set this via the launcher.
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It's refreshing to see someone taking real initiative to try to address the problems they see everyday, and trying to improve the RenX community. Thank you. I am curious about a few things though, and I imagine others might be as well: What are your long term plans for this? Are you trying to make a gaming community, or are you strictly trying to setup a new RenX server? Is there any chance you might consider a US server? Are you planning to continue the trend of servers with 64 max players, or is there a chance you might setup your server splitting mutator? Based on the fact that you actually wrote server rules, it seems like you'll be trying to actively moderate the server -- are you actively recruiting moderators, or are you just hand-picking them? In plainer terms, how does your server's moderation policy compare to say FPI or CT (stricter? more lenient?)? I noticed there's some modifications on the server when playing today; are you planning on additional changes in the future? Since you have a thread open about custom content, will custom levels be added to the server? What else will set this server apart from FPI and CT? As far as general feedback goes, I'm not sure how I feel about the replacement to the restart map vote. It's interesting, but can be very frustrating when it passes because people think it's a joke survey. I'm also not sure if it adds much value beyond showing off that reviving buildings is possible. In some ways it seems worse than the restart map vote option, since veterancy and such is retained, so it's not a true restart. The client-side tank colors are also a neat little twist. I didn't actually notice these in-game, but in your PDF there's some bits about community moderation through votes. It's really neat to see these getting expanded, such as the ability to vote mute a player. It might not be a bad idea to pull a couple of these changes into the base game at some point if they prove successful. Are you going to be actively monitoring the usage of these votes though for abuse? This vote option to stop surveys for 30 minutes seems really great, but as was shown in-game earlier, it's still possible for people to spam other votes (such as the revive buildings one). Is there any chance the change map cooldown could be added to be revive buildings vote?
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Here's what's currently on the CT custom maps & test server: you may filter which ones are custom and add up the total size at your leisure. I assure you, at least these custom map servers exceed several GB of custom content. I'm shocked that's difficult to believe. We have existing code in the version history for the launcher for the old download mechanism. It will not be readded, nor is that subject up for debate. I will not push any launcher updates containing such a downloader again, after the mistakes with the last one. As I've discussed with every single launcher dev since then, and they've agreed, an in-game solution is a much better approach than an out-of-game one for an entire host of reasons. To emphasize what you're asking for: you are asking for a centralized download repository managed by the development team. This didn't work last time, due to slow downloads / lack of scalability (the previous solution was FTP based), and also it gates who can/can't add custom content. It takes away that right from server owners to determine where custom content is downloaded from. It takes away the right for server owners to put whatever content they want on their server, without clearing it by the dev team first to get it hosted. CDNs are not that expensive, which is why I was previously entertaining the possibility of hosting a shared CDN for the servers and, as usual, paying for it myself, just like the rest of the official server infrastructure. I would strongly suggest not engaging in infrastructure or code conversations you don't have the context or knowledge to deal with; implying CDNs are some ultra expensive service is ridiculous. This isn't just some opinion I've pulled out of my ass, again I'm the one who originally pushed for a launcher-based download solution. I wrote tools and spent my team helping build that solution, and I spent time writing tools to replace that solution with a custom in-game one before we got the default UDK mechanisms working. I'm speaking from experience when I say, that solution will not work. You should consider listening to the Lead Programmer when they say there's damn good pragmatic reasons for why that solution didn't work, and should never be reintroduced through that approach. You haven't invested time and money into this issue -- I have. Paying lip service and generating false hope for broken solutions to the public isn't helping anything. It's a waste time that could be spent elsewhere, and having to come in here to correct misinformation is extremely frustrating.