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Agent

Former Developers
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Posts posted by Agent

  1. 50 minutes ago, Mystic~ said:

    If there was a situation where one team had 2 or more players, then I wouldn't be against something that randomly selected a random player from the larger team list to join the smaller team and give both commanders a yes/no vote to either approve or veto someone whom might not make that much difference or they wouldn't want leaving because they're a key player, let the process continue until both commanders approve a transfer of someone for the sake of making a match fairer.

    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.

    • Like 5
  2. 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. :) 

    • Like 3
  3. 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. :D

    • Thanks 3
  4. 2 hours ago, rocky44r said:

    and regarding the custom map issue: how about we play the new maps on PUGs once in a while... like only 1 new map per evening? people could download the maps in advance... and the people who do not want to download a map just wait for the next round...

    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.

    • Like 1
  5. 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.

  6. 3 hours ago, once upon the time said:

    Devs insist before a map really rotates permanently that it has to be tested in gameplay with many people.

    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.

    • Like 2
  7. 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:

    Quote

    1: Building needs repair (unmoved; usage: 13535)
    2: Affirmative (usage: 33456)
    3: Negative (usage: 4859)
    4: Get in the vehicle! (usage: 13867)
    5: Get out of the vehicle! (usage: 2664)
    6: Destroy that Vehicle! (usage: 6715)
    7: Defend the base! (usage: 4610)
    8 (SEE QUESTION 2): I'm in position. (usage: 3385)

    The suggested layout for Alt:

    Quote

    1: I need repairs! (usage: 48891)
    2: Move out. (usage: 21095)
    3: Defend the Harvester! (usage: 13952)
    4: Attack the Harvester! (usage: 12510)
    5: Follow me. (usage: 5671)
    6: Hold position. (usage: 2068)
    7: Fall back. (usage: 2465)
    8 (SEE QUESTION 2): Destroy it now! (usage: 2162)

     

    Let me know what y'all think! For reference, the removed commands are the following:

    Spoiler

    From Ctrl+Alt (total 7):
    * Attack the base defenses! ()
    * Attack that structure!
    * Attack the Refinery!
    * Attack the Power Plant!
    * Defend that structure!
    * Defend the Refinery!
    * Defend the Power Plant!

    From Ctrl (total 3):
    * Watch where you're pointing that! (usage: 1173)
    * Don't get in my way! (usage: 1298)
    * Enemy spotted! (usage: 1761)

    From Alt (total 4):
    * Take the point. (usage: 1328)
    * Cover me. (usage: 1022)
    * Return to base. (usage: 720)
    * Take cover. (1751)

     

     

    The following would POSSIBLY also be removed:
    * (Ctrl) I'm in position (usage: 3385)
    * (Alt) Destroy it now! (usage: 2162)

     

    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:

    Spoiler

        229 Defend that structure!
        477 Attack the Power Plant!
        549 Attack the Refinery!
        698 Attack that structure!
        720 Return to base.
        863 Defend the Refinery!
        928 Attack the base defenses!
        937 Defend the Power Plant!
       1022 Cover me.
       1173 Watch where you're pointing that!
       1298 Don't get in my way!
       1328 Take the point.
       1751 Take cover.
       1761 Enemy spotted!
       2068 Hold position.
       2162 Destroy it now!
       2465 Fall back.
       2664 Get out of the vehicle!
       3385 I'm in position.
       4610 Defend the base!
       4859 Negative.
       5671 Follow me.
       6715 Destroy that vehicle!
      12510 Attack the Harvester!
      13535 Building needs repair!
      13867 Get in the vehicle!
      13952 Defend the Harvester!
      21095 Move out.
      33456 Affirmative.
      48891 I need repairs!

     

     

    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.

    • Downvote 1
  8. 8 hours ago, ex_member said:

    I sometimes write a private message to them and tell them not to stand still and dodge more.

    But only very few react to that advice and it might be that they do not even noticed or understood the message, idk.

    Anyway nasty situation to be in.

    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!

    • Like 4
  9. 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.

    • Like 7
  10. 2 hours ago, DugeHick said:

    Hey guys how you doing
    Happy new year

    I've managed to reproduce what seems like exàctly "the" sound bug, with a 90% frequency.

      Reveal hidden contents

    The bug occurs a couple of seconds after the client receives travel instructions from the server.
    Within those couple of seconds, the server is non-seamlessly switching maps and is therefore not yet ready to receive the client.
    Then àfter those couple of seconds, a normal routine-looking GC sweep kicks in that cleans out a small part of objects.

    With this particular sweep, the current map('s FoV) is unloaded and we are now served what looks like a transition map; a darkish 2D background with the C&C faction logo's.

    And thát, is exàctly the point in time where the sound bug is triggered.
    That is, the one that I've been reproducing here.

    This particular realtime sweep does NOT seem to be applied in this fashion when the server is fast enough to receive the client before it's time for that sweep. Depending on the server's map-switching speed, being non-seamless and all.

    Hence the bug not consistently occurring.

    Rather than in the GC itself, I suspect the actual fault to occur in how the native ClientTravel functions relate to Windows 10's memory management conventions. Almost as if some deallocator, along with the map, also accidentally marks (X)Audio(2)-related memory to be GC'd or zero'd, resulting in this typical flat-line signal being outputted and/or (by) a crashed algo. And one would only experience such at the point where the garbage collector actually goes to free this (mis)marked territory.

    So that could be why the bug kicks in at the point of the normal routine GC sweep.
    Which is initiated after a seemingly "random" couple of seconds post non-seamless client-travel initiation. (but before actually travelling)

    It's a bit of a wild guess though.

    As I have also seen comments by Epic themselves about XAudio2 crashing on them for unknown reasons.
    Like an inner exception handler that " sometimes (?) " crashes XAudio2 when handling assertions.
    Yes, with that actual question mark written in the comment.

    It all looks like a problem with memory management, on Windows 10 specifically.
    As I have eradicated the sound bug in my reproduction setup by setting the x64 binary's compatibility mode to anything but Windows 10.

    Do this now please.

    UDK was never designed for Windows 10.
    It is officially unsupported.

    So as far as I can see, it pretty damn well looks like this could be our true fix.

    Today is my birthday, so this possible solution #2 is my treat to Renegade-X today. Hope it works!🙂

    GC.png

    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.

    • Like 1
  11. 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?

    • Like 2
    • Thanks 1
  12. 2 hours ago, RypeL said:

    And saying if we would have launcher downloads the servers would be filled with gigabytes of custom maps is a claim not backed up by anything.

    Here's what's currently on the CT custom maps & test server:

    Spoiler

            "Levels": [
                {
                    "Name": "CNC-Field_Winter",
                    "GUID": "1ACE0ED54D8A85597F7771B8A64066DC"
                },
                {
                    "Name": "CNC-Walls",
                    "GUID": "E7A874DE432CC07BE004AC9D99164CDD"
                },
                {
                    "Name": "CNC-Steppe",
                    "GUID": "DB824B0D4B9F31020F2148B3A6C7BD67"
                },
                {
                    "Name": "CNC-Frostbite",
                    "GUID": "E030B9F84A6A399B8DB989981F05C231"
                },
                {
                    "Name": "CNC-GoldRush",
                    "GUID": "9B0A609B4D9A24F9E56DE8A9A7431D5B"
                },
                {
                    "Name": "CNC-Whiteout",
                    "GUID": "43B90DA34D73CD35479F37A18307FB4A"
                },
                {
                    "Name": "CNC-Islands",
                    "GUID": "7A57827E4EBBC4E47ECA0AB95CF1602A"
                },
                {
                    "Name": "CNC-Lakeside_Winter",
                    "GUID": "DC56830D405E162182E4DF9A3DFBEC72"
                },
                {
                    "Name": "CNC-Mesa",
                    "GUID": "686230F848E9BAA5560A06879557E465"
                },
                {
                    "Name": "CNC-Volcano",
                    "GUID": "0FDC269345A7464B439457BF031D31A6"
                },
                {
                    "Name": "CNC-Xmountain",
                    "GUID": "2FFE694E4C7DBF6E54C21CBECE88E395"
                },
                {
                    "Name": "CNC-Canyon",
                    "GUID": "0F95AD8E4B352DB722AFD4ACD349D6A8"
                },
                {
                    "Name": "CNC-Eyes",
                    "GUID": "0742432040CF84446E845C991F371096"
                },
                {
                    "Name": "CNC-Complex",
                    "GUID": "71EBE32F433CB8AD2E0A5EA1B2972807"
                },
                {
                    "Name": "CNC-Under",
                    "GUID": "77896C5D4E56346E9D19A6B31B153A01"
                },
                {
                    "Name": "CNC-CliffSide",
                    "GUID": "BCD53F01413E0D4668EF4980E6515E3C"
                },
                {
                    "Name": "CNC-Crash_Site",
                    "GUID": "8DD654CD464FD70EF6730EA9596255D2"
                },
                {
                    "Name": "CNC-Field_X_Winter",
                    "GUID": "A4FC1E274434B2EA17241581F55D724B"
                },
                {
                    "Name": "CNC-Oasis",
                    "GUID": "B4F4D9D6478A9132D76761B170D444B1"
                },
                {
                    "Name": "CNC-Outposts",
                    "GUID": "F225374644A49CC541A8F4A3A83421F8"
                },
                {
                    "Name": "CNC-Reservoir_Snowy",
                    "GUID": "75AD4F88465F7F8FF13C30844FAE4F6B"
                },
                {
                    "Name": "CNC-Snow",
                    "GUID": "3A23BAF244CE61BBBC03DBA0E9013CD4"
                },
                {
                    "Name": "CNC-Snow_X",
                    "GUID": "C78A438E4CF5A0B971E4CAB998C5C017"
                },
                {
                    "Name": "CNC-Storm",
                    "GUID": "CBC6EE374390F75F80999CA59FE97FD2"
                },
                {
                    "Name": "CNC-Tomb",
                    "GUID": "103AF3DF45A6BD6B71FFDFBB29858762"
                },
                {
                    "Name": "CNC-Tunnels",
                    "GUID": "7E6E404B40D42CDF3ED3E49FC2FDBC42"
                },
                {
                    "Name": "CNC-Toxicity",
                    "GUID": "3F78AB2F4DAE6D82D7A5B99A31A1778E"
                },
                {
                    "Name": "CNC-Hourglass",
                    "GUID": "FC2D02414F4223C5C3B542BD772931E0"
                },
                {
                    "Name": "CNC-Uphill",
                    "GUID": "2FCC1D844574ABFE0482688EB918668B"
                },
                {
                    "Name": "CNC-Arctic_Stronghold",
                    "GUID": "1C88D7F7478AD13750E49D8FDDB9D001"
                },
                {
                    "Name": "CNC-Daybreak",
                    "GUID": "83F0400E4FAABF918D328B875286FD91"
                },
                {
                    "Name": "CNC-Desolation_Snowing",
                    "GUID": "5A540515420AEBC48BF9278E3550033C"
                }
            ],
     

    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.

     

    1 hour ago, TomUjain said:

    If this is something the team is struggling with, i'd be happy to take a stab at it - i've got enough code experience to get by, granted i'm no expert but willing to have a wholesole attempt.

    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.

     

    2 hours ago, RypeL said:

    @AgentThe server admins already pay quite a bit so pls refrain from saying they are not paying enough and should even pay more so that everyone could download the maps AT THE SAME TiME wich obviously is much higher, ridicuouls bandwith demand and something very different then if every player would download maps from the launcher as that would stretch out the downloads a lot over time. Then theres also the timeout problem with ingame downloads it seems.

    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.

  13. 6 minutes ago, Fffreak9999 said:

    Since if people download before joining, it is less likely to put strain on the repository, since the bandwidth is more spread out over time than all at once.

    While this is technically true, it drastically increases the cost of initially joining a server, and makes custom content servers completely nonviable (since they may very well have to download several GB of content to join the server). That's not really a benefit.

  14. 1 minute ago, Reivax said:

    hi Agent :) about download custom contents, months ago i've thinked "hey, but why players must download custom things? why not add them in the next patch?" so i ask you this question: why you don't put the new maps / mutators / other custom contents in the next patch, instead of release 'em on the servers, who force players to download them and sometimes with horrible low speed (thx my internet provider)

    The development team does not control what levels server owners load onto their servers. We often include new levels from the community in our game patches though, particularly the ones server owners seem interested in having on their servers, for exactly the reason you've mentioned. Again though, servers are capable of serving custom content from their servers if they make appropriate infrastructure decisions. Since this seems too complicated for the average server owner though, we're considering setting up a centralized custom content repository for FPI and CT to use (or any server by default).

     

    1 minute ago, Fffreak9999 said:

    Except what you are doing with the HTTP downloading atm is deferring the download till they "need" it, rather than before joining.

    Yes, that's near-ideal. The only existing issues with the in-game download mechanism is that it doesn't notify you that a download is in progress when transitioning between levels, and it seems to have a timeout. Download speed is the largest existing issue, which again is an infrastructure issue, not a code one.

  15. 6 hours ago, RypeL said:

    What i really wish we had is a custom map downloader in the launcher, so that it downloads all maps before you even join.

    To be as clear as possible, this is not an issue with the download mechanism. A launcher downloader would be susceptible to the exact same issues, except even more so since it'd be a centralized repository. It also doesn't really make sense to download potentially massive amounts of custom content that you're very likely to not need (i.e: a custom map server loaded with many custom levels would no longer be viable).

    The previous launcher based solution wasn't well thought out, and can't be re-added. This has been discussed internally repeatedly. An in-game solution should be preferred, and the in-game solution should ideally only download custom content on demand, which the current mechanism does. Again, this isn't an issue with the download mechanism, this is a server infrastructure issue. We can't just invent more bandwidth.

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