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Agent

Former Developers
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Everything posted by Agent

  1. Fantastic video -- nothing quote compares to a less than 5 minute game of Canyon
  2. I think I started working on something similar this at one point as a mod to toy with, but never actually finished it (never got the "power back up" part done).
  3. Yeah, that's precisely what I'd love to avoid. It shouldn't go to whoever got the last hit, and we need to discourage kill steals which have the potential to team hamper (i.e: by not killing a building, because someone decided to wait to attack).
  4. 1500 sounds fine as some sort of bonus for those who manage to go commando and sneak into the enemy base to wipe out a building, but I don't think it's really desirable to add such a thing for just whoever gets the last hit. Perhaps this should go toward whoever contributed the most damage in say, the last 30 seconds of the building's life, maybe with some sort of minimal threshold (i.e: you must have been responsible for killing at least ~25% of the building).
  5. I think my top three (in order) would have to be: 1) RenX (naturally) 2) OpenRA (this is a pretty awesome project, imho) 3) APB (haven't played it in many years now, though) Reborn I haven't checked out since the infantry beta, and I've never bothered even touching the other 4 though, so I don't know how those would fare.
  6. Not really; it should just work, in my experience. It doesn't seem to work with VS 2015, though.
  7. I use Visual Studio 2013 with the nFringe plugin when working on RenX, but Visual Studio 2015 for pretty much everything else; sadly, nFringe doesn't have VS 2015 support.
  8. The source is already on GitHub, though the master branch hasn't been getting updated regularly (last updated about a month ago?), so I'll update it at some point today. All the non-code stuff isn't on GitHub, though. Edit: Forgot to mention where it's at on Github, which is here: https://github.com/TotemArts/Renegade-X
  9. Yeah, the player's name was "Raveshaw". I actually saw this player in-game earlier today on my server, but he wasn't abusing any glitches (the map I saw him on was Canyon). I'm sure this will definitely get looked into though. -nudges kenz-
  10. Yeah, I just updated my post to refer to your edits haha. I definitely looked at any/all documentation I could find, and Yosh took a stab at it as well, in addition to several interested server owners.
  11. That's not a horrible solution, but it would require adding this information to the server list (or adding some entirely new mechanism), and would require transferring a ton of data (several GB) if someone were running a custom maps server with many custom maps. Similar to writing an entirely separate in-game transfer system, this would likely require a substantial amount of code, but would certainly be possible. I do plan to go back to looking at this, once I've finished up some web interface stuff for the ladder; lately, I've been working on some general improvements (i.e: cleaner tokenization) on Jupiter (Stats bot), which may ultimately end up powering the web interface to the ladder as well. Edit: oh look you updated your post, and I'm apparently very slow at typing responses. Pretty much every stupid setting has been toyed with, and nobody has found something that really fixes the issue though. You're more than free to mess with these, and if you find a solution (especially with Engine.ChannelDownload's slow speed), feel free to post about it. GameName should have little to no impact, though.
  12. Writing it into the launcher is very, very far from the "best solution". For example, when maps change mid-game, you would still get removed from the game, and users would be left sitting there thinking "wtf just happened?". A player would then have to close their game and try rejoining that server, or just join another server. That said, some sort of map repository accessible via the launcher wouldn't be bad to let people try out new maps, and allow mappers to submit content to the repository. This is an entirely different feature than auto-download, though -- this is essentially just a file browser. The "best" solution would be find a fix for the issue (which seems elusive), or to write a separate system entirely, but I'm not entirely sure how practical/possible such a thing would be. In the mean time, my only real suggestions are to limit map file size, or occasionally push well-made fan maps via patches.
  13. This issue has been thoroughly looked into by multiple people, and no solution has been found. Auto-download is a UDK feature, and is written in entirely native code, so there's no way we can modify or even really look at the faulty code. This essentially leaves 3 options: 1) Keep messing with client/server config settings, until someone discovers something that works (no solution yet found). 2) Write an entirely separate system from scratch to automatically transfer files (that's a decent bit of work). 3) Keep using the system as-is (buggy).
  14. It might also do this if it can't connect to the stats/ladder server, which is also online, and doesn't appear to have suffered any connectivity issues.
  15. Agent

    Bot Version: 1.1.0

    Updated! Add RenX.Ladder to the plugins list to enable a server-specific ladder. The ladder is currently only interacted with by chat commands; a web interface should be coming before too long.
  16. Is the "RenXPath" variable in "HKEY_CURRENT_USER\Software\Totem Arts\" not a thing anymore? It's in my registry, but it could be from an old install ("InstalledVersion" in my registry still says "Open Beta 4", after all), so can someone please confirm/deny this?
  17. I'm not really a fan of spawn delays; being able to quickly react to beacon placements or rushes, without a feeling of complete and utter hopelessness is actually rather nice, and keeps me further engaged in the game. ...I also thoroughly enjoy going in as a kamikaze engineer.
  18. Better organization and communication would've gone a long way to make this one more fun.
  19. Seems redundant to have multiple systems that do the exact same thing stickied, especially when their feature sets are extremely similar. That said, if i ever get around to updating the "Administration Systems" thread, this will definitely get a mention. A number of threads in this forum need updating, actually. It'd also be neat to see some unique features, maybe like TeamSpeak logging or something.
  20. Not too shabby! When will these maps be available for download?
  21. It's currently sorted by total_score, just like the previous leaderboard (and every other Renegade ladder I've ever seen), and is already loaded onto the stats bot for testing. There may or may not be database resets, as testing and additions progress. To view your rank in-game, type ".ladder" in team or public chat. The web interfaces haven't been started on yet at all, so that will come later. Assuming nothing else gains priority on my to-do list, I should be starting on a web interface before too long. Possible future features: * (Time consuming) Detailed web interface * (Easy/quick, if above is implemented first) Data retrieval interface for server owners * (Easy/quick) All-time/Yearly/Monthly/Weekly/Daily leaderboards. * (Unknown/Low priority) Detailed in-game interface (pause menu? Load web interface as webpage?) * (Easy/moderate time/Low priority) Player-configurable bitfield to determine a player's ".ladder" output. * (Time consuming) Networking capabilities to share ladder data (and other data) between multiple Jupiter bots (likely a hub/leaf structure), to enable non-global multi-server implementations, as well as better network load distribution.
  22. You should also be able to make your own gamemode, though I haven't tested if this automatically transfers from server to client (it should, though). Just extend Rx_Game, and your server command line could be something like: start Binaries\Win32\UDK.exe server CNC-Field?game=Thundernerd.TS_Game This assumes a package named "Thundernerd" contains a class named "TS_Game" extending Rx_Game. Alternatively, make a mutator using the aforementioned tutorials.
  23. Agent

    Bot Version: 1.1.0

    Can you PM me your mods.ini file?
  24. Yeah, SPM is nice and easy to calculate; it's just total_score / total_game_time * 60. Does it look something like this?
  25. I think M13 was supposed to be a bonus mission -- it just happens to be played before M01, lol.
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