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Posts posted by Agent
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I can't seem to reproduce this what-so-ever, but I'm currently reworking databases.
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Updated! Removed a bunch of old code and bug fixes.
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I endorse this.
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It's already Beta 4 compatible. -points to change log-
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Updated! This took longer than a week or two due to continued updates to RCON.
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It should be included in today's patch. If anything's missing, I can get you appropriate information.
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Yeah, I have a working beta 4 version that I'll release closer to the beta 4 release.
Will it be similar to the first one so I won't have to worry about code changes on my end.
Since I made that post, all of the logging features have actually been integrated with Beta 4's RCON, using its log format conventions, which don't come close to resembling this mutator's format. As such, I no longer plan to continue support for this mutator.
Woooooooooooooops, meant 3.How do you get this to work then. There's no instructions with the download.
My bad, I'll do a better job about that next time. Since it'll be incompatible with Beta 4, I discourage wasting your time on it, though I'll certainly help ya out with it if you still want to.
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I actually asked this while working on a mutator, prior to applying as a dev.
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Ultimately I figured out that PlayerReplicationInfo.Kills isn't used by RenX at all, most likely due to PlayerReplicationInfo.Kills not being replicated.
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This is impressive.
Edit: You should work on the Wiki.
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Yeah, I have a working beta 4 version that I'll release closer to the beta 4 release.
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Woooooooooooooops, meant 3.
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Updated! Another update (for Beta 4) should be out within the next week or two.
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Currently supported game version(s): Open Beta 3
This mutator adds some extensions to RCON primarily to enhance Jupiter's ability to log game events. Specifically, this mutator adds the following:
- Tracking for player score, credits, ping, and character.
- Logging for buildings/defenses killing players.
- Logging for vehicle purchases/spawns.
- Logging for mine placements.
- Logging for weapon grants/purchases.
- Commands for team-changing and refunding credits.
Attached in the .zip is both the mutator and the source thereof.
*Upcoming (1.1)*
Fixed a bug involving vehicle seats.
Support for Open Beta 4 added.
Simplified some code.
*1.0*
Initial Release
- Tracking for player score, credits, ping, and character.
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Is there any intended difference between Rx_PRI.RenTotalKills and PlayerReplicationInfo.Kills?
Edit: I noticed that Rx_PRI.RenTotalKills includes suicides. Is this intended?
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Updated! There's now a local ban system built into RenX.Core which can be disabled in the config; RCON bans can also be disabled via config. A bot-side moderator system is also provided through RenX.ModSystem, and access levels/aliases can be adjusted in RenXGameCommands.ini.
Sorry to hear about ur dad, glad he's on the mend tho.Also, thanks for the bot
Yeah, he's back on his regular treatments now and seems to be responding well.
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Y'all still exist? This week's just been full of surprises!
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Thanks, I appreciate the reply!
Also: Updated (See change log in first post for details)! I was going to upload this a couple days ago, but actually reset my local copy by accident by about a month and had to redo a fair bit of what I had changed.
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Updated! Some bug fixes and feature additions.
Personal update:
I haven't been able to dedicate nearly as much time to maintaining this as I had previously due to my father having a stroke; a huge part of my schedule has been carved out to help take care of his needs, as well as manage a business that suddenly got thrown at me while he was incapable of speaking and bedridden. He's faring far better now, and since I'm no longer busy 24/7 (I actually have time to sleep now! ), I plan to put some time back into this project again.
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I'm fairly confident that the project is as dead as this thread should be; you really shouldn't expect any news out of this (except maybe some random revival thread in a year or two when zunnie gets bored again).
If you do want to play a game exactly like this project aspired to be (except actually playable and having more than 1-2 people working on it), the guys at http://www.bluehellproductions.com/ made Red Alert: A Path Beyond, as well as Tiberian Sun: Reborn and Red Alert 2: Apocalypse Rising. Similar to the abandoned project in the OP, none of these use UE3 (what Renegade-X uses); all of the aforementioned games use the W3D engine which shipped with Renegade back in 2002.
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I meant getting decent hardware to run the RenX server, and paying for bandwidth/space at a datacenter, not the setting up of the actual server. Setting up a server is fairly basic. Unless you're suggesting it be hosted on their home computer (which wouldn't really attract anybody outside of directly invited friends).
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Updated! Bug fix.
Also, I'm guessing you're not encountering that issue anymore since it looks like you've got the bot running?
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This game allows anybody to start a server so why would suggesting that be so upsetting?
It's not necessarily a practical solution. Not everybody wants (or is able) to actually pay for a decently spec'd server.
I am curious which server Skethicus is referring to, though. I assume TmX since he was last seen there ~19 hours ago (around the time of the original post)?
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Updated! This includes a bug-related crash fix.
[Help] This Still Isn't My Easiest Coding Language...
in General
Posted
Handepsilon:
This looks like a compilation-time (i.e: code) error, not run-time.
BroTranquility:
The issue may be that you're using a function that I don't *think* exists (GetDefaultObject). The only place that I found any mention of GetDefaultObject is this thread on Epic's forums, where the function is also defined below its usage.
For convenience, I've copied the relevant function here (though I don't guarantee that it'll work *at all*, since it's not my code):
Edit: Also, you may want to look into overriding CheckReplacement() for changing classes, instead.