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limsup

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Everything posted by limsup

  1. Was what I did in all of 2017 😂 Tbh you gotta have people ready to repair in a jiffy, else we risk losing buildings and games.
  2. While your concerns are understandable, fortunately we do have a written agreement which provides us with a framework. As for the torrents, those were always intended as a temporary method of transmission until we managed to set up a proper distribution network of our own, capable of maintaining the game with regular patches. Thusly any such torrents one might find are obsolete. While we understand how several people feel more comfortable with standalone downloads, there are several reasons why we have chosen a different path. First of all, there is the matter of installing the game. One would expect from a standalone download to merely be extracted to a folder and be able to run the game immediately. That, however, would not be so simple. The RenX Installer performs a variety of actions during install: create registry entries for the game, create its folder structure with appropriate read/write/execute permissions, install separate components necessary for the game engine to run (see: UDK runtime components). Even with the Launcher in place tasked with these important functions, we run into odd cases time-to-time when one or more of the aforementioned steps fail due to a variety of reasons (client's own software/hardware environment, network issues, etc.). We also need to keep the games installed on our players' machines up-to-date. The Launcher automatically checks for patches and applies them in the most efficient manner possible, downloading only the necessary changes, so one would only need to download (on average) a few hundred MegaBytes, instead of needing to re-download multiple GigaBytes. Quite a few people play the game on metered connections (4G LTE) to whom this approach is proven to be especially beneficial. In addition, the Launcher also provides integrity checks for the game, ensuring that the game download process (or later the patches) have been completed free of transmission errors. In addition, the digital delivery system maintained by us is quite capable - moving dozens of TeraBytes on a weekly basis ensuring a swift installation and patching experience for all. It is in my hopes, that I've managed to shine some light on the decisions which lead to the current system we employ. Should you have any additional questions, please feel free to ask
  3. Perhaps boxes could give you a few tips in that regard, as he has established himself since long as one of the absolute top snipers in RenX with him having had 200+ ping
  4. CNC-City (flying) is currently a work-in-progress. The Team is striving to meet the high expectations of fans, regarding one of the most iconic maps of the original C&C Renegade. Since the map is set in an urban environment, we also need to model a significant amount of decoration and assets, which takes up most of the time spent on the development of this map. As you all might have recently seen, we are primarily busy with the upcoming TS features, but nevertheless, CNC-City remains also a priority. I probably played far too long ago with Renegade (~2003) to remember how that worked out for that game, so I'd leave this for my colleagues to answer... This issue alone could easily warrant pages long explanations, so I'll attempt to sum the problem up in the most compact way I possibly can, along with a few key steps the Team has taken in their attempts to alleviate it. Due to the fundamental nature of Renegade / X - even a slight disparity between the two teams' skills WILL most likely upset balance and lead to a very lopsided game. There are algorithmic methods in place - several of them, developed over the years - which can be chosen by individual server owners to adapt the team swapping method to their needs (static, swap, random swap, shuffle, assign in order as players connect, MMR-based swap). I would like to note, that the current balancer doesn't just balance based on score. It takes a combination of score and amount of kills into account as well as certain other factors. So why isn't all of this working? There are multiple answers. The player base at the moment is not large enough for us to be able to even out teams skill-wise. Then there are very competitive people who prefer to play this very teamwork centric game with similarly capable friends in the same team. If we take an average public game as an example with one side having just a group of - say - 5 players on the same team, who are coordinating with each other by voice chat, that would usually be enough for that team to gain a distinct advantage. I'd have to mention another common phenomenon, in which "pro" players tend to gravitate to each other, preferring to be on the same team. Ultimately, it can be said that no matter how hard we try to balance teams algorithmically, people's own preferences can always counteract any such effort.
  5. Oh, how I've missed that derpy pathfinding... Your maps is baaad!!!
  6. We've already made changes to the sniper ledges to hopefully lessen that, will have to see how effective it will prove to be...
  7. Anyone with a K/D above 10.0 should get that bug, for fairness' sake
  8. Get into a vehicle next time, that fixes it. We know about this, but it occurs very rarely, when your character collides with something in a wrong way (usually when it gets knocked over by a vehicle). It is only client side, so for others present, you just seem to stand still, or move randomly, but without a ragdoll-like effect.
  9. @Gliven was petitioning for this cause over 3 years now...
  10. I think this is a valid concern. I have seen FPI address this issue in the past, would love to see the base game provide some sort of a solution to this...
  11. It is already solved in the dev version, will be included in the next hotfix / patch. The aforementioned issues are long known to the development team, which strives to mitigate them. However, some of these problems are rooted deeply in the game engine and often can not be deterministically recreated - all aggravating the already non-trivial problem. Regarding team balance: it is a complex, multi-faceted problem, which the team sought to solve during the last years with varying success. Not so long ago with the implementation and subsequent release of the MMR system, we have tried to improve upon this field, but it needs to be noted, however, that there is a human factor in the equation acerbating any past and present efforts to achieve balance. Namely, people still can disconnect or time their reconnect or swap etc. to upset the algorithmically determined balance, so this would probably be a recurring problem in the future.
  12. limsup

    the plan.JPEG

    laughs in Risitas
  13. limsup

    ReneAlertX

    Dear Max, Firstly, I'd need to stress, that the topic you refer to was indeed intended as an April Fool's joke. There are indeed a number of custom vehicles in different sections of this Forum, which may be categorized mainly into two groups: Vehicles, which were made by Totem Arts - mostly for our single player campaign, "Black Dawn", which were never intended to be playable and thus mostly they are/were unscripted, unrigged, meant only as a prop / for decoration of maps. Some of these, like the Gunboat and the Hovercraft were re-purposed in the mean time by modders of our Community, being made playable with varying degrees of success on custom maps. Novel vehicles, made by our modders - designed, rigged and scripted entirely by fans, also used on modded servers / maps. Modders like to explore different ideas, so they make novel code, environments, vehicles and assets in general all the time. I would like to take the opportunity to advise you and like-minded people to go ahead and join @Try-Out's server, where you could experience the entire range of mods, with Try-Out himself often being present to provide guidance. Guess TK beat me with a reply
  14. You should try and find nBab's eastereggs too then
  15. Üdv újra köztünk @MattHunX! Tekintettel bizonyos incidensekre, kicsit át lett szervezve egyes szerverek védelme, így megeshet, hogy nem tudsz csatlakozni. További procedúra megkönnyítése érdekében kérlek csatlakozz a Discord szerverünkhöz a fentebb megadott linken (amennyiben nincs regisztrációd, az egyszerű és ingyenes, fel sem kell telepíteni a klienst, ha nem akarod). Ha abszolút nincs módodban ezt megtenni, küldj privát üzenetet nekem és továbbítom azt a megfelelő helyekre.
  16. It is a configurable server side option, which can be set as the server's owner / administrator sees fit. Some did set it for that 5 minute leniency, and got massive flak from people (most often complaining how they cannot go to eat/drink/smoke/toilet et cetera...), so they either tend to set it higher than that, or let the moderators or players themselves deal with it (AFK kickvotes do generally tend to go through by a wide margin). Technically I agree with almost all of the above, but the reality of war means you'd always have a few of these people, kind of hard to filter out algorithmically...
  17. Thank Kane for that!! When I said in my enthusiastic moment: "Come EA, TAKE MY MONEY 💰" I didn't meant it literally, but since I've paid $200 for it, having an additional international customs fee stamped on it... Klepacki ought to remaster Simon & Garfunkel's "The Sound of Silence" 😂
  18. Is it too early to pre-order this? (Original topic: https://www.reddit.com/r/commandandconquer/comments/fgp3ed/did_a_little_something/)
  19. Start Skirmish and watch the Nod Harvester do its thing at the Nod Tiberium field on X-Mountain. Also watch the GDI side too, and submit a Bug Ticket to @kenz3001
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