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Suspiria

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Posts posted by Suspiria

  1. Yes.

    This game is slowly but steadily developing into something more and more exciting.

    Devs are working their asses off to bring you a fantastic experience.
    This company actually listens to their community.

    If you don't want to play right now then surely give it a whir at the end of Q4 2020.

    Also I do think it helps to be a C&C lover to like RenX.

  2. On 3/9/2020 at 5:32 AM, Madkill40 said:

    @Agent quote boxes are not what I'm used to

    Yea well you're quoting a misunderstanding anyway.

    I'm well aware of those other factors and their complexity.
    And I think the global median RenScore ought to be the first of those factors.

    There are currently five of such in the model that I have in mind.
    For example if one player is literally always on the winning team then in the long run that might say something about their (commander) skill.

  3. On 3/7/2020 at 11:29 AM, Movoza said:

    The harvester yield shouldn't be buffed while the rest is nerfed. It would devolve in a single strategy. Destroy the harvester, protect your own, steamroll over the enemy as they are outfunded. The current system is great in that regard. It is a huge blow to lose your harvester while the opponent's harvester lives, but you'll certainly have a fighting chance. No battle is decided by the harvester.

    Putting more power to the vehicle crate and make it rarer? It'll make people be more salty, as it was random luck that gave them far superior hardware. If that changes the battlefield and not the skill and insight in what they can expect normally... was it a just victory? 

    You have kind of convinced me now about this harvy part tho.

    In original C&C there were other elements in play like map shadow, multiple fields and harv control.
    So that one could sneak another harv to some other field if one particular field was annexed.
    We don't have that on Ren at all, so hereby I kind of agree with your assessment.

    Perhaps! There are other ways to make the harvester mechanics more interesting.
    E.g. a map with multiple tib-fields, where commander can switch which of 2-3 routes the harvester will take.
    Makes the harvester game mechanic less predictable and somewhat more exciting. Introduces tiny escort missions, maybe.

    Thank you for your input here.
    Something good definately came out of it.

  4. Hi there,
    Thanks for the update.

    Sounds like something had been hogging your upstream.

    If it happens again: expand the following.

    Spoiler

    1. Are there other people/devices using your internet connection?
    Someone Snapchatting or uploading to Facebook will do this kind of thing.
    It will suck your upload unbridled and destroy your browsing and gaming experience.

    2. Monitor your computer's network adapter status.
    You know, the one where you see the bytes received and sent every second.
    While you're rubberbanding, note how many bytes are sent every second.
    After doing so, make sure to check back that you're still actually rubberbanding; only then the number is useful.
    Now multiply those bytes by eight and then divide by 1048576.
    The number you arrive at is how fast your computer is currently uploading in megabits.
    Now wait for a moment where the rubberbanding ceases completely and you can play really really well.
    At that moment do a speedtest and compare the measured upload megabits with the number you noted before.
    If those numbers are close to each other that means that some program on your computer is claiming all your upload bandwidth.

    3. If you're on WiFi try connecting a LAN cable.

     

  5. On 3/6/2020 at 1:41 AM, cazzone said:

    ME TOO....

     

    Have you tried waiting for a couple of minutes?
    It would seem that it does actually download the map in the background even though you can still browse the main menu.

    edit: Ah, I see that your issue has been resolved now.
    Still leaving this here, as many, many more just got "kicked" out of the server in this way because they didn't know what's up. Whoops.

    • Thanks 1
  6. Small update

    So, personally I haven't encountered the bug anymore lately, but we now know that that may not mean anything.
    There is a reasonable chance though, that with this new information and reproducibility someone at some point will figure out a work-around.

    To kick it off, I have the following candidates in mind:

    1. Enabling seamless server travel.
    I know there is probably a good reason for this to be hardcoded to FALSE.
    But the sound bug really does occur most often at the point of non-seamlessly unloading the map.
    So should it be feasible in some way this is definately worth a try.

    2. Tweaking servers to load new maps faster.
    The client only GC's the map after quite a few seconds of having to wait for the server to accept new connections.
    If the server opens up within that timeframe, that might just fix it.
    However I'm not exactly sure how to achieve this other than by upgrading hardware.

    Closing this one down in my mind for now, and we'll see what the future brings.

    -DH

  7. 42 minutes ago, Movoza said:

    I thought this thread was a joke thread. Didn't expect such a serious answer.

    Calculating things to place people in teams on those scores is a poor idea. There are plenty of jobs that can be crucial, but don't garner much score, kills or renown. Sometimes I go out into the field as an SBH and move behind their tank lines, waiting for the right opportunity to destroy a tank or kill some of their engineers. It can give the extra impulse to break their lines and take more control.

    Engineers patrolling for infiltration, mining and emergency repairs don't garner much either, but killing that one or maybe a few infiltrators can help your base survive and the rest of your team in the offencive. Supporting tanks is much the same.

    Infiltrating a building even can give you a mediocre score. Biding time, taking risks can give all your scores a hard time, only slightly mitigated when you finally destroy a building. In the end the ones that get a high score get tons of kills, damage or both. In many cases it is because lots or people are doing their jobs, as in this game teamplay is more important than in many others.

    You're totally, totally right on this part. I couldn't have said it any better myself.
    There are way, way more other factors involved in estimating a player's skill.
    And there are smart ways to go about it to actually be able to calculate such. Not just talking RenScore here.

    • Thanks 1
  8. On 3/5/2020 at 8:32 PM, Tytonium said:

    I'm not really too worried about it and you shouldn't be either.

    I'm willing to bet we are all going to get it because of its high infection rates and a good bit of countries have it spreading (including my own God blessed America). However the disease itself is nothing but a glorified flu. Look at the symptoms yourself. The people it kills are the very young and very old in under-developed nations. Media is eating this shit up, but it should really be of no concern to anyone. Flu's spread all the time.

    I'm taking COVID-19 very seriously.
    I think we should all grab this opportunity to practice for worse.
    The next virus could carry the infectiousness of SARS-CoV-2 and the deadliness of Marburg.

    It's nice to have a people educated and better prepared to contain it.
    If you really want to condense that into "worrying" go right ahead and then turn left. But I don't think that's what you ment.

  9. On 3/5/2020 at 8:41 PM, Mystic~ said:

    Well I signed up with the Rosetta@Home so I hope it works, haven't participated in anything like this before. I think viruses exist for spiritual reasons, similar to many diseases, I believe it forces people to change something that just isn't compatible with living here.

    I think so too.

    The human species is statistically speaking a plague to the planet.
    And at some point nature will attempt to "take measures" to restore balance.

    But that's not science. It's just a feeling/belief I've had since I was a little kid. :)

    Thank you for signing up!
    You're welcome to join Team COVID-19. We are with 15 now.

  10. Exactly!
    I worked out the same theory: Needs more "amplitude".
    Allow for more spikes, swings, sudden events.

    Example influencers:

    In C&C, cutting off the harvester(s) was a much more game-turning factor as there was no base income either.
    => Harvester respawn delay (e.g. 2 minutes), and lower refinery credit base-rate (-0.5c/s), while harvy's yield is considerably higher (+125)

    Rare vehicle crates are considerably (e.g. +15%) more powerful while having a lower chance to be had (-20%)
    This keeps it special while introducing a healthy imbalance.

    A sudden, unexpected +20%-buffed M1 tank with good support could change the frontline.

    Also where applicable: Any team balancing should work on the principes of equality of opportunity.
    Do not balance according to equality of outcome.

    The latter I call "equalizing" a match instead of balancing a team, and is currently being done by using last match's playerscores to balance the new match. Which is a classroom example of a stalemate inducer.

    Calculate a player's median score from multiple data points.

    In 2019 I've packed a comprehensive list of statistical factors that go into the subject.
    Along with the code system prototypes to support it.

    Which includes a non-Steam global statistics server.

  11. Great!

    So our quick bandaid is to:
    - delete the content of the %localappdata%\Totem_Arts folder
    OR
    - simply rename your launcher executable to something different every time; should do the same thing

    Should you want to (help) find a more permanent cure for the community, and/or the issue occurs again for you, proceed with the following:

    Spoiler

    1. Make sure you'll be using the _debug2 version, renaming it to whatever you like
    2. Right after the first major freeze-crash: secure the log file before you do anything else
    3. With the log file secured, now try launching again; it will do "nothing"
    4. Secure the new log file as a 2nd
    5. (double-)Check the permissions specifically of the config file(s) deep inside %localappdata%\Totem_Arts
    Have you clicked through every user/group?
    6. Upload those config file(s) and both the log files here

    Do crashes like these occur in other games or programs aswell, as in: ever at all?
    And do you ever have BSOD's? (usually auto-rebooting)

    Update all your drivers (not just nvidia) automatically here: https://www.driverscloud.com/
    It may just be something like your LAN driver.

    You're welcome!

  12. The problems start when the usual 50-60% of society are sick all at once.
    Fact that young people are relatively safe from dying, doesn't mean they shouldn't stay in bed.

    Yes it's true that this virus is "only" 20 times as deadly as ordinary flu.

    But those numbers are with appropriate, well-fitted health care.
    IF the health care systems are overloaded x1000, it may well be the worst day in a doctor's life.

    It is our duty to at least slow the spread, if we can.

    Recovered patients will form an immunity barrier.
    If each of us only infects 0.8 others we can prevent it from coming all over us in one apocalyptic wave.

    We know from history that it's possible to "dam" a virus, at which point it really does goes away for a while.
    Giving us some breathing room. (...)

    Only to suddenly come back with a vengeance.
    ... which however is not going to happen if enough of society has been vaxxed against it in time.

    SARS-CoV-2 will meet herd immunity when ~85% have been vaccinated OR cured. (regular influenza = 40%)
    Once herd immunity is reached, COVID-19 will rapidly die down and disappear "for good".

    We may have to keep vaccinating new generations, as these viruses will still circulate among wild animals.
    Until hopefully at some point we'll understand these things well enough to find an actual cure. Possibly in the next 50 years.

    So for now I'd say: let's dam it, slow it down, and work on those vaccines.
    And reach herd immunity with a low death count.

  13. 23 minutes ago, Mystic~ said:

    Can you confirm that this doesn't come with government/private spy-ware?

    I have no idea how to prove that to you.

    However my personal intuition is very clear about it and firmly shouts "negative, sir".
    These are just researchers doing research. Also given the nature of everything being open-source.

    If you really want to know for sure, it is certainly possible to look at the code and/or compile a client for yourself.
    But you'd need to do that yourself; I don't have time for that now.

    Your call.

    • Like 2
  14. It's funny because I haven't actually implemented a fix yet. We're still tracking the error.
    Apparently your matter has suddenly been resolved. Log is looking good indeed.

    My guess is, that the original launcher executable will now run OK too.
    As I haven't actually implemented any fix in the _debug2.

    But if the normal one still doesn't work: yes you can definately use this one too.


    Should this issue come back to haunt you later on, proceed with the following:

    1. Secure and attach a fresh new log here that is created right after the failure to start.
    This should give us very specific information as to how and why this is happening.

    2. Now delete the content of that %localappdata%\Totem_Arts folder, leaving the folder itself intact.

    If that doesn't fix it:
    3. Tell us what subfolders and files are being created in there. Attach the file(s) here.


    So for now enjoy your working launcher and glhf. :) 

  15. Dear Renegade-X community,

    I know this is terribly off-topic but hear me out for a sec. please:

    Our world's researchers could really use some more computational power to combat COVID-19.
    Please consider contributing your spare CPU and/or GPU cycles. Let's build a nice grid for them.

    You do not have to be a researcher to help.
    Anyone can help. Every little bit will help.

    Join Folding@Home (select "Any disease" for COVID-19)
      and/or
    Join Rosetta@Home (join "Team COVID-19")

    Both are a different research approach and are critically important in developing a cure.
    Your computer will still be fast as the software works in the background with low priority.

    Don't forget to assess your CPU temperatures; all cores should be less than 75C. (use www.alcpu.com/CoreTemp/)
    Any (technical) questions; bring them to me or ask them at the relevant grid computing fora.

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    Let's beat this thing.

    Thank you, and good luck.

    ExampleProject.png

    CoronaVirus_.jpg

    • Like 3
    • Confused 1
  16. His issue is/was with the launcher specifically.
    He can still join games manually.

    The binary I submitted contains additional log commands near crucial calls.
    So that we can see exactly which call results in this uncaught exception. (e.g. this old bug occuring at InstanceHandler.cs line 20)

    With the intent of figuring out which redist/permission/system files need reconfigured.
    I know it looks like -and probably is- a permission issue but that code is in a try-catch block and *should* not crash like this.

  17. Please attempt the following:

    1. Add exceptions of your launcher executable to your antivirus(es) and firewall.
    2. Close any overclocking/hardware monitoring programs such as Rivatuner, MSI Afterburner, or ZOTAC Firestorm.
    3. Right-click the Renegade X folder -> Security tab -> Edit -> Users -> Allow as many boxes as you can.
    4. Right-click the launcher executable and select Properties.
    Under the 'Compatibility' tab, test with 'Run this program as an administrator' both on and off.

    If that doesn't work, proceed with the following:

    Place the attached binary in your Renegade X/Launcher directory, alongside the original.
    Run the new variant, and then paste the newly created log file here.

    Renegade X Launcher_debug.exe

  18. I think the new scoreboard and HUD are absolutely stunning, visually speaking.
    We have a (way) more modern look now.

    I DIG the following:

    • the vibrant colors
    • new HQ veterancy icons
    • harvester with "activity" label that also disappears when ref is dead
    • that there's also some white/grey font for some other values, as to ease the eyes because all those colors can overwhelm me a bit
    • the weapon wheel is so pretty! it makes a real nice rounded "corner" in my screen, beautiful..
      I think this is my fav part; or maybe sec. fav after the color vibrancy

    Now on the other hand, I encounter the following usability issues with the new HUD:

    Spoiler

    Demultiplexed logs....

    Spoiler

    I play on 32 inches. For every chat message, kill and game-event, I have to move my eyes aaall the way to the other part of the screen. For me this harms immersiveness significantly as now it's hard to see when someone says something about a kill or game event. By the time my eyes scan from topright to midleft and to topleft, there is already such a delay that the whole thing just feels incohesive.

    With so many players, these messages and notifications are coming at a great pace and if I want to keep track of it like this it's a huge distraction of gameplay. I literally die or goof up a situation because of standing still/walking headlessly trying to check what X or Y informed about Z.

    It's a little bit like texting/calling behind the steering wheel. Should do one or the other, but not both at once.
    So I pretty much *give up* chat, and checking who it is that I killed.
    Even the silo just seems less important now.

    e.g. Someone walks into a nuke crate and you say something about it.
    By the time I read your message I still have to go check the event to know what it's about.
    Investing 250ms to read chat while steering your tank is one thing, but now we have to monitor 2-3 places.....

    Also, at >40p, the messages clear quickly that you just can't do it like: "check log-1, steer the vehicle, then check log-2, check the corner, then log-3". You can't do that. You have to check 1, 2, 3 subsequently, or else the messages have cleared and the effort that you invested reading the first is lost.

    Finally there's one more effect to this:
    With an all-in-one log, my brain can clearly distinguish the chronological order of events.
    But with the new split system it has to actually read, process, and compare player names and then make a(n informed) guess as to the chronological order of input, thus what relates with who. This is three times more complex to process and it drives "me" (well..my brain) nuts.

    Result: I give up trying to mentally multiplex these things, as not to sacrifice my (team)play performance.

    Grande result: I feel (way) less "connected" with my other players AND the match.
    .. I don't even know who affirmatives my request / command, or if it was for someone else.

    So that's that for the logs.

    Tech building icons...

    Spoiler

    .. relay important realtime tactical information and should be visible without having to open up the big map and then search for it. I need to know the second a silo gets capped without having to continuously monitor the event messages or overlay my FoV with the big map.

    The previous silo icons that bounced/moved to the left and right were excellent imo.
    They provided a nice extra stimulus to my peripheral vision that is sensitive to movement but not to detail.
    So at times that I wasn't completely focused on something, it was relatively easy to notice the silo bouncing.

    Perhaps people have a specific gameplay reason for not wanting this, but purely from a psychological perspective it was great how it was.

    Credits specifically..

    Spoiler

    .. may be made to use a bigger font, and perhaps tiberium-color.
    They look extremely unimportant now, while credits are quite a real thing early- and midgame.
    And when I'm commander (and/or CP is maxed) I also want my CP to stand out so that it's ridiculously easy for my eyes/brain to find.

    Actually, packing all those values above the minimap feels a little bit out of place to me; especially the credits are too far away from the center. They have little to do with navigation and right now it looks a little bit like a collection of unrelated data grouped into a corner.

    Suggestion: Move credits more towards the center again, and let them stand out a bit more.
    Vehicles and mines can be left at the minimap. (e.g. horizontally / 1 row) Something like that. (see screenshot attachment)

    These values provide important gameplay functionalities and arguably may be even more important than scores and ego.
    It does seem quite logical now too, but from a usability perspective this may or may not be the optimal experience.

    And that's about it for my feedback on this.

    These are all just my personal experience and opinion and that of others may differ.
    Just giving you my data point and thank you for all the effort that is being sunk into this.

    HUD.jpg

    • Like 1
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