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yosh56

Totem Arts Staff
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Everything posted by yosh56

  1. Somebody had suggested going the A Path Beyond / Reborn route and doing away with mines (I think Reborn may have had mines though, don't quote me). Honestly... i wouldn't mind trying out a separate mode for Ren that took the APB route and let all infantry damage buildings (mainly the MCT) and due away with C4 so that SBHs aren't nigh-unstoppable. It really did make infantry feel far more viable in those games... and I'll admit I completely stopped playing vanilla Ren back in the day to play APB once it got to a certain point; it just felt like it actually killed a lot of the dullness that original CnC mode brought with it. Granted, I can't forgive APB for some of the sizes of their maps... Losing your War Factory on a map like A Path Beyond was X.x. Here comes a 5 minute walk that you hope you survive. So yeah, still not perfect all around, but may look in to having a server-side mutator that changes enough rules to go APB style, sans the tanks doing like 1% to infantry.
  2. They're live on All Deck All Day, though I went about doing them in a more roundabout way than using an actual weapon pick-up, which still results in having to reload a weapon before it will actually fire.
  3. bAllowWeaponDrop didn't do anything in beta 4 either. It is hard-coded out since weapon drops were pretty buggy.
  4. Crates were completely re-made. They're no longer what they used to be, and some of their functionality was lost in the midst of that process.
  5. ... There is a torrent. It's literally the second option on the downloads page.
  6. Those are all possibilities, yes.. but they don't have the highest of chances of completely changing the game in the 1st 2 minutes. Already mentioned this to B0ng, and will probably pass it along to get edited so that TS vehicles/vehicles in general are less likely to drop in the early game. Honestly, Hover MRLS on Walls at the beginning basically forces the other team into their base to repair that insane damage.
  7. viewtopic.php?f=138&p=151491#p151491 Figure this is actually a complained enough about bug to advertise and make sure server owners know. This reverts animations to their B4 counterparts, and also means you'll need to manually disable speed crates until a permanent solution is found and implemented via patch.
  8. Mutator to put sprint animation back to the way they were in Beta 4 until all things regarding them can be worked out. Servers also need to remove speed crates from the probability list. http://constructivetyranny.com/Renx/B5SprintFix.zip .u file and source included. add RenX_B5SprintBugFix.Rx_SprintFix to the end of the server.
  9. 0.56c is up and running on the CT server now. Framerate issue confirmed fixed with 20v20.
  10. PUG is currently on for tonight at 1700 EST. Bring your kids, bring your wives..
  11. I'd move to the torrent definitely if it keeps coming out corrupt.
  12. Plan on it. Was just trying to see if it really was being an issue from release to release. Even had someone say that that 5-10fps better since 5 came out.
  13. I have to come out with it now because I noticed a lot of people saying they play at low framerates, but those people never seemed to post about it. I'm just now noticing it from beta 4 to 5 that my laptop went from not caring about RenX, (30-50fps constant) to just outright struggling to keep me at 30 the moment I get in a game with more than 20 people. Beta 4 Whiteout had some issues for me with the tunnels, but those were specific. Overall I'm just asking, has anyone else had noticeable degradation (or even increase) in framerate from Beta 3 -> 4, or 4 -> 5? I know we went uncooked in 4, so some may have dropped then, but still I was fine to play it. 5 has got my gaming laptop struggling on Medium at 1280x720... and I used to run this on 1920x1080 High with no issues (except on Lakeside in one area, and the aforementioned beta 4 Whiteout tunnel issue). EDIT: Outside of the commander mod, which the 1st iteration of in Beta 5 had a glaring performance issue.
  14. To the Visceroid thing, that'd be more than a mutator, since there's nothing for visceroids model/sound/ anything-else-wise. The TS units being buildable would probably also go better in a map. If they were buildable they'd have to be expensive as hell, cuz even the Buggy is good against buildings
  15. RenXHUD version mismatch? I know they changed the HUD in Beta 5, and I extend it in the commander mod, so that may have been an issue. Honestly though, it shouldn't have given you an issue on any but one server then... as mutators only run on one.
  16. The voting is also something I plan on working on. Currently it just uses the stock voting system used by RenX.... annnd well, I've never liked how that worked. I'll eventually get to building my own, probably when I start building the commander interface.
  17. Could be. Like I said, I get literally NO DIFFERENCE no matter what I do in single-player... and my FPS was roughly only +- 5 the same as it was on EKT when I joined later in the day. In the morning it was like ...10fps tops. It very well could have something to do with the server functions, as the server has to do a good chunk of work (I tried to limit it) in order to accurately hand out targets and track objectives/targets. Doing it client-side gets out of sync very quickly. EDIT: There's a good chance I can point the problem towards the new objective box. Getting all of those numbers (Vehicle numbers/Pawn types/Pawn locations) every single tick.... I totes did not mean to do that. Basically it has to iterate through every single Rx_Pawn, then every single vehicle and check what type it is for every single tick just to update a number, then finds any Pawn's location to determine if it is . It also performs the actual math for that even when minimized (in the current version). So basically that would also explain why there's such a drastic decrease in performance when the server gets heavily populated and more vehicles are spawned. This is just a theory, but from the looks of it, testing and disabling the actual function to retrieve the vehicle/infantry composition did net me 5 more frames, and re-enabling it in-game saw an immediate degradation in performance by about 5-7fps. EDIT to my EDIT: Confirmed that the pawn functions were extremely expensive. Ran a game with 40 bots, sat in the War Factory looking at the ground. Got 40 fps solid while bots ran around doing their thing. Enabled the box updating unit composition and immediately dropped to 17- FPS. If those aren't obvious results, I don't know what are.
  18. 10/10 , necessary to include.
  19. (The web-server might be acting up... we've been doing things with it. I had to download it slowly as well) Yeah I've been notified. Not 100% on what causes it, as I have no performance issues offline, and I don't think it's visible when the server is running light. Anyone know of any tools that let you monitor just WHAT is utilizing so much CPU in an Unreal game (Will Google after posting this)? Might need to really check and see if it's a server-side issue or what. From what I've noticed, the only drastic change I've noticed between running and not running on the C-mod is the time in (ms) for the Tick events, which I'll post screenshots of below. Video Memory Stats, none of which are all that much higher (The textures for the Objective box and targets only seem to add up totally to 4mb).
  20. They actually give a pretty damn good reason for not having mechs in CnC3. They were just huge wastes of money with very very obvious weak points (the legs). Commandos could 1hit kill any mech unit in CnC3 with c4 just to prove the point.
  21. yosh56

    clans?

    TMX EKT Constructive Tyranny ... I think WarX WAS a thing but they've kinda' gone dark lately.
  22. Probably going to work on something akin to what you're talking about next. Currently getting attack targets to be worth something, but after that I plan on incorporating an actual commander interface (which sadly, probably won't use the mouse) that will let you set more common objectives, and those off-the-wall Renegade ones like killing off all Hotwires, or destroy all vehicles and things of that nature. Will likely be a 1-9 hotkey system. @Goku: Will public release when I get a bit more introduced and confirm a lot of kinks are ironed out.
  23. renx_game.TS_vehicle_buggy* All of the TS units are TS_Vehicle_(name)
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