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Kil

Former Developers
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Posts posted by Kil

  1. var globalconfig bool bKickLiveIdlers; // if true, even playercontrollers with pawns can be kicked for idling

    This should probably be enabled.

    There was a thread a while back about the lack of AFK kicker but apparently the built-in one has some issues where it can kick active people in some cases. Probably can't fix it tho seeing as it's mostly native and barely exposed to script.

  2. They were the cause of the infamous freeze bug. They also blocked your weapons and character movement, even though the shells were client-side (so where they were on your screen was different to where they were on others), which was a major annoyance.

    So they interfered with the gameplay and also stopped you being able to game play period. Hah.

  3. Yeah I'd be interested to know what the reasons for it being disabled was. From what I remember, the problem I encountered with it was it wouldn't warn users in much of a user-friendly way - think it was it just gave really short notice for when it was about to kick you - in which case you've been static for a while and should be kicked anyway. The built in kicker is so native that it was barely customisable on the UnrealScript side.

  4. It's just a usability issue, no advantage is really gained by anyone. You don't actually end up getting anywhere faster because of this, as you are warped right back to where the server tells you you are. Also only you perceive this speedy movement, everyone else still sees you correctly. Will be due to some problem with the client movement prediction when in particular cases of vehicle contact.

  5. There will be a match start delay in the next build that will give people time to load up on new map, which should let almost everyone in before the match begins.

    If you've made sure your drives are defragged and that your not running a bunch of hogging processes in the background, there probably is not really much else you can do except for hardware upgrades.

    We did used to have way faster load times at the expense of higher memory usage in Open Beta 1 when we built the game in a different way, but too many people still run on very low RAM that it ended up causing crashes for a lot of people, so we've had to revert to the slower load times but lower memory usage method. Too many people trying to get their dinosaur rigs to play new games :-P

  6. Update it does work sorta. You have to login as a moderator via the console ingame, then you can do adminforcetextmute name but doesnt work via rcon. Im pretty sure that could be fixed quite easily!

    Yeah it's in the next build.

  7. There are too many mines. The limit shouldn't be high enough to mine every single door and tunnel, having to choose which spots are most important to mine at different points in the game is supposed to be important.

    Mmm, server-configurable mine limits weren't intended for people to set them to ridiculous numbers like 80...

    @SirPanfried: Thanks for the new player perspective feedback. Renegade is definitely a game of depth so it's interesting to see what new people specifically get hung up on/find the most irritating so we can see where we need to try and address.

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