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RypeL

Former Developers
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Everything posted by RypeL

  1. yeah deleted his post cause he just posted all our private conversation without asking for permission. Who does that ? People who do that will have their posts deleted, get warned and if they do that again will be banned from the forums and the game. Then he went on trying to prove that he wouldn't need to learn unreal script cause you can do everything in C++ in unreal engine 4 and that only artists would use unreal script. Last time I checked we were using Unreal Engine 3 in the udk version though and not ue4 and for the record the artists scripting engines are called kismet in UE 3 and blueprints in ue4. This discussion degenerated quickly so ill close this now.
  2. Well basically when you have the demos you can download the RCam mutator from here: http://www.speedyshare.com/xVzz8/RenX-R ... dAlone.zip To install it edited the UDKGame.ini file in Renegade X\UDKGame\Config directory by replacing "DecalManagerClassPath=Engine.DecalManager" with "DecalManagerClassPath=RenX_RCam_StandAlone.RCamDecalmanager" A comprehensive tutorial about RCam can be found here (though that tutorial is for the UT3 version so not everything is exactly the same in the RenX version): http://www.ut3darkclan.com/include/down ... orial.html You will also need the mutators that were running on the server when the demo was recorded. If you played on that server before the mutators should be in your UDKGame\Cache folder. Though they have weird filenames and need to be renamed first and then copied to the CookedPC folder. In the UDKGame\Cache folder there is a Cache.ini showing a mapping from the filename to the real mutator name. Going by that you need to rename the files to the actual mutator names and then need to copy them into the CookedPC folder.
  3. Ehm sure. If someone worked on something interesting they can introduce it themselves via the SDK and/or present it to us and we will consider integrating it into the main game. But... i guess you misunderstood. Right now, like many, he has only ideas but no changes made. So first he would need to learn Unreal Script etc, then do the changes and then he can present them to us and we would consider integrating them.
  4. That's disheartening to read. Especially after RenX has come such a long way and ended up being a very good revival of the classic we all love. Thats not what i told him though. What i told him was "Yes im still active in development but very few are right now thats why we try to shift it to the community. " After speaking with him i didnt get the impression that he knows Unreal Script so i admire his intention but introducing VOIP and "fixing" vehicle physics is complicated (or maybe even impossible in UDK cause UDK is not a complete open source version of the engine).
  5. I followed this instructions: http://eliteownage.com/chivalryfixes.html With this i limited fps to 30 for testing and it worked perfectly for me. Note that you need to change UDKGame\Config\UDKEngine.ini and Engine\Config\BaseEngine.ini Search for "bSmoothFrameRate" and change to to TRUE, and set MaxSmoothedFrameRate=60. You have to change this in 2 spots in each of the files.
  6. Yes there is. Look for a smooth frame rate setting or something like this in the inis. You need to activate that plus setting the frame rate cap (also in the ini close to the smoothed frame rate setting). It might be the systemsettings.ini but im not sure atm (not at home).
  7. But do you know that you could use demos and rcam to have much more control over the camera ? If not id gladly teach you about it.
  8. According to you latest PM you still have issues with authorization Bro ? Ive sent you the php file LifeSupport. Maybe you can find out where there are still authorization checks in it although i thought i removed all of those.
  9. I gave Bro the link to the mirrors managing page now so hes going to take charge now. This is what it looks like: http://postimg.org/image/x135fs8xf/ You can add new sections on top there but you cant make a new section go under an existing section wich is why the SDK one ended on top as it was added last. So the job is to readd the SDK section and the B4 section again but this time adding the SDK section first. Then the downloadnumbers etc need to be copied into the fields for that in the new sections. Trying to find someone to work on that for a while. Barely anyone wants to take any responsibility though. Especially on a free project. The vast majority of projects like this just fail for this reason pretty early on. Im surprised we made it this far atleast.
  10. Anyway, just another guess if you have Steam running: Are you running Steam in offline mode ? If yes pls try in online mode. Else pls shut down Steam completely before starting the game and try again.
  11. "the only thng I could find about connection lost with the UDK 3 engine,is on your end something to do with cooked packs,or something like that" Im not sure what you mean by that. I guess you could mean: a) The only serach result you got was related to RenX. In that case you were doring it wrong. I maybe shouldnt have mentioned UDK as most games on this engine dont use UDK and use the full UE3 engine instead (wich we cant as the full UE3 isent full). But still people wont really write "I have problem X on UDK/UE3 Game Y". They will not mention the engine name. They will only name the problem and the name of the game. So when i just searched for "Your connection to the host has been lost" multiple results came up from multiple UDK/UE3 titles. Even if i search for "Your connection to the host has been lost UDK" i get most of those results or b) You found those other results and went through them and then found something about it maybe beeing linked to cooked packages. But you DID NOT post a link so you found something but then dont link us to it which is not really helpfull. "So on the main menu if I select the IP option where do I find the info to put in the boxes?" When you open the launcher and click a server its IP is displayed in the right hand server info screen. Input that into the IP option. Theres also an "join IP" option in the top right of the launcher. Anyway, just another guess if you have Steam running: Are you running Steam in offline mode ? If yes pls try in online mode. Else pls shut down Steam completely before starting the game and try again.
  12. Well i dont have a degree on connection problems ^^ Pls ask me something about the game logic instead ;-) Well the UDK log output (as often) is pretty quiet about the reasons of problems so i couldnt find something usefull in the log either besides the part Goku already pointed out: "[0259.44] Log: Pending connect to '62.210.91.79/RenX-FrontEndMap?Name=DethRider-66?Team=255' failed; Your connection to the host has been lost." Googling the error message (Your connection to the host has been lost) a bit it seems to happen in other UDK games aswell to some players and it might have something todo with ports beeing blocked for you but didnt find definitive awnsers to it yet. I would continue googling it till you find an awnser to it for other UDK/UE3 games like Chivalry,Red Orchestra etc. The chance that somewhere a solution has been posted in the forums of some of these games i think should be high.
  13. Hm not sure. The log isent really telling unfortunatly. Did you maybe install B4 in the B3 folder ? If yes pls try installing it into a new, clean, folder.
  14. Alright, ill channel that info to Havoc. Should be done for rhe next patch.
  15. Sry but i cant really help here. Unfortunatly i have no idea if the AnimTree could be changed with a mutator and if so how. Typically a mutator is used to change code but not content and the Anim stuff is part of the content packages. So thats a more out of the ordinary thing youre trying to do here. But maybe it would be possible. Or maybe there would be another solution, idk. Im still in the learningphase about mutators aswell and so far im pretty pleasently surprised about the ammount of things they can change though they certainly have their limits aswell.
  16. Thx for stepping forward! I´ll send you a PM later today or tomorrow.
  17. RypeL

    Player Limit

    Yes you did mean that without knowing. Engine/network limitations and the vehicle shaking is tied very closely and can come hand in hand. Cause the vehicles cause the most network traffic cause their physics are calculated on the server and then everything about them is replicated to the clients. This is how the standard vehicle system is in UDK and it doesent scale well at all with more players. We would have to rewrite most of the vehicle system to counter that. Its safe to say that thats not going to happen. But yeah i know HaTe that its also safe to say that we wont agree on this. You wont change your mind and i wont change my mind. So atleast lets agree that we disagree
  18. Silence... Looks like i killed this thread quickly and effectively lol
  19. RypeL

    Player Limit

    Incorrect. There have been no notable improvements to the network code and we cant change the underlying network code anyway. But performance isent even the major reason why we dont want it. B4 was running with 64 for quite some time. And it is worth noting that i wasent against it before we tried it. Neither was Havoc89. Though after we saw how awfull it played from a gameplay perspective even when it was occasionally running smooth on some servers, only then i turned against it. A game needs to provide players realistic goals to give them some sort of progression. But the games turned out into mostly stalemates where new players had like 0 chance to get anything else done other then killing infantry and tanks. Over and Over and Over again. Till they rightfully quit the game. It made for an extremely poor showing of the game. And even with experienced players the coordination isent much easier. And the more people there are on your team and in the enemy base the more you need to coordinate. Lone wolf tactics were impossible. And they are rightfully a part of this game as sneaking into the enemy base gives you something challenging and exciting to do away from the usual frontline battles. Another problem we learned back then and that we in no way anticipated was the psychologic appeal of joining the "largest server" and how other servers were left deserted as i already posted about in detail here: viewtopic.php?f=13&t=74898&p=146637&hilit=toilet#p146633 HaTe, there are so many reasons i could name you against 64 player servers that i could go on for a while (and no, we also wont try 50 players as 40 is more than enough. most maps should be played at 32). That beeing said of course i know that bigger maps like Lakeside are bigger and therefore might be ok with an increase in player numbers. But you cant just kick players when the map is switched from Lakeside to a smaller map. So for >40 player servers it should be a server that only runs maps especially designed for higher player numbers. If the maps support the player numbers properly then ok. But that would still leave the technical problem. And again from the B1 experience we know that the players will call the game "shit" etc as soon as it lags. They will expect that we "fix this shit" instead of them joining a lower player server. While in the meantime the serveradmins would PM us in panic asking what they could do to make their server run better and that they already went in dept to upgrade their server just to not fall behind to other servers on this niche game. ... everything about it was a nightmare.
  20. RypeL

    Player Limit

    We already tested it in B1 and it was awful in multiple ways.
  21. RypeL

    Player Limit

    The maps are not designed for higher ammounts of players. The maps are slightly larger then in the original only cause of sprinting.
  22. There's a tutorial about mutators and I posted examples. As renx mutator just work like ut mutator you can find millions of examples for mutators on the web. To change specific renx aspects you have to read through the code a bit there's no way arround that. So the only thing preventing people from doing mutators is their lazyness.
  23. Too hard. Definatly dont see this as a feature that could be in the next patch. Only our UI programmer roxez could awnser this properly though. Though he is busy on getting ingame lists for community maps etc up.
  24. Hi guys, today we would like to announce that we have formed a new group called "Community Devs". This group of players is supposed to help us to gather and compress all the meaningful info that is posted in the forums or voiced in game. They are given the chance to shape the next patch list with us and to have a heavy influence on it. The idea behind it really is that the experienced players present us with whats needed most so that we can focus our time on integrating the changes instead of being caught up in long and demanding balance discussions. Getting the community more involved is a vital part and important for the future of Renegade X. We will also put the Renegade X code up on GitHub soon. More info on that will come later next week. The current group of Community Devs consists of: Bananas DoctorB0NG Glacious Goku HaTe yosh56 BroTranquilty We currently decided that this amount of people should be enough for now. But who is in this group will change based on their activity (It's not yet decided how the recruitment process for new members should go but we will have info on that when needed). Being in this group means having a big responsibility regarding the future of the game. Please all try to support them. If you have any other ideas about what we could do in terms of integrating the community more, then please let us know in the comments.
  25. The following is a version that combines the EKT no mapchange mutator with the no ghosting mutator (as both mutators currenlty exchange the playercontroller class im not sure atm how they could be on at the same time otherwise): http://www.speedyshare.com/5K2Sc/AntiPo ... dVoteMod.u Pls use this for EKT. The mutator description to add to the server is AntiPositionExploitAndVoteMod.AntiPositionExploitAndVoteMutator
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