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RypeL

Former Developers
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Everything posted by RypeL

  1. RypeL

    Plan updates

    I posted a few days back on TMX that we planned for an update on friday. Now its thursday but that was for practical reasons. I posted it a few hours before in the TMX shoutbox and also notified EKT-Goku. Not saying it couldnt have been more organized but ye... we wanted to get this out before the weekend. And cause of time reasons that meant it pretty much had to happen today. Next updates i hope can be announced sooner. Then again we cant always plan as precisely as a real company with real schedules and real workdays. But ya i hope in the future we can have maybe like a fixed patch day or something. Dont know.
  2. If you are talking about the new 4.02 patch then you need to increase the audio in the audio settings again. They got lowered again like in the 4.01 update for reasons to make the 4.02 update easier for us. We will make sure the next patch wont have that issue though.
  3. The menu should be much less demanding in Beta 4 though compared to Beta 3. And if youre struggling with fps also make sure to keep "static decals" off. Its of by defauly on all modes not except very high and ultra. And thats for good reasons. It sounds like something not demanding but actually it is one of the most demanding graphic options. For the most part disabling it will disable tank thread trails on the maps. Wich imho arent that important so its a good idea to turn that option off if you are struggling with fps.
  4. Yes we were aware of this before release but had to rush a few things. We will change it soon.
  5. Jam helps us out with the forum so he is the forum administrator. Thats why he has the highest rank on the forum, wherever you found that. But Fobby havoc and me are the project leaders. Ive talked again to fobby and we agreed that we dont think that a petition would be the right way to approach this atm. So this petition wont get our official support atm.
  6. I say it again: Beta1 64 player server situation was awfull and not how we want our game to play. We spend so much time on the game and then we want to get something out of it and dont want to see the gameplay totally ruined cause the matches are just turning into spam fests. Then again nobody who knows what hes talking about would advice you to run a 64 player UDK server. So it was also a sad time for server admins who didnt had a monster server. Again i also do not believe at all that people joined the servers cause it was the best experience for them. A mass doesent always behave smart. Especially with new players comming in. Then again i always see the same few people here wanting 64 player servers. Most players are fine with the 40 limit. As Jake said, there are always different oppinions but we have a strong oppinion about this and thus 64 player servers will not come back cause id rather stick my head into a toilet. And im not the only one thinking that way in Totem Arts.
  7. That was the idea. Thats also why they dont spawn at random times anymore. A crate will only spawn at the minute mark. Thats when you should look out for them and should get ready to fight for them. As with everything this nees to be given some time to see how it really goes. The current crates were pretty much inspired by DOTA. Where crates/runes also spawn at the minute mark and are always positive. Thats why they become an additional objective in DOTA and people are fighting over them. Thats something we wanted to try out aswell.
  8. That wasent what i meant. I meant 32 player servers are not filled cause there are 40 player servers. And when we had 64 player servers 40 player servers were rarely filled cause there was 64 player server. Does this make sense ? No. It is most widely agreed that Renegade is best played at 16-40 players. 32 might be ideal. There is some kind of psychology going on here that drives people to the server with the highest playercount regardless if the maps and the gamemode was designed for that playercount. Because of that a lot of people in Beta 1 thought the game would have no strategy. So A) If you do some research about UE3 games and playercount you will find that most games are struggling with high player count and dont advice it cause of the engine B) The leads at Renegade X agreed that the game is best played with 40 players or less and we do not want that people just join the high player number servers. But that is exactly what they were doing when we had 64 players and what they mostly do now (joining EKT and TMX 40 player servers instead of 16 or 32 or 8 player servers). So this was the other reason why we pulled the plug on 64 player servers. Cause this is not the kind of player number we designed the game and the maps for. The only way we could stop the majority of people from joining the 64 player servers was to dissallow them.
  9. UDK is not capable for that. Especially with vehicles in the mix cause they use a lot of network traffic cause UDK calculates there physics serverside and then has to transfer all physics and movement updates to the client. So that is no. Also people just joined the 64 player servers, leaving other servers deserted. That still happens. You never really see a 32 player server filling up.
  10. RypeL

    How to edit stats?

    I´ll make an example mutator for changing ramjet damage. Ill put some time aside for that it in the comming week. If you didnt see me posting it by the end of next week pls remind me.
  11. No there is no config option for it atm. But yes it would be a very easy thing to deactivate it with a mutator. For example you could make a mutator to exchange Rx_VoteMenuChoice_ChangeMap serverside with a new version of it that has no code in the Execute() function. So then the vote would still show up for players but the vote would have no effect. You could then also add a EVA message in the Execute() funcion instead informing the players that the vote is deactivated and therefore has no effect.
  12. Ok so the screens show that its definatly GPU related and not CPU related. Can you do a screenshot with and without the issue again while using the command "stat scenerendering" ?
  13. People avoided them like the plague in B3.
  14. Thanks guys We appreciate some positive words among all the issues threads that always pop up on a new release. Glad youre having faith again in the project.
  15. Can you pls open the console (^ key on english keyboards i believe) and type "stat unitgraph" and then make a screenshot (F9) with that on when youre controlling a player and a screenshot when youre not ? Does it happen only in MP or in SP aswell ?
  16. It starts the recording of a demo on the server. You cant record a demo to you local client. UDK doesent allow it. So if you use it you then need to contact the serveradmins to take a look. You can also throw a PM my way if you are pretty sure you saw a hacker. Then i´ll analyze it, get him a global ban, and possible add new serverside checks to prevent the hack.
  17. hm ? i dont really understand what this thread is about...
  18. That is rwally weird. Im sry but i have n clue atm what could be going on there. Though going from 60 to 30 with a more then capable system like yours alao sounds a bit like a vsync problem to me. It might be that changing vsybc only applys after restarting the game. you can also try playing arround with the framerate smoothing option.
  19. We are open to suggestions. We just thought that building loss was indeed too harsh and could make it very boring for the loosing team. Or could cause very boring stalemates in marathon. So we now got new mechanics in like airdrops. Now we are looking for suggestions like yours where to go from here. Although as always: Pls give it some time before making too much conclusion. Its the first day of Beta 4 and everything takes getting used to.
  20. RypeL

    Sound issues?

    Did you install into the Beta 3 folder maybe ?
  21. "This honestly feels quite bad and I don't understand why it was necessary to make infantry worse." Pls Jake be civil.... yeah sure, we just wait for opportunities to make infantry worse. "Is there any reason why the team opted only for vehicle drops and not infantry?" -> The system will be revised. We ddint had to time to properly take care of it and to come up with a proper design. And everyone just wants it different anyway. So it is always f*king hard to get to agreements. Thats why things like this often start simple and then we further develop it over time. And there was so much else in this beta that we had to do aswell. " vehicle explosions being removed " -> is a BUG atm
  22. I think only 2GB ram is the problem. Only under ideal conditions (barely no other programms taking up ram etc) 2GB might be enough. But in reality 3 or 4 GB should be the minimum.
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