RypeL
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Mutator that allows server owners to set different Minelimits and Vehiclelimits per map. This will be a feature that will be released with the next Renegade X update aswell but we wanted to give it to you asap in the hopes that you will acknowledge that not all Renegade X maps are equal and that not all of them should have the same mine- and vehiclelimit. Download: http://www.speedyshare.com/wj8R6/UDKMin ... utator.zip How to install: 1) Move the RxMineAndVehLimitMod.u into the Renegade X\UDKGame\CookedPC folder 2) Move the UDKMineAndVehLimit.ini in the Renegade X\UDKGame\Config folder 3) Open the UDKMineAndVehLimit.ini and adjust the Minelimit and Vehiclelimit to your likings (for example pls have a low Minelimit on Field !!!!! pls pls pleaaaaseee ) 4) add "?mutator=RxMineAndVehLimitMod.Rx_MineAndVehLimitMutator" to the starting command of your server. So it should look something like this: "udk server CNC-Walls_Flying?game=RenX_Game.Rx_Game?mutator=RxMineAndVehLimitMod.Rx_MineAndVehLimitMutator" You can add multiple mutators by concating them with "," like: "?mutator=RxMineAndVehLimitMod.Rx_MineAndVehLimitMutator,RxHarvMod.Rx_Mutator_SmarterHarv" I included the Sourcecode in case someone wants to see how it was done.
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Yes i made one. Here it is: viewtopic.php?f=137&t=74143
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Last time we tried that i think it seemed to work fine at first but the PT wouldnt work, and harv wouldnt spawn etc. So the code side of it wouldnt work. It couldnt connect to the other cooked code (the cooked map has some code in it cause it has the buildings in it wich are linked to code). But we will keep trying doing something like that. There is an option for the cooker to cook something as "DLC" and we think that that is what we would have to use, but this option is disabled in UDK and only available in full UE3. If all else fails and if besides all efforts we cant make custom maps work with cooked content, we could still go uncooked though. The primary role of cooking is to reduze filesize and to increase loading speeds, especially needed when loading the game from disk on a console. So if we go uncooked it should automatically fix all of our custom map problems but it would a) increase loading times (about doubling them i would say) and b) would increase the filesize of the game (im not sure how much atm, but i think quite a bit). But once we have a patcher filesize/downloadsize might not matter that much anymore and people might be ok with a bit longer loading screens.
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We still hope to find a way somehow. Even if the way might be complicated and might require you to send us your map for packaging. But we are still trying to find easier ways.
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Pls keep an eye out on it and what might cause it, any hint would be appreciated since we still have no clue aswell
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I posted a short tutorial here: viewtopic.php?f=137&p=141882#p141882
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Renegade X is currently using the February 2014 release of the UDK. So the first thing you need to do is to get it from here: Feb 2014 UDK When you install the UDK make sure that you install the UT sample game with the UDK! Now download the Renegade X source code from here Jun 2015 RenX Source and extract it into the UDK-2014-02/Development/Src/ folder. After that, still in the UDK-2014-02/Development/Src/ folder, make a new folder with the name of your mutator. Inside the folder make another folder and name it Classes. So you should have something like UDK-2014-02/Development/Src/YourModPackageName/Classes The Classes folder is where your put your code files. Next open the UDK-2014-02\UDKGame\Config\DefaultEngineUDK.ini and find the section UnrealEd.EditorEngine. At the end of this section, add the following three lines in this order: +EditPackages=RenX_RCam +EditPackages=RenX_Game +ModEditPackages=YourModPackageName This completes the setup process. You can now create your mutator source files in UDK-2014-02/Development/Src/YourModPackageName/Classes. To compile your mutator start UDK-2014-02/Binaries/UnrealFrontend.exe and click on Script->Compile Scripts. After compiling you should see a YourModPackageName.u file in the UDK-2014-02/UDKGame/Script folder. To test your mutator copy this file into the Renegade X/UDKGame/CookedPC folder and add a ?mutator=YourModPackageName.YourMutatorsMainClassExtendingUTMutator parameter to the Renegade X starting parameters or you could start it from the command line from inside UDK-2014-02/Binaries/Win32 folder like: udk CNC-Walls_Flying?game=RenX_Game.Rx_Game?mutator=YourModPackageName.YourMutatorsMainClassExtendingUTMutator -nomovie -windowed -log -forcelogflush To start the game with multiple mutators you can concat the mutators with a "," like ?mutator=Mutator1,Mutator2, ... Additional Ressources/Examples: http://udn.epicgames.com/Three/UT3Mods.html#Mutators http://udn.epicgames.com/Three/Gameplay ... gHome.html viewtopic.php?f=137&p=141877#p141593 viewtopic.php?f=119&t=72926 EDIT: Updated to B5 source classes
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Yes
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Yeah this is true. It defiantly gets more spammed at map switch cause of that I think. I will look into making it handle the map switch situation a bit better.
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Yeah but no. recordDemo is our own modification of it. Since it allows you to start a 2 mins serverside demo from the client. Using "demorec" from your client would create a demo aswell, but a useless broken one since Epic decided to not support "demorec" for clientside demorecording anymore.
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I'll try to write up a tutorial today.
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It is never!!! too late to start a demorecording. If he aimbotted you chances are he did that a few moments later to somebody else aswell and that will then be recorded on the demo. If you take this absolutely serious then start that demo and inform the server mods about it.
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Yeah, maybe this could work. We Will think about it. Some kind of solution we really need it seems. Another idea im thinking about atm: You can 'Q' friendly mines and mark them for replacement. You can Q up to 5 mines at a time. Now when you place a new mine within the next 2 minutes, the oldest mine from your marked stack of mines gets removed instead of the oldest mine overall. This way you can not just disarm mines, but can replace them. If you replace a mine a teammessage is generated saying "player x replaced mines near barracks", so you would have to take a bit of responsibility for it. Also the planter of the replaced mines could get a private message informing him of the replacement, ideally making him learn.
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Hm yeah what i posted was wrong, pls take a look at what kenz posted and see if it is in the cache.ini
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[1155.30] Log: LoadMap: 62.210.143.227:1337/cnc-goldrush?Name=novass?Team=255?game=RenX_Game.Rx_Game ... [1244.76] ScriptLog: (UTGameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Your connection to the host timed out' Title:'Connection Lost' You lost connection to the Server when connecting to the map. I guess its not really a maprelated problem but something related to the server/service problems we are experiencing right now. Right now the most likely thing seems to be that the addition of a mutator to some servers like the one you were connecting to causes connection problems. The mutator needs to be downloaded to the clients and i was told that that sometimes can cause problems with UDK (very slow upload speeds of UDK or something). Pls hold on, we are investigating it. But if you keep trying you should somehow be able to load these maps. I guess it just doesent work sometimes atm. Could you also pls look into UDKGame/CookedPC folder and tell me if there is a RxHarvMod.u file in it ? If yes that would indicate you could successfully download the file, if not the download could be finished, then again indicating that it might have been the mutator download.
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Did you change teams before that or reconnected or something ?
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pls post your games logfile. it can be founf in utgame/logs or something like that.
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No, we didnt change anything, i have no idea why its happening. the service sometimes just doesent receive updates anymore from your servers. one thing i will try today is to give the service more cpu power, maybe that could help.
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How to get about 30 - 50 % better performance with only a minor impact on visual quality: Disable "static decals" in the advanced video settings. There seems to be an issue with decals in Beta 3. Deactivating this option most noticably removes the tank threads markings on the ground, but can give you a huge performance boost without really having an impact on visual quality besides the tank treads. For me if i enable "static decals" they consume about 40% of the rendertime of a frame on my GPU even though its a 780 GTX. So i get 40% less performance drain on my GPU just by deactivating that setting. Note: This will not have an effect right away when you change it in the ESC-Menu settings. It will only take effect once you loaded another map or restarted the game.
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@tekgunman: Doesent look like anyone deleted your post. Maybe you didnt save it or it bugged out or something. About vehicle handling: It has been discussed numerous times before and we know that vehicle physics are not ideal in this game but it is hard to get them right in this engine. @SFJake: Maybe. Going to consider such a setting.
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Doing a Natural Selection kind of commander thing ? Not going to happen unless we could monetize it. So again: not going to happen. If you want to think of gamemodes try to think of simpler ones.
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Yeah i would need to see more of the log to get an idea about whats going on.
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Can you post the serverlogs from today pls ?
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No unfortunately it is not possible to record client side demos. Epic removed support of that feature from the engine.
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Non of the games you llisted are UDK games I think. They use a full UE 3 license. UDK is more limited then full UE 3. They all have the privilege to make money and to be able to pay for the full engine.