RypeL
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Everything posted by RypeL
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I think omega79 is totslly corrct. Vehicles that you got from crates will most likely substract from the vehicle count when destroyed (but wont be added to it when they spawn). So this is probably one reason for negative numbers.
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Yes we dont know how to reproduce the crashes and that they probably happen more on pupulated servers and not on our testservers with few testers makes it even more difficult for us. So if you spot similarities in your crashes, like you described, that is valuable info for us. Im not sure if it could have something todo with spawning of players but it could be possible. Might also help if some people could Record their crashes (with fraps for example everytime on mapswitch) so then we could analyze and compare in the recorded video footage when exactly the crash happened, what was rendered before that on the minimap, how the vote looked etc. I will also start to Fraps my crashes in hopes to find some hints and similarities in the recorded footage.
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The logs dont show any useful info about the crashes. There is no proper errormessage in them. The game just crashes without writing into the log what caused it. That is our problem.
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[2.0a] Crash/Freeze while holding down fire button
RypeL replied to N3tRunn3r's topic in Feedback & Bug Reports
About crashes and logs: Describing the situation in wich the crash happens actually gives us more info as the logs as the logs with this type of crashes most of the time contain no valuable info at all. So all that logs that people have been posting about the crashes actually does not give us any info about the crash. To describe it with simpler terms: The crashlogs the engine gives in this situations suck. So descriptions/predictions about the circumstances of the crash, like having the firebutton pressed in certain events, are actually more usefull then the logs which contain no info about the crash anyway. This is also the reason why its do damn hard for us to find out why the crashes happen. So thank you for suggesting that we should look into holding down the firebutton when a building gets destroyed. We will try to recreate that. And if people can give more descriptions like that or confirm that they experienced the same that would help us a great deal. -
*closed since the patch is out. Pls post feedback in the patch topic instead*
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There can only be one recording at a time. When a recording is currenlty taking place issuing another recording will have no effect. Every recording records every player and everything that goes on in the game while its recording so you dont need to issue it for a specific player. I edited my post to make that more clear. *edit: And ya, like Kil posted everyone issuing the recordDemo command will be logged. If someone tries to abuse it to flood the servers harddrive serverowners can ban them for that abuse aswell*
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No. Only admins can record a full length demo. But everyone else can record a 2 min length demo. I´ll make that more clear in my post. So its impossible for cheaters to get away without beeing recorded aslong as some of the players playing know of the existence of the "recordDemo" command.
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When you see a cheater in a game you can open up the console (typically '~' key on english keyboards or use F5) and type "recordDemo". This will start a 2 minute long recording of the match on the server that can provide us important info about the cheater. Everyone playing on the server will have this ability to start this recording but only Admins have the ability to start a recording that lasts for the full match by typing "admin demorec". There can only be one recording on the server at any time. So if someone issues the "recordDemo" command while a recording is already beeing made then the command will have no effect. Get in touch with the serverowner or an admin and ask them to send us the recording (it will be in the UDKGame\demos folder). The recordings filename consists of the mapname and a timestamp. For example: "CNC-Walls_Flying-2014_03_14-21_08_27.demo". So if you report a cheater to an admin pls give them the name of the map and the time it happened so that they can find the appropriate recording. The recordings will allow us to watch the game from the cheaters perspective and it will show his IP. This will enable us to: analyze the cheat and use the info to implement countermeasures and automated detection for the cheat put the cheater on our global ban list (IP ban and range IP ban for now but we are also looking into other ways to ban in the future). Note to serveradmins: The demos use a bit of space so you should check the demos folder from time to time to remove old recordings. If you are really low on harddrive space on your server and cant check the server regularly enough to clean the demo folder you can also disable the client initiated replays by setting 'bDisableDemoRequests=True' in the UDKRenegadeX.ini. But be aware that this opens up opportunities for cheaters to stay undetected on your server. Also admins and moderates have some more possibilities (besides the recordings) to quickly gather player info. There are commands to display Player ID, IP, SteamID, Team and Name of all connected clients: Can be used in-game by logging into admin/moderator then using "AdminClientList". Can be used remotely by executing "LogClientList". Pls be aware that we wont put a global ban on someone just because you name us an IP. We need some prove. The best way to prove it to us are the recodings explained above. And as explained they also give us the most info about the cheat, allowing us to invest that knowledge into anti cheat detection.
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looks like locking your vehicles with L is not obvious enough in this game, or is it not working? The locking doesent affect enemies. Stealing the enemies tanks is part of the game.
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The current ETA for the patch is Monday/Tuesday. Just when the patch was ready we think we found a way to fix the crashes on mapchange aswell and we think its worth it waiting a bit longer till this fix is incorporated into the patch.
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You made a very offending post with insults directed at another forum user so what did you expect ? We dont know you or the guy you offended and we dont know whos "truth" is worth something and it doesent matter: You were the one starting the instults and if you throw insult arround against other forum users like that you can expect them to be deleted or to get a warning. Afterall we dont want this to become a place where people flame each other. @oddull: You are back on the leaderboard.
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You didnt get 100k today, you gained about 200k. That seemed a bit too unrealistic. You are not removed just yet but made hidden as it seemed fishy. Also your steam profile is private so we couldnt check how much you really played. If you think you can prove how you could make that possible then pls do so.
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"The dust kick up is a big give away. Plus if you happen to be looking at them, your reticle turns red. I" -> Both this issues will be fixed in the patch. So it became to hard to see a stank cause the cloaking effect wasent visible enough but that should be fixed in the patch aswell.
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Thx for letting us know! This is an issue with bots. Will fix this now.
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When in a vehicle you actually really can only start to see a stank when its litterally already bumping you. This will be fixed in the first patch.
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Ya We have some checks like that and will add a lot more in the future. We will also make it that if a check detects a possible cheater an automated demorecording will be triggered to catch evidence and we could even automatically send the serveradmin an email if an admin did provide us with an email for his server.
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Its obvious that banning by IP is no perfect solution. We are not that dumb! But its the only option we have available right now. We dont want to enforce steam right now so we cant use Steam-ID. And this hardware hash calculation: I bet all those suggesting it have no clue what they are talking about. Everything that is calculated clientside and not backed up by a big system like Steam should be an easy target for hackers. And scanning peoples harddrives to calculate some kind of hash sounds horrible to me. Beeing a free game people might argue that we use RenX as a tool to spy on their PC´s. At the very least when you talk about hardware hash provide a ressource/examples to back it up. But i bet you have no idea what you are talking about. So the only options we have left are IP and Steam-ID. And Steam-ID we only will enforce when we absolutely have to. So right now we have the option to either do nothing or to ban on IP. So we are banning on IP. The plan however is to only globally ban an IP after a demo has proven that someone cheated. I will make a post explaining it more later. Remember that we are a freetime dev team with no funding. Of course we can not have a perfect anti cheat system from the start but of course we want to gradually improve.
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Yes it could have been a c4. If the planter of the c4 dies the deathmessages will tell that you suicided. So the engineers probably killed the planter but then died by his c4.
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There is not much right now that you can do. But the first patch (wich is looking to be released very soon) will change that. The first patch will feature a way to record and to report cheaters and will feature a global ban list. We will give out details on this soon together with the release of the patch. We dont tolerate cheating and everyone using cheats should know that they will risk a global ban.
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This will be fixed in the upcomming patch.
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Yes we will need to change that to make it more fair.
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Ah ok sry i misunderstood you then. I thought they also did less damage in ren based on the radius as that seams more logical. Well ya so it is different in Ren-X then. Not really on purpose but it might be a bit more realistic then the mines always doing the same damage no matter what the radius. And this might be balanced by the fact that mines do a bit more base damage in general in Ren-X and more burn damage i think. But ya its hard to say i guess what is better than the other.
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Bots seeing SBH and stank will be fixed in the upcomming patch (it should be available sometime next week).
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That doesn't work like renegade, then. Triggering them from any distance, so long as they explode, will do the same amount of damage no matter how far you are from the mine. The only exception is with the collision of a wall. No that isent true. I just tested it again to make sure that its still working and it does. Mines do significantly less damage when you trigger them from further away. But theres one thing you probably didnt take into account yet: You really have to approach them carefully as they only check for enemys arround them every 0.4 secs. That way to really take as little damage as possible you have to walk towards them while also stopping from time to time. And mines will do two types of damage: Direct line of sight damage (30 damage points) and radius/splash damage (based on distance to the mine). If you trigger them within the radius without a direct line of sight from them to your player you will only receive the radius damage (so 30 damage less).
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They are programmed to do much less damage when you trigger them without beeing directly in its line of sight by hugging the wall. Just like in ren. Did nobody try this yet or why is nobody talking about that ? They also do less damage when you trigger them from further away, so walking into them is better then running into them.