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Posts posted by NodSaibot
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On 10/7/2021 at 9:15 PM, Sinai said:
thanks dear friend for saying, i thought maybe someone like it to re-create it, thanks by the way
There is a public SDK for you to use if you want to experiment with modding or changing anything in RenX.
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I've demo'd many changes to mines to see what could work. For example, the proxy radius being shown.
Some other things that never made it into the game were sockets on each building meshes at specific positions that would show "hologram" mines while holding mines, to show where mines are recommended to be placed. This could be a solely building-specific thing, and the players would have to figure out where to place any spare mines, or it could be extended to allow mappers to add suggested mine spots.
I personally think setting a "preferred" or showing specifically where mines should go is a little too far, but maybe thats because I've played for so long and I don't fully appreciate the new player experience.-
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On 9/29/2021 at 8:01 PM, Sinai said:
hello and greetings, are you still using this version ? what is your UDK version for 5.52.81.135 patch ?
You can read the version from the log. I am pretty sure it is Jan/Feb 2015 version. I don't think there are very big differences between the last UDK revisions that matter to players
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People underuse and underestimate the coaxial gun on the Medium Tank
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On 9/26/2021 at 4:11 AM, Atomsk said:
I would also be very interested in this, especially per map. I can't imagine how often I've bought a light tank in field, lost it, hopped back to base and got another one
If this data was available in a raw database, I'd love to play around with it in Power BI or something.
Technically there is already data available, if you can parse the rcon logs or parse irc logs, but there is limited information available from those still
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All of these stats are collected every match by the game (only applies to actual servers, single player doesnt count)
"data": { "gameId": "27asa55d-af17-11e8-892c-70sbcba9787c", "serverName": "Renegade X Server", "serverIP": "None", "winner": "gdi", "team1Name": "gdi", "team2Name": "nod", "team1Score": "1001", "team2Score": "500", "team1Players": "10", "team2Players": "8", "winMethod": "score", "map": "My Map", "gameName": "renegadeX", "startTime": "2018-09-02 21:17:52", "endTime": "2018-09-02 21:24:46", "lastUpdated": "2018-09-02 21:24:46" }
It would be trivial to be able to visualize it if a little work is put in. I also created a live graph/stats page that tracked server count, player count globally, and on a per-server basis, on my own servers, more stats. (gdi/nod inf count, mine count, cp count, building count, vp per team, credits per team, etc).
It is possible to integrate these into this website or onto it's own page. Couldn't tell you about the other stats, from what I know, this is all that is collected.-
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Ah yes, another revival of the classic mine debate. Can't say how many threads and conversations I've read over the years about mines.
I think they are just inherently a bad decision by the Renegade development team, and it was applied to RenX. I think removing the mines or changing them fundamentally would change how the game is played too much, for the worse. -
1 hour ago, Tarvin said:
Could you elaborate on what that is?
It is literally when packets are lost in transit from point A to point B. If you are on WI-fi, this could be happening quite frequently. There can be disturbances from other frequencies, such as microwaves being turned on, or just actual physical objects moving and blocking the signals.
If you aren't on wifi, then I don't know what to tell you, but you can press f5 or ~ to open the console, and type 'stat net' for the network statistics to open, and you can look at in/out loss there. The same command removes the stats.-
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If you're getting speed hack warnings you're most likely having packet loss.
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The serverlist has functionality to change the IP sent to the launcher for any given server. You would have to ask the Community Managers about that.
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19 hours ago, TK0104 said:
Hey @tehdanerer
Unfortunately due to EA's policies, we are not able release this on any major gaming platforms such as Steam. It is and will remain exclusively available on our download section
That doesn't really answer the question.
I don't know of being able to play UDK games on Debian, which is what the SteamOS is based off of, but I know people who have played RenX on Linux before. It required some stuff with WINE and other stuff to get it working properly, so it's really a question of how extendable or customizable the Deck ends up being. -
4 hours ago, stv911 said:
What should I look for in logs to figure out what causes the freezes?
thnx80% of the time it won't log if it's crashing, as the crash can make the log buffer never get written. If you're crashing on PT, try turning off the "PT scene" in the game settings. I think it's under interface.
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On 8/21/2021 at 8:50 PM, stv911 said:
I've got an AMD Fx (AMD FX-8370 Eight-Core Processor 4.01 GHz) with 32 gig DDR , GE Force GTX 1060, but never had a problem and have been running this game for awhile . Haven't play for a few weeks but when I did , I started getting freeze ups . Some time right away and sometimes after a few minutes.
In the log I get this error. But 15 or 16 lines of it.
[0114.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0114.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
I can run in win7 compatible mode 32bit but it looks like hellThose logs are ordinary and wouldn't cause crashes or slowdowns.
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54 minutes ago, Handepsilon said:
I'm quite certain that it's mid-game. There's no point on vote shuffling that happens at the end of the game since it's gonna be shuffled anyways
depends on server settings but yea ;o. imo a midgame shuffle would be super not great
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Any idea of how it would work? Forces scramble on match end? Does it mid game?
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I have some "new", at least updated materials/textures for the Temple of Nod if you're interested.
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1 hour ago, roweboat said:
@N3tRunn3r the "sound bug" as its called, has been prevailing since the games inception. many have and are working towards fixing it, but research is still on going ='(
mostly since 64-bit game clients were fixed
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I left the team willingly and was even asked to come back after I had left already.
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I for one would like to be able to see the progress on the project that I made a major contribution to, especially when I originally started playing this game as a beta tester.
(I also lost access to beta testing recently.)-
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Some tutorial series have been made, but they are slightly outdated.
Also, you can join the Renegade X Discord https://discord.gg/renegadex that has text channels devoted solely to community content creation. There are plenty of people there who would be willing to help!
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process has changed a bit since then. if you cant work it out from this i can provide a more in depth guide. -
Strike down votes with voting
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UDK does not support IPv6
UDK version
in Renegade X
Posted
I'm not sure what you mean, but if you're having issues with mutators being out of date, it's probably because the mutator used functions that existed in previous updates of renx, and you'd need source code to be able to make them run on current renx.