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NodSaibot

Totem Arts Staff
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Everything posted by NodSaibot

  1. NodSaibot

    Quo Vadis

    Going to quote the same post I did for your thread. Suggestions and opinions are one thing, but saying we should look back to Renegade and mold the game after that just simply isn't what RenegadeX wasn't meant to be.
  2. Creating a complete standalone game for just a few people would be a waste I think. Our goal is to grow and reach more players. The current state of RenX is slow and tedious, as there's not many active developers left. We do have a "roadmap" that's slowly being worked on, and we are progressing at our own pace.
  3. I think that kind of describes a bit of where it went wrong. But it's really hard to pin it to specific issues
  4. I agree that this sort of stuff is fun, but all I'm saying is is that there's not many, if any at all, that are into this sort of stuff.
  5. Happens when there's a limited resource.
  6. While it wouldn't be hard to create, I don't know if anyone would use it. I think the game is a little small, and not many are interested in clan wars now. However, if you really want it or think there's a reason for it now, I wouldn't mind finishing out the required functions for it.
  7. There actually is SOME stuff that was partially done for clan stuff. I don't think it ever got finished though. Would need more details of what you'd want to confirm if we have it done or not.
  8. The current website we use that Tom was talking about is this. It just shows the current map (slideshow of a few images of that map) being played with player count. I could easily change it to something else with a few small changes. Could even just use videos for the backgrounds of some cool moments and good rushes etc.
  9. NodSaibot

    Quo Vadis

    @yosh56 @Agent @Havoc89
  10. Spawning in stuff and "realistic" shading/lights don't mix in UDK. If it were to be spawned in, it would be dynamic (or something like that). Which means the lighting would be computed real-time. Vehicles and characters already do this, if I remember correctly. But putting it on big structures might draw a bit more processing power than they do. We can't really be sure until we try, but anyone else should feel free to try it.
  11. NodSaibot

    Quo Vadis

    There's a large difference of opinions between servers, so I don't really think working together is an option for us. We do answer each other's questions, and I help CT if they need code help or whatever, but I don't think we would do anything like that. Different ways of moderating and stuff like that are too big of a difference for me.
  12. NodSaibot

    Quo Vadis

    For the server limit, it really comes down to what is the most amount of players we can have playing at once? You want to maximize this. While obviously there's a point where it's not worth it, like over 64 players. If you have over 64, the game optimization doesn't become noticeable at all and the game will lag insanely bad. However, if we set limits to 40, only 40 people will be able to play. I think that would end up with more people just sitting and waiting all day for a spot, and usually just forgetting about the game. I am happy to work on splitting a 64 server into 2 servers at 32 players/64 limit at the end of a match. But like I said yesterday, I don't want half the server of server 1 to leave, which would probably end up in everyone else leaving if it's then at 16. It will just have to be tested on the public I guess. I will have to try this on my days off, since I don't have much time to do work nowadays.
  13. NodSaibot

    Quo Vadis

    The real question is why is this in off topic. For the server limit, I only set it to 64 because no other server will ever coordinate with us. I am happy to use the mutator I created and send half the server somewhere else at the end of a match. I could just send them to another one of our servers as well. Either way people will complain, and possibly doing that will just kill the game for that day. I just don't agree with removing commanders. And the game has no players probably because there's no advertising for it.
  14. Front page menu? Or in game menu?
  15. I think this version is faster than the original, but it's still good
  16. Are you telling me Triple A titles dont advertise on YouTube?
  17. He's not paid from the 80. From my understanding, they've worked together before and know each other. This isn't a full-time job, so there's no real need for a "real salary". It's more like a consultation.
  18. On the test server if anyone wants to look. f5 sandboxspawn iri_veh.rx_vehicle_LAV
  19. On the test server if anyone wants to look. f5 sandboxspawn iri_veh.rx_vehicle_LAV
  20. The editor comes with a start.bat file now I think.
  21. Interesting. Glad to hear it's working for you.
  22. That would require a lot of work. The game isn't really built for more than 2 teams unfortunately
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