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CayleRose

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Posts posted by CayleRose

  1. 70% of this thread is off-topic spam anyway. fuk it :)

    by the way where is this MoO owner? he told me he spoofed his server count in hosts.txt and he managed to get 70 players online in 1 game.

  2. I like box matches. Complete chaos; 300 people in a tiny area not enough room to breath - death everywhere you look, teamkilling enabled, bombs going off, friends dying, people getting mad cause ur team mate keeps blowing up the team with C4, then through the chaos you find you way to the main battle in a tiny spot with 100 guys in each side of the room fighting for control of 1 square.

    People like 32vs32 or less. I get it - I want to explore all possibilities.

  3. advertising agencies make shit load of moeny with that knowledge

    hi, stay on topic.

    Hey guys! I found the player cap for RenX. It is 128.

    The Devs want break the 128 cap and go limitless ^^

    I'm going to be a VERY happy camper once this game is complete :D

  4. I searched the forum and could not find a list of admin commands, so I'm hoping you folks will populate this thread with commands.

    For example, you type 'a' in the command console and you see "addBot[iNT]" I don't know how this command is formatted, but if someone knows, lets make a list :)

  5. The Developers would like to go limitless, as Havoc89 said, they're just restricted until they get a $99 UE3 license.

    I'm simply trying to find out what the unlicensed max UE3 cap is.

    EDIT:

    I would like to know how this server bypassed the current 40-player cap.

    Before I took the screenshot, there were 61 players; so I know its 60+.

    Ideas?

    UDK_2014_05_02_23_37_11_694.jpg

  6. It's not only about servers. The clients need a shitload of graphical and cpu power to keep up with all the action.

    there is a settings option in the game where those with junky graphics cards are even able to play.

    if that does not help, in the situation of too many objects for your computer to handle, you have the right not to join such a high-cap server.

    I hope the keep the limit at 64 max ... i love the actual 40 player limit

    then you dont have to play on them if they do come to exsistance, thats is your right, but don't hold the rest of us back, not that you can, as you're entitled to your own opinion.

    __

    I am still very anxious to learn what the cap limit UE3 has.

    Also, if it is a $99 license they require, im sure they are allowed to be donated a license instead of money (which isnt allowed).

  7. The problem isn't just with the server, it's with the clients. Each client needs to know where the other clients are and tanks, etc, it would be too laggy for people, let alone would there be enough space on the maps?

    I would just get the license.

    Any connection these days can handle 500 -/+ online; (a lesson for those who don't know) - all the client has to do is download the tiny little packets of streaming information from the hosting server. These packets are so insignificantly small that it would take maybe an hour to reach at least 4Mbytes on a HIGH-populated game.

    The hosting cap has always been crap like 16, 32, 48, 64.. These numbers are the usual cap because common commercial internet averages around 7Mbit (which 7Mbits = 0.875Mbytes) upload speed.

    Most Renegade servers are usually 25Mbits as well (these are the good ones that dont lag at 64 players and a little more).

    My server pumps out, as you've seen in the image above, an estimated steady 1,000Mbits/s. Servers like mine can easily handle, say, 5,500 connections and act like its only 64. It of coarse can handle more but that would be the casual stress limit.

    Your argument is for those who have very poor connections, which is very uncommon these days. I have zero confidence that my server, if the devs allowed, would even get near 500 online - simply because the maps are not designed for such activity. But even a person with a junky 18Mbit download speed could handle 500 players online (which would all be streaming from my server). You must understand exactly what Peer-to-Peer is, because this is not Peer-to-Peer.

    The reach here is to jailbreak this player-limit cap. Why? Well, that question alone is for your human nature to answer.

    I hope I cleared this up.

    @@Devs, really like to know what the current maximum player cap is.

    Thanks.

  8. @Havoc89

    #1. Yes, I would like to know this too.

    #2. If it is capped at 64, how much is the UE3 license?

    #3. Off-topic; in the future, can you guys make an executable reading from a .ini file which we (the hosts) can edit and put our server addresses in? I am sure every Ren-X community's clan would love to be able to just double click an icon and be directly taken to their main server. Do you see this happening? I understand you already have a game launcher, then a mini-launcher with web pages loading, but can have a third option for direct connect as well? The idea is absolutely mouth-watering to me.

  9. Hello, I own a 20-Core, 64G Ram, 1,000Mb/s Upload dedicated root server and I am wondering if the developers would allow a limitless player amount option for people like me who have such equipment at their disposal. Keep in mind, original Renegade has 128-players servers at one point.

    I support Renegade-X very much, I let my root server upload the Renegade-X torrent client 24/7 with an average 8.4Gigs uploaded every day for new players.

    10320556_697565070303195_4624583115479199236_n.jpg

    Please let me know soon, because I would enjoy very much hosting a real "MMOFPS" in the name of Renegade-X.

    Thank you.

  10. im trying to host a server and i see no step2.png during the installation. it goes straight to just installing the game. somebody upload the installation files please, because this option has been removed.

    i want to publish RenegadeX on subglobal.net, and i wonder if your game will support over 40 players online.. I can easily get 550 players in a game but i dont know if you folks will allow this.

    please get back to me.

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