
MajorLunaC
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Everything posted by MajorLunaC
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I've played some other games that have queues. It would be great, instead of just trying again and again. You could also make a connection script that keeps checking the number of players on that server and immediately launches if it ever drops below max. It's important to limit the rate of checks or it could cause problems (be seen as a malicious attack, crash master lists, etc.). I'll certainly include it on my Wine-only launcher at some point, but Windows needs some help to run anything in Bash (ex. http://win-bash.sourceforge.net/). You can try modifying the open-source launcher for RenX or use a scripting language (Pearl, Python, etc.) to do the check I said and connect. An example of connecting to a server: UDK.exe 127.0.0.1 You can type in the server IP yourself, or copy and paste from the master server listing, otherwise you'd need to make something like a whole separate launcher.
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I can tell you're excited, but I can hardly understand a thing you wrote. I would love to be able to build buildings, but I don't know if UDK supports it. Servers barely have 40 players usually for now, but 3 teams certainly would be interesting. There is currently this problem though: posting.php?mode=quote&f=34&p=120263
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Game Tutorial Has Possible Future Features?
MajorLunaC replied to MajorLunaC's topic in Feedback & Bug Reports
Well, I'll still look forward to them, even if they were just concepts (just like I look forward to concept cars making it to production ... never fruitful, but fun). As for noticing ... well that might be a cause of concern. It might be that nobody watches the tutorial :-/ . This was the first time I watched it, but that's because I'm a C&C: Renegade veteran, and I like figuring things out for myself ... it's really fun finding new fun things, keeps it interesting! -
Ummm, first of all, any sort of those cheats you mentioned should be banned permanently. Those aren't gamers. They cheat because they can do nothing else (they can't aim, have no skill, are lazy, spoiled, jackasses, etc.). Frustrated losers to sum it up, that get their kicks screwing over others. There are some interesting server bots that are able to automatically detect cheats. I'm a bit concerned it could add some burden on server performance, but maybe not enough to cause problems. For the most part, there need to be more admins, as well as a system of demo recordings to use as evidence (so anyone can report it). There should also be an IP and ID blacklist that's shared among all servers.
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I don't know if anyone else noticed, but the game tutorial shows some awesome features that aren't in-game. I haven't played Beta 1, so I don't know if it was there, and I have no idea if these features will ever actually be in-game, but I sure hope so! See the video in HD to read the full item descriptions of stuff that's not currently in-game: - 2:32 - 4:15 Renegade X Tutorial: I so wish for the Anti-Tank Mine, EMP Grenade, Motion Sensors, and Sentry Turrets!
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Renegade x mac/linux client[version 0.2 is live]
MajorLunaC replied to Absolly's topic in Renegade X
Can you try posting some logs when you join those maps or start a skirmish on those maps. Use pastebin.com . Logs are at /Renegade X/UDKGame/Logs. Some of the crash logs might already be in there (search for the map name in the text). If it's too large for pastebin, you can try mediafire.com or similar. I would really need the ending part the most, or where it says "error" or "exception". -
Can you try posting some logs when you join those maps or start a skirmish on those maps. Use pastebin.com . Logs are at /Renegade X/UDKGame/Logs. Some of the crash logs might already be in there (search for the map name in the text). If it's too large for pastebin, you can try mediafire.com or similar. I would really need the ending part the most, or where it says "error" or "exception".
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Is that the whole log? I see it cut off at 869, and I really need the ending part more than anything. If it's too large for pastebin, you can try mediafire.com or similar.
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I feel stupid for not thinking of trying those things! It IS excessive. Imagine 6 techs on an apache. I would say make only vehicles do team damage, but it seems there are only drunk drivers everywhere (don't want to be the tech repairing the back of your tank). The only current limit is a weight limit, as described in another post: You can carry only small vehicles with a single aircraft, while larger ones are too heavy and you need to use 2 at once. Maybe make humans weigh a ton (although I say you change the models too then ... Sumo Sakura, Beer-Gut Havoc, HotcakesWire, etc.). Another way might be to make the tops super-slippery, like ice.
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I've crashed repeatedly on Islands while shooting with the mobile ion cannon using Sydney. But the crash is not really as irritating as losing all my money and not getting reimbursed despite getting on the same team ... really could use a 5-minute reconnect buffer for this.
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Oh, I see, issues with spies being detected. That is a problem. I have noticed long-distance detection as well. There probably should be a random detection chance that decreases with range and stays 0 at spies. Vs the free classes yes, 1 shot anywhere is fine. But when you get a Sakura, Mendoza, or Ravenshaw vs a Havoc, they die in 1 shot. A single Sakura/Havoc sniper shot in the body kills $350-$1000 units instantly. Even at $350, it should take 2 shots, even if they're left with only 1 health. But most especially $1000 characters should take at least 2 shots to take down ... so for it only takes 1 shot. In other words, I took $1000 classes several times in a row, and I was always killed instantly in 1 shot by Sakura/Havoc. Don't tell me all of their shots were perfect headshots, because I was zig-zagging non-stop. Who knows, maybe this is an aimbot issue. Hmmm..., I just thought people might say anything less than 100,000 is too low for a full server. Either way, it would require a different strategy -> Donating to the rebuild fund early on when you CAN afford it. In essence, "Saving up for a rainy day". But I think there should be a vote system to transfer the donated money between the Base Accounts: "Vote to transfer $20,000 from Base Auto-Repair Account to Base Rebuild Account: Yes(3) No(1)" For purchased weapons, they should do a little more, especially against infantry. For Free weapons, the auto-rifle (standard soldier) isn't accurate at all, especially with the ridiculous recoil, and doesn't seem to do all that much damage. I kill enemy infantry MUCH easier with the silenced pistol. But none of these weapons are any good against heavy armored vehicles, except maybe the Grenadier (GDI-only!). Timed C4 is an option, but hard to place, especially when facing a wall of tanks (especially flame tanks!). Remote C4 has always been variable for me. Sometimes it kills enemy infantry in one blast, other times not at all. They're even harder to place on a vehicle than Timed C4. I know they're supposed to be supplementary, but Free units shouldn't be useless against anything. When you lose Refinery or Barracks/Hand and War Factory/Airstrip, you can't do much anymore. It should be that when 75%-90% of the team (I guess on a full server) focuses their FREE basic soldier rifle on a single Medium Tank, it should be killed in 20-30 seconds. So far, nothing FREE does much of anything against heavy armor, and technically even against light armor the damage is pretty low. I'm not saying it should do great damage, but it should do reasonable damage, especially against Heavy Armor Vehicles at Medium-Range to Long-Range (FREE Rifles + Marksman vs a wall of Flame Tanks or Medium Tanks). Hmmm... I could have sworn they were healed by Tiberium in C&C: Renegade, although not at all fast. Something about them has to change because they bring nothing new compared to other characters so far. Oh and I remembered another serious problem: I always lose ALL my money if the game crashes, even if I get back on the same team. There should be a system to save the money for me for 5 minutes if I get back on the same team, otherwise it's distributed to the team I left.
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I'd like to discuss (not "argue" or abusively flame) some of the issues I've encountered in terms of balance. I know that much of RenX is based on the original C&C: Renegade balance, but that wasn't really very balanced. I weclome any sensible discussion on these topics, although do try to consider the perspective of a lone tech having to defend an entire base, as is too often the case. Also, the intent of a game is for EVERYONE to have fun, not just a few. The following is from numerous, repetative experiences online. *Don't Rely On The Infinite Wisdom Of Noobs, Especially In A Small Game One of the main aspects of the balance and function of RenX is that it relies on a large number of players being present AND active in game usually, and at least 50% of those to be competent and willing enough to defend and attack properly, according to the situation at the time. When server numbers drop to 20 and below, all balance fails, meaning the pros annihilate the noobs in a few minutes. So the main idea is, most of the defense, relies on the players, which are rarely good at defense, especially when there are fewer players on. I consider that a bad idea, because it means a good game can only be a full game. I've always thought the Renegade model was shamefully lacking in automated base defenses compared to the rest of the C&C series. It is true that stalemates can be a problem, but I don't think eliminating nearly all base defenses is a solution. Do you realize that many maps, within the first minutes, I have to single-handedly run around the entire base mining every single entrance and ramp properly? And then the rest of the map, I have to continue to run around at top speed to replace all those mines. A remote C4-ed vehicle doesn't help too much. That really isn't fun, putting all the burden on a few (or in my case, single) reliable techs. If I don't do this, it has usually ended up in a building being destroyed in the first 3-5 minutes, ruining the game for everyone else. (You have to understand, normal human beings HAVE to take bathroom, water, and other breaks during the map loads, and everyone is looking away from the building entrances while picking out stuff at terminals. For those of you that still don't understand (you know who you are), it's like getting kicked in the nuts during the handshake before a fight.) Where is the fun, challenge, balance, fairness in being able to run into a completely (or nearly completely) undefended base, clicking 2-6 times, and destroying any single essential base asset, nearly guaranteeing a win, and ruining any reasonable gameplay that team might have had. You're supposed to use plenty of effort, strategy, and tactics to get results and win. It should NOT be about exploiting game-setup times. One solution might be to have a warm-up time when ONLY mining is allowed, no building destruction or anything ... although it takes some minutes to mine everything, so maybe not the best solution. Another solution would be to add better defenses, because even the multiple base turrets are lacking (I've seen a single flame tank alone take out all the secondary turrets/guard towers, 15-20 seconds per turret.). I would prefer deployable turrets, if it's possible, or ideally even vehicles that become stationary turrets (which can't be stolen after deployed). Actually, I think that was in one of the C&C games ... don't remember the vehicle type though. I don't mind if the turrets are weak, meaning you have put and struggle to maintain a ton of them to even be functional, at least it would be functional with more than one-time use (unlike mines). My recommendation is that servers always have some defensive bots on, or at least have a script that runs each new map (checking to see if any real players are on), adding 1 defensive bot per building = just 5 bots per team. And if it seems too much, the script can just remove them all automatically after they're done mining (especially mining) and defending during early rushes (10 min). I don't see why players are so reluctant to add bots to the game, especially defensive bots (vote menu should have bot defense/offensive setting too). The only problem I've seen with them is a bit of jitteriness in the rest of the game. Is there a problem with them that I'm not aware of? If you want, you can even make purchaseable bots that take on your current character (you lose current), with a limit of 1-2 per person, or a team limit like vehicles. If possible, just having a way to automatically spawn a set of mines at entrances at the start of a map. I don't mind losing at all, as long as it's after at least 20 minutes of gameplay, and people on both side at least somewhat tried to fight and defend. Someone's gotta win and someone's gotta lose, but it's really the battle that matters. 3-minute games involve no battles, no skill, and no talent. *Purchased Snipers Are Too Powerful (Mainly Sakura & Havoc) No purchased unit should ever die in 1 shot or explosion unless it's a very skilled shot. In essence, only a direct tank shot or sniper's headshot should kill in 1 hit. In all other cases, it should take at least 2 body shots to kill a purchased character, including explosives. For the higher priced ones, 2 + 1/2 or 1/4 shots. It's simply unfair to those that spend their funds on the most expensive characters: You instantly die from even a shot in the foot, which was made by someone you usually can't even see, with no indication of where they shot from. This especially a problem during crises, when the base is under siege or close-range attack: At least 5 snipers at a time group up and snipe everyone struggling to fend off tanks. Try to purchase a character -> BAM, 400-1000 credits (or twice that with powerplant down) down the drain instantly without warning (and with the Refinery down, it's incredibly difficult to earn any money). Try to countersnipe in the chaos -> BAM, dead by tank shell, being run over, or being sniped again, as well as your base going down. How is this fair in any way? Apparently, a good sniper can fend off an army single-handedly from afar, maybe even without being seen. *Base Asset Rebuild The problem is that the game is absolutely unforgiving for even the slightest slip-up. You can't rebuild any base. That's why I think you should be able to rebuild a base asset (maybe restricted to only 1?) with 100,000 credits donated to a rebuild fund (separate from a base auto-repair fund, see below). *Base Repair Needs Improvement Engineer repair does need a slight increase, to compensate for few playing as engineer and technician, and because of beacon and tank repair issues (never enough to make any difference!). Maybe it would do some good to add a base auto-repair fund, that you can donate to so the base has some degree of auto-repair function. This was also in a C&C game, and for good reason. *Non-Purchased Weapons Are Far Too Weak Non-purchased weapons should do at least a bit more damage because it's difficult to kill any infantry with free weapons ... it just doesn't do enough damage, especially if they're running around, not to mention the rifle is useless with the immense recoil. The marksman needs a bit more damage too. And obviously, there need to be some non-purchased reasonable anti-vehicle weapons, because so far, the damage is too pitiful to try. I do see that some was increased in Beta 3, but I'll have to wait till then to see how well it's changed. *Vehicle Anti-Personnel Damage Needs Increasing Tank shells rarely do any damage to any aircraft ... somehow it often misses despite an apparent direct hit on the visual side. As for vehicle machineguns, if you ever manage to hit running infantry head-on, it does measly damage. Close range with a vehicle, you can kill NO infantry unless you manage to somehow run them down, although most vehicles are not maneuvrable enough to do so. Infantry are supposed to be afraid of facing a vehicle, any vehicle, head-on. So far, they mostly ignore the vehicle, especially machine guns that I know did for more damage in C&C: Renegade, or see it as a free kill via timed C4 or anti-vehicle weapons. *Medium Tank Issues If the turret barrel is even slightly obstructed by anything, you can not fire. I understand it might have to do with preventing firing through buildings, but it would be better fixed by starting the projectile at the base of the barrel that can't ever reach any wall. Or perhaps having the base of the barrel be solid, so that it gets blocked by tank geometry. I've encountered so many situations where a wall, infantry, or another vehicle caused a gun jam, and my destruction. It's crippling. *Mammoth can literally be outrun by a snail. *As a final side suggestion, maybe you should be able to purchase more harvesters to harvest faster ... to some degree (only one parking space at the refinery). Probably needs some server limit. It's harder to kill 2 or more harvesters, so one might survive to provide funds. Maybe even make the player-purchased harvester controllable by the player, so that intelligent harvesting could be possible. Oh, and another thing, shouldn't the chemical trooper be healed by tiberium, because I remember that was the only way he could be healed in the other C&C games. I'm sorry for how long this is, but I wanted to make things clear and supported.
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I would gladly trade the buggy/humvee for a recon bike. There was an amazing C&C: Renegade Mod that had them, underground flame tanks, and even a full-size walking mammoth bot. Would be a great mod to have for RenX.
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Renegade x mac/linux client[version 0.2 is live]
MajorLunaC replied to Absolly's topic in Renegade X
Not really, but what do you mean "trouble"? The only problem I've had is freezing up when I try to go into the field of the Field map. The rest seem to run fine. You might want to tweak your settings if there's lagginess (see Wine appdb Renegade X). -
Yes! The old launcher works now! Wow there are a lot of servers, mostly empty, but a lot! And I fixed the config problem with Wine! Awesome! And thanks for everything!
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Yeah, then I'll have to fidget with the RenX/UDK configs and install again. I somehow only got it right the first time, but I documented most of it, so I may be able to get it back that way. Although sometimes it works with the configs right ... hmmm weird. But it's good that the old launcher can be fixed. For the in-game launcher, I'm not really sure it ever worked for me (I can't remember anymore), but I'll keep trying. Oh, and thanks for the connection command, works great! (One thing I keep wishing for is accessing the menu and settings from in-game during play, though, even if I have to reload all game resources to do so.)
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Yeah, the server list doesn't show up even on the in-game server list (Multiplayer). Is there a 3rd option (1st=Java Launcher ; 2nd=In-game Multiplayer Listing ; 3rd=?), or is the Multiplayer list what you mean? EDIT: Again, the error reports and logs are here for the Java launcher, if you have any specific understanding of the code, and it happens even after a fresh install: http://pastebin.com/2R6XtYzG http://pastebin.com/xET6KLKu http://pastebin.com/nbAM5r3P
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Ah, I see. Well anyway, this is what I got from the open-source launcher: http://renegadexgs.appspot.com/browser_2.jsp?view=false I'm guessing that's all there is? I just have to parse that and make it look nice (the launcher files really help). Not a problem. I still need the start-up commands though, as just UDK.exe doesn't load all the configs, profiles, etc. and won't directly connect to a server. I can't seem to find any commands in that launcher. It'll take me a while to arrange something like a launcher. If you, or someone else finds the time, I could use some commands info sometime, anytime, please. Not everything, just enough to connect + config and profile loading properly. Thanks for the help so far!
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Since Sunday, August 3. I'm not exactly sure why it's actually showing errors for it, even after a full reinstall. EDIT: Yeah, that info provided seems restricted -> "Information You are not authorised to read this forum." And as for that alternative launcher, it still requires .NET 4.5, but I do think the code could provide useful info.
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*Yeah, this is what I'm getting with the old launcher: viewtopic.php?f=119&p=140093#p140093 *The in-game server listing doesn't work either. *I tried to make your new launcher work through wine, but it requires a new .NET 4.5 and Mono, and trying to install those through Wine breaks the game install (everything stops working). Why exactly can't the new launcher use the already required dependencies (dlls, etc.) instead of adding all new ones? *Either way, at least us Wine/Wineskin users are gonna need to find our own solutions. Mainly, to at least see the servers and number of players so we can copy and paste server IP and join a server quick. Here's our options: - Convince RenX devs to use a php-based server listing. Free Open-source php listing software for many existing games here (try the stand-alone): http://www.greycube.com/site/download.php?list.10 - Convince http://www.gametracker.com/ to add the measly number of Renegade X servers to their listing. - Ask RenX devs to provide the master-server info for making our own launcher, as well as the console-only start-up commands for RenX (using the launcher to directly join a server IP, starting the game menu). ex. (starting a server): UDK.exe server CNC-Field?AdminPassword=password123?maxplayers=40 -port=7777 Where are the rest of the commands? No, http://udn.epicgames.com/Three/TechnicalHome.html does not really list the specific ones for RenX. Any help from anyone is much appreciated regarding any of these.
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Ok, so how was this fixed? I assume that installing Beta 2 was the fix for this, but I have Beta 2a, and the server list was working fine until yesterday. Was there an update I'm not aware of? Skirmishes run fine. I'm actually running the game through wine, but it worked fine up until now. I can provide some terminal output that says the launcher had a Null Pointer Exception and such: http://pastebin.com/2R6XtYzG The server listing tab shows nothing at all, the first time I click it. No table, no listing, just the background image. Then, after I click on another tab, and then go back to the Servers listing tab, I see the image in the first post. Oh and I found 2 launcher logs as well, for today's starts: http://pastebin.com/xET6KLKu http://pastebin.com/nbAM5r3P
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This is a very specific case that is unique to using Wine for Linux to play Renegade X, and it's really just for future reference for the map makers. It's very odd, but on the map Field, even looking into the field area causes a sort of complete "lag out" or "freeze-up" that usually results in my character's death (stops lagging/freezing for about 15 seconds or more but starts up again almost instantly). I've played most of the other maps on the popular servers, and it seems that it's unique to Field. It's not the river, it's not the silo that can be captured, but something unique to the field area of the Field map (special textures? special shaders? special lighting? Is there a waterfall[so laggy I can't even look that way]?). The base areas and tunnels are fine, no problems. This is really more of a question of curiosity, because it doesn't seem to happen on any other system, and I doubt Renegade X will be ported to any other OS in the foreseeable future. In essence, I'm asking "Please, if you happen to have the passing whim someday, can you sort of try to see what might be causing something like this, and try not to put it into any new maps?" It's really not so much of a problem for me, since I usually repair and defend, and I can still attack via the tunnels. Just for future reference.
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Renegade x mac/linux client[version 0.2 is live]
MajorLunaC replied to Absolly's topic in Renegade X
I've optimized (really minimized) the UDKSystemSettings.ini, so that things run smoothly. Optimized UDKSystemSettings.ini: http://pastebin.com/eJXbHXFp *Required Settings for Textures to Show (in case lots of things are black): DirectionalLightmaps=True OneFrameThreadLag=True *Optional Additions that do change something visibly (currently DynamicLights=False on the optimized one I included, for performance): DynamicLights=True DropParticleDistortion=True The DynamicLights seem to add some lights. DropParticleDistortion I'm sure helps with something. The rest you can test out, but don't seem to do much (Everything down to and including AllowPerFrameYield in UDKSystemSettings.ini can be false, except those mentioned.). *Map Problem: Field -> Don't go into the big field area. Lags to death even looking at it from your base entrance. Stay at base and defend, or go through the personnel tunnels. *I've seen a strange error pop up on Black-Cell server, crashing the game: wine: Call from 0x7ed0877e to unimplemented function d3dx9_36.dll.D3DXDisassembleShader, aborting wine: Call from 0x7ed0877e to unimplemented function d3dx9_36.dll.D3DXDisassembleShader, aborting fixme:dbghelp:module_remove This shouldn't happen The fix for this is winetricks d3dx9_36 , after which it runs fine (so add that to the requirements at some point). -
Renegade x mac/linux client[version 0.2 is live]
MajorLunaC replied to Absolly's topic in Renegade X
Yeah, the open-source, patent-free option doesn't seem to do anything by itself, or at least I have no idea how to enable it to work with anything ... might have to ask those devs at some point. Oh yeah, also, the game resets the system configs every time, so you have to set everything up and then make the file non-writable via permissions. -
Renegade x mac/linux client[version 0.2 is live]
MajorLunaC replied to Absolly's topic in Renegade X
Fix all black everything and mouse function + render (read the Patent warning though): http://dri.freedesktop.org/wiki/S3TC/ There is an open-source, patent-free alternative of sorts, but I haven't tested it independently (the link ABOVE works by itself, but this open-source one BELOW I have not tested on its own): https://github.com/divVerent/s2tc/wiki/libtxc_dxtn So you would run: export force_s3tc_enable=true wine ./Renegade\ X.exe Note that you should try to have the latest graphics drivers, so with intel mesa 9.0+, GLSL 1.30+, Intel Integrated Graphics card later than HD2000 (See http://en.wikipedia.org/wiki/Comparison ... sing_units), according to a similar problem with Steam ( https://github.com/ValveSoftware/steam- ... /issues/19 http://steamcommunity.com/app/221410/di ... 956036/#p1 ). The fix might be able to work without all these, but it's recommended. Here's my UDKSystemSettings.ini if you need it, because the other one provided on this thread crashes. http://pastebin.com/1zzwD4mE EDIT: I did also install winetricks dotnet20 dotnet30 based on UT3 on wine appdb, but I don't think that changed anything. Oh, and thanks for all the help on getting RenegadeX to work on wine!