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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. 3 hours ago, Dagama said:

    I hope tanks can go up after new physics or (and) not going under without control when it stands side-to-front on the slope.
    p. s. lakeside is steel accidentally removed

    It's still in the games' directory, don't worry.

  2. On 2/8/2022 at 12:28 AM, RustyShackleford said:

    If APC handing is improved, the APC rushes will be back.

    If APCs were a bit faster, particularly the GDI APC, that'd be neat tbh. 

    If there's anything I miss the most from OldRen, it was the usefulness of APC rushes. Especially after you killed the WF/Air, the APC rush was essentially one of the best ways to get several players in and deal considerable damage to the enemy team. 

    APC rushes feel non-existent at this point.

    • Like 2
  3. You can B2B rockets the ref and possibly the PowerPlant and HoN/WF. 

    Fog is a bit too dense, toy around with it because it's nice to be able to see the water material.

    Not sure how easy you want a rocket-rush to be able to destroy and entire enemy base but that's doable from one of the corners of the map (outside the bases)

    I like the infantry route through the middle under the bridge, you can also use the fog to play about with how the colours/lighting a tad as well. A colour offsetting from 'white' [as in a very, very, very pale version of a colour] can make the lighting less bland. 
    If you want the map to be overcast, 'bland' is how it will appear. There is also a way to alter the highlights, midtones and shadows in the map global properties <- Which will definitely give you a bit more breathing room to make colours seem sharper and improve their contrast.

    It's a nice arena, you could also always replace the PowerPlant with the Repair Facility if there's not going to be an AGT/Obby. It would be interesting if this was a flying map which could also be an alternative from the PowerPlant, so long as the maximum height for aircraft doesn't go above the height of the tallest city building your map could manage quite well as a flying map. If you've not considered this, could be worth playing about with the idea.

    The layout is nice, just be aware that rockets have a practically infinite range, so try to obstruct the view of the bases from one another as best you can.

    • Like 1
  4. On 9/13/2020 at 10:04 PM, IpityU said:

    Neither step 1 nor step 2 worked.  Step three only brings me to a page which links back to this forum.  Nothing makes any sense.   What's going ion?

    BTW - the install hangs at about 90.5% and wont progress beyond that.  

    Apologies, this thread is very out-dated. 

    But if your install hangs at about 90.5% your only option is to give it a few moments whilst its at that percentage, then try re-downloading it again [it supposedly saves some or most the download progress] which shouldn't take as long as it would have the first time. 

    Turn off your VPN whilst downloading, just for good measure if you are using a VPN. [Typically shouldn't make a difference but the current build of the Launcher gets quite unruly with different peoples' internet connections sometimes, especially if below a certain internet speed it sounds like its timing out. Just try and try again.]

     

     

    Edit: It would seem https://renegade-x-download.net/ no longer provides a full 7z package of the game to download and install anymore, i.e. the website is broken.

  5. In the past when the player count for a server is lowered this doesn't seem to enable population of a second server, different players have their minimums it would seem and won't join unless their personal minimum is met sometimes, is all I can conclude

    There's definitely more than 70 active players, I've seen 64/64 and 23/64 at the same time last Saturday, the players are definitely there. 

    Curious if timed matches might become a thing again, in the past the biggest issue with timed servers was a lack of in-game notification reminding players how much time was left before the match was over which is quite vital for a timed server. A timed game of an hour per match would definitely push games in their alt-traditional 'All-Out-War' style again and opens the game up more to people who may or may not be fed up of a 2-3 hour game that not everyone will see the end to. Players just need an in-game 15, 10 and 5 minute notification if Timed Matches are to become something. [Currently, they just abruptly end which is awkward and frustrating all things considered]

  6. Spoiler

    As time marched on multiple servers with a lot of players kept going until the game servers almost annually were starting to get DDoS'd and that created a quite an impact, those who looked into it found out it was DDoS attacks however those who didn't may have assumed the server stability was just too poor to keep playing. 

    The last time we started getting two fully active servers going, yet another DDoS attack occurred and this ensured no more than one server could remain active. In-fighting and drama and saltiness and poor player behaviours have deterred players from sticking around but these are normal in any game community, but in all likeliness and more importantly, free-to-play AAA games have had a considerable knock'on effect over these past few years towards maintaining an active player population.

    It's good to see one active server for longer than 12 hours currently, small steps but as a community we're pushing forward and slowly regaining active numbers. The RenX community's perseverance knows no bounds and I reckon the player-count may continue to steadily climb back up across all hours, two servers running at a time is steadily increasing in chance too. 

    There's also an NA server as well as EU servers to play on currently, the RenX community can engage in more consistent plays and the game itself has been nicely patched for the most part.



    In the past few years, maximum of 2 servers [outside of seasonal times] - before these past few years? See above.

     

  7. 8 hours ago, Backfromhell said:

    Minelimit ,Vehiclelimit was hardcoding too, but looks like my memory is a bit better . Madkill.

    Regards

    from Jurassic Park

    PS: btw, here ppl can write which playstyle they play with comments, or when the stopped why?

     

    Those limits existed in OG Ren, so... what are you saying?

  8. 9 hours ago, Snow. said:

    If your assumption were correct, why has it never been possible to fill a second server even if it was actively seeded by several players?

    In case you didn't read between the lines, it was possible, it was happening, technical difficulties i.e. [DDoS] completely killed RenX the moment a 2nd server started filling up at long last on both occasions. Weird coincidence, right?

  9. 6 hours ago, Snow. said:

    Wondering why you bringing up this points in this thread and not in the mentioned thread.

    On 11/5/2021 at 9:51 PM, Backfromhell said:

    Quit Ren X Pub Games after some "hardcoding" changes. PuG never played because I played without voice chat and I don't need any commander stuff either.

    Tried again later and it gave me too many PuG changes in public games.

    Quit quickly.

    Also set the number of players to 64 by the CT server (no dev decision) was an absolute no-go.

    "hardcording" changes doesn't refer to the Commander Mod? 

    Not sure what else that could refer to that is a noticeable ''hardcoding changes''

    On 11/11/2021 at 4:35 PM, Backfromhell said:

    "In the old days" there were only 40 player servers and both TMX and EKT were well attended, even a third server from time to time.

    But it was a long time ago in the age of the Internet. I will not go into further development in the past, as this is about who plays which (or all) modes.

    Technical difficulties killed the servers, [due to one user] once the difficulties had passed were sorted there's been a struggle to have more than one server going at a time and the moment two servers have been filling up the technical difficulties returned once more. 

     

    @Snow. I dislike throwing out the derogatory term of "herd mentality", I don't think that's true because if it was filling up two servers would be easier because of "herd mentality". There's a lot more competition out there, what with other free to play multiplayer games, launcher download timeouts whilst downloading the game and a low patience threshold when it comes to filling another server. 

    There is a CT NA server, but the attitude of some players involves players harassing NA players to keep playing on the EU server regardless. 

    Regular players falling into the burnout pit and ruining the vibe during games, just because they're bored they nasty things or act inappropriately despite being regulars/familiar to a lot of players which also hurts the game, which hits harder on a game with lower numbers and 99% of the time one server to enjoy playing on. 

    The repetition of going from Field-X to Field then two maps later back to one of the Field's, which is why I would hope more and more that players would think to fill a 2nd server than just stop playing entirely.

    The attitude of voting for a map change the moment a map is changed to another one after a round is also quite a sour approach by some players - again, its regulars that commit this moreso than other less familiar players, which they shouldn't do just because they can. One time on FPI's server they forced a map change from Lakeside to Field, the Lakeside game which had just started, and there were roughly 38 players which is enough for Lakeside game but it wasn't a majority that got a choice - because the ones happy with Lakeside were playing rather than spamming the chat. But rather than FPI encouraging players to fill a second server the FPI admins just listened to the one or maybe three players who spammed chat for a forced map change because they didn't win their vote for 'Field'. Justifying it with "Field fills the server" is bogus and a poor excuse to deter people from leaving when those players who complained could have just as easily encouraged playing on the CT server or any other server to play on. 

    CT has always tried to encourage more than one server to be filled, be it their second server or the EKT/FPI server if CTs server was full. You can't fill a second server if a minority of players expend their energy to hamper migration attempts rather than use that energy to encourage filling another server or migration attempts.

    • Confused 2
  10. 10 hours ago, OTT said:

    While I'm pretty sure the 64 limit server is still guaranteed to fill up,the fact that people will not able to play some of their favorite maps on this server could give a handful of them an incentive to join the 40 limit server.

    The most played maps are Walls, Field(-X), Islands, Tomb.  Sometimes a few others. 

    The maps have set player-amounts for the post-game map vote, so at this point a 40-pop max server will enable what it deems appopriate and likewise, with 64-players.

    Unless I misunderstood and you weren't implying a 64 player slot server just shouldn't have 'OG' maps in its rotation whatsoever? 

    8 hours ago, N0xid-Ev4D said:

    even if it's just for few days

    It could be trialled, just not at the cost of there being no 64 slot server. Have both, fill both, it's doable, the amount of users are there. And yes, a max of 40 can have certain larger maps stricken from its rotation. 

    Could be done. But reassurances need to be made, gather people willing to participate. 

  11. There's definitely enough active users to fill two servers around most times these days, it's only not seen because players aren't motivated enough to try - and when attempts are made its usually done in bad faith. (i.e. Pilfering players off an active server by shit-talking another server) 

    I honestly wouldn't mind a 40 slot and a 64 slot, with the idea that both can be filled up. 

    Users just have to try harder and for longer than a mere week to fill two at once otherwise RenX is going to struggle to break out of this never-ending 1-server-at-a-time. 

     

    Less negativity would go a long way.

    Not sure why users are praising 'Backfromhell's earlier comment that essentially shits on changes made to prevent stalemates (i.e. Commander mod) -  We even tried having a 40 slot and 64 slot server simultaneously running once before, but there wasn't enough motivation behind both being filled and users tended to fill the 64 slot over the 40 slot server. 

    Again, it's not impossible, there just needs to be more drive from players to fill servers instead of just one server. Use bots to pass the time, encourage others not in-game to join lower pop servers, take advantage of being able to play on smaller and more unplayed maps with low-pop. 

    The advantage about more than one server going at a time is if you don't want to play on a certain map, instead of "Change map" votes, you can just hop to the other server [provided its on a different map than the current server]

    • Like 1
    • Thanks 1
  12. What's New in Version 2 [K]

    Released October 13

    • Misc fixes
    • GDI Barracks has a walkway
    • Pathnodes reworked
    • Terrain fixes
    • Veh: 14
    • Mines: 23
    • New Minimap
    • B2B spots solved
      • Readjusted Guard Towers in both bases
      • Infiltration 'Expert' but possible
      • Pathnodes and Harvester timing adjusted
      • Definitely B2B solved
      • Lighting tweaks
      • Shade embraced
      • Added additional rock meshes between Capturable Silos and bases
      • Small tib cluster can be walked through again
      • Blocking volumes added to places not expected to be added to
      • Fixed floor behind crates near Nod refinery portal
      • Filled Nod Wall by Airstrip
      • Rocket Emplacements added to Nod Base
      • Gun Emplacements added to GDI Base
        • Nod Wall by Airstrip no longer a stuck spot
        • Pathnodes retweaked
        • Harvester Timings close-enough
        • Endgame Cam works
        • Misc readjustments & tweaks
          • 2 Soundnodes did not have a delay, removed.
          • Eliminated stuck spots
          • Misc lighting and pathing tweaks
          • Replaced a crude material with a less crude material
          • Moved rocks
            • Added blocking volumes to crafty crevices 
              • New Minimap
              • Synchronised Harvesters
              • Nod VehRollOut Node issue resolved
                • Re-Harvester sync
                  • Added Tiberium Particle Distortion effects
                  • Blocked a BS Arty spot and BS MRLS spot
                  • Removed material reference to Desert's environment file
                  • Resized fences and rocks near the old Team Silo out-of-bounds areas
                  • Rearranged Tiberium cracks decals
                    • Terrain smoothing in areas
                    • Some blocking volumes re;shaped/sized
                    • Some blocking volumes added/removed/moved
                    • Misc changes
                      • Chunky Tib crystals now have 'collisions'
                      • Terrain alterations [Smoother where it was spikey]
                      • Added 'necessary' decor around the Hand of Nod [HoN]
                      • Fixed a rock
                      • Modified collisions
                      • Fixed collisions at the tall rock near the Nod Airstrip Tower

     

    Additionally. 

    V2L: Map has been reskinned. 

     

  13. On 8/27/2021 at 10:35 AM, Atomsk said:

    I don't mind mods reshuffling teams. If this were to be a vote mechanic though, it would kill the server. 
    There's also all this other stuff to factor in, like vehicles and placed mines.

    There's also some credence to just play the cards you are dealt. Plenty of ways to pull a team together and turn the table. Happened in plenty of games. 

    Honest question though: what makes a game stacked? Other than a group of people teaming up in vc on a public match, I wouldn't know. That sort of gives an unfair advantage. 

    The moment 2 or more players are in a voice channel and on the same team you could argue the start of stacking, simply because the communication exists and enables a quicker reaction against their opposing team. [Personally, this just makes the game more enjoyable regardless]

    But even with just 2 players, if one is out in combat and the other safe, the safe one can then relay in text to their whole team which improves that teams' reaction time. <-- But this isn't necessarily stacking, just an alternative way to enjoy playing Renegade-X.

    An actual stack would be 5+ veteran players sharing a VC and always ensuring they're on the same team, especially if they're negating the games' reshuffle attempts per match. [Taking advantage of players who specifically want to be either Nod/GDI] Depending on each of those veterans' ability and what they play as they can change the fate of any game if nobody catches on.

    I typically prefer to join the losing or disadvantaged team, I enjoy the challenge of gaining that sweet, sweet victory against possible stackers for the team I'm on and myself. I would encourage players to use the RenX discord voice channels more, even if you have no mic and can listen it can greatly improve the way each match plays, preferably if nobody prefers to be 'stacked' with certain other players and each player lives by the reshuffle. 

    I wouldn't mind a temporary server setting that doesn't swap the teams over ever

     

    Edit: Public games will have, on occasion, imbalanced teams regardless of interference from any of the player's themselves. Sometimes your team loses the match, but they'll typically be able to learn something new.

  14. Quote
    • Misc fixes
    • GDI Barracks has a walkway
    • Pathnodes reworked
    • Terrain fixes
    • Veh: 14
    • Mines: 23
    • New Minimap
    • B2B spots solved
      • Readjusted Guard Towers in both bases
      • Infiltration 'Expert' but possible
      • Pathnodes and Harvester timing adjusted
      • Definitely B2B solved
      • Lighting tweaks
      • Shade embraced
      • Added additional rock meshes between Capturable Silos and bases
      • Small tib cluster can be walked through again
      • Blocking volumes added to places not expected to be added to
      • Fixed floor behind crates near Nod refinery portal
      • Filled Nod Wall by Airstrip
      • Rocket Emplacements added to Nod Base
      • Gun Emplacements added to GDI Base
        • Nod Wall by Airstrip no longer a stuck spot
        • Pathnodes retweaked
        • Harvester Timings close-enough
        • Endgame Cam works
        • Misc readjustments & tweaks
          • 2 Soundnodes did not have a delay, removed.
          • Eliminated stuck spots
          • Misc lighting and pathing tweaks
          • Replaced a crude material with a less crude material
          • Moved rocks
            • Added blocking volumes to crafty crevices 
              • New Minimap
              • Synchronised Harvesters
              • Nod VehRollOut Node issue resolved

     

  15. On 10/1/2021 at 3:58 AM, Handepsilon said:

    It was a long time ago, not sure which patch, but it's definitely added in Patch 5

    It's just peashooter tho, mostly used for stealth detection rather than anything else

    A peashooter which, when you are still, are able to take out any infantry because 1 in 5 shots will cycle towards the head when aiming at the torso ;)

  16. >Minding own business, SBH, ready to beacon

    >>Gets reshuffled onto the other team

    >>>Now all my teams' vehicles outside the enemy base were from my team and only two people at the front weren't shuffled

    >>>>We lose to our own vehicles

     

    Player stacking happens on all games, it just happens. Typically you just avoid repeating the same thing that got you killed until you wisen up so you're more challenging to whoever you deem as an OP player. If you know your team is going to lose, try attempting new things that you wouldn't normally try because it could cost you the game when the victory does not seem in favour of your opponent. 

    That sniper might be terrible at short-range combat.

    That tank may only be good at evading your shots because they're focused on you, but not your allies shots.

    You might die trying but better to try and hamper the enemy because it may give somebody else on your team the opportunity to take advantage of 'you' being a distraction. 

    Badgering for a "reshuffle" vote is pointless, it can only work in the pre-game countdown as a server-setting "Would you like the teams to be reshuffled?" 

    But, as mentioned already, a reshuffle [depending on how it reshuffles] can only do so much anyway. [Plus imagine playing GDI 5 games in a row and when you finally get to be Nod you're reshuffled back onto GDI, that'd suck.]

  17. Mid-game would be terrible, it'd turn into open-season for stealing vehicles/accumulating VP. 

    If the vote goes unnoticed like they sometimes can it only benefits those who started it, maybe, it could go horribly wrong too. 

    Even if it requires every player to vote yes [which it should] there's still that chance people go 'ALL CAPS' angry at anybody who doesn't hit F1.

     

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