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Everything posted by Madkill40
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Nice to see myself not on the commander list above there, thanks.
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British swears: https://www.indy100.com/article/british-swear-words-ranked-ofcom-7340446
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Custom maps DO NOT crash the servers. BlackMamba and Other people who continue to preach that Custom Maps crash the servers are wrong with this ignorant hate-mongering towards new custom maps and this is actually hurting custom maps due to this stupid lying wrong'ness. [People demonizing custom maps will suffer] Recent server crashes have been caused by repair gun alt-fire due to a weird bug in the code. Just to clarify there is a one-time-only issue with custom maps at the moment; which is if it is your first time loading into a custom map whilst on the server you will time out, simply rejoin the server and you will never have this problem again when the server loads into that map. The first time you load a new map or an updated map Renegade-X will take an extra bit of time to load the map, this is also a one-time-only instance. Spread the word! Custom maps are safe.
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SideNote: We won.
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Smaller PUGs on Sundays seem fun. Start with what you have on a Saturday PUG, if there are 20 people, you start with 20 people, if there are 30 people then there are 30 people, if there are 14 people then you start with 14 people. (Minimum of 14 is probably a good idea though) But not starting on time isn't a people arriving on time issue it's a organization issue you numpty, if you wait for people to arrive then (40 minutes? Wow) then that's just badness and puts down anyone who arrived early. 7pm START, anyone who arrives late has to wait in the waiting room until the first match is finished to join the second match. Therefore after the teams are selected and players are allocated both Team 1 and Team 2 channels are locked to avoid interruptions by LATE COMERS. This isn't me making a suggestion, this is me informing you all how strict you have to be to late comers in future if you want a good, enjoyable, efficient PUG. I should be there next Saturday to coordinate this part of the PUG and will handle late-comers, team selection as I've read will be left to the commanders and as per usual Fffreak will likely do the forced teams thingy.
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Outside of turrets I don't really see the mining system as broken but rather people willing to look for excuses for not actively defending the base, what should really be done is more incentive given to a player to defend the base rather than focusing around a damn prop. Bad mining will occur and it is how we treat the players doing it that is the problem, if you burn newbies for incorrect mines then YOU are the douchebag not them for not knowing because lets be reasonable about this, lets just appropriately assume that not everybody has come to RenX from playing old-ren so lets be more friendly to bad miners than "BANBANBAN" like a clique of mingebags. I knew about mines being placed in doorways when I returned to RenX, but I had come from a 5 mines per door system cause old-ren. Its 3 mines per door these days. We need user-friendly advice more than ever if you truly care for Renegade-X's well being. Stop being dicks. As Yosh said, someone should just make a mutator for purchasable mines. Mutators are the way forward in testing ideas such as this, it does seem like something worth testing at the very least.
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Reinforcement phases for destroyed buildings
Madkill40 replied to boxes's topic in Feedback & Bug Reports
Infiltrator trying to throw in exclusions. Hotty and Techies will be 1,050, maybe make it x4 so its a solid 1400 for a hotty or techie, but don't exclude them because you hate how they foil your No.1 tactic dude. -
This guy is my new favourite tuber
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FEAST YOUR EYES ON THIS I fucking lost it
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A vote for a surrender should disappear when everybody on the team has voted Yes or No, there would be no allowance for changing your vote within this time. The Surrender vote in this case, for the sake of trolls or protest-voters, will only actually last 5 minutes or until all players vote, whichever option has the highest votes then that option wins. There, surrender vote fixed. Anyone who votes and regrets what they voted for will at least learn not to do that in real life, so at least the game will teach people a lesson about politics.
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We've reached a point where the same ideas are coming forward and I've noticed a never ending cycle in this discussion, so I've pondered over this whole fiasco... What are mines for? Mines stop players being able to rush into a building all at once, mines catch sneakers off-guard, mines keep people out of a building for a duration of time by either causing death or forcing a player to disarm before entry, mines keep the observant members of a team alerted by way of a counter/limiter. In this case, mines do that job and they do that job fine, but players will abuse and thus the system is inherently broken. Other than a stationary object that grants caution to the enemy team mines aren't meant to be a permanent defense, a base without active defenders is doomed to explode regardless of the current mining system or a new mining system. But still we suffer abuse due to over-mining. Pre-placed mines are even more limited. Purchasable mines is EKT 55 mines territory, especially if the game is a marathon server regardless of cost inflation with every purchase. AT-style mines for proximity mines is ludicrous!... But y'know something? The buildings are quite spacious aren't they? Exchange mines for deploy-able, automated turrets instead. Nod get a Flame turret, GDI get a grenade turret, they have a proximity around them to disallow players from having too many turrets in one area. Lets face it! Mines are archaic in games these days, by all means, give them the AT-style limit but give them to Hottys and Techies and replace remote C4s for engis with proxies, because now Engis/Techs/Hottys can be on a maximum of 3 mines per player to coincide with deploy-able automated turrets, proximity mines disappear only when they are replaced or exploded, they do not expire, mines by this way could (and probably should) be made weaker. How is a turret effective? Why are you even suggesting this? Well, if a turret is ignored it will kill you but you can get your c4s on the MCT at least! Then its down for an active defender to investigate! Or you can try to destroy the turret instead, but when it goes off it can make an alarm sound as well as noisy gunfire sound effects. [An EMP grenade, if you have one, can nullify their effectiveness by disabling them for a time] A turret would be purchasable and we all know that if that badboy is slapped in the most stupid, trolling and/or retarded position ever then that player can get a turretban, which will make other players not want to get a turretban because who wants to allow themselves to be banned from placing a GOD DAMN turret? These turrets are purchasable items of course that increase in price the more you purchase them rather than a maximum limit, you are however limited by how close one turret is to another turret. Example of outdoor proximity limits for turrets; you would only be able to get 3 turrets at a push on top of the walls on CNC-Walls, this proximity length-ways works the same width-ways so let that square proximity sink in. Obviously a way to abuse the proximity would be to place a turret near a building instead of inside a building, leaving the building defenseless(quite literally), so each building has its own personal proximity of 1 turret per building thus ignoring the proximity limits of outdoor turrets. The turrets themselves? Well, lets see... The grenade turret can spin 360 degrees on its axis but suffers the penalty of a slow rate of fire, the flame turret has a maximum range of say... 165 degrees for the direction its placed to face (Which is the direction a player is facing) but it breathes fire! So its penalty is range. But don't leave the decision of how these turrets work and function down to just me, thoughts? To make the difference between outdoor and indoor turrets possible for the game make two separate purchases. i.e. Complex Turret (Indoor turret), Mesa Turret (Outdoor turret) [D.A.T.] Deployable Automated Turrets, The Short Version: Purchasable turrets inflate in price for each currently active turret. 1 Complex turret (Indoor specific turret) per building. Mesa Turret (Outdoor turret) are limited by proximity to one another and not by a counter, this range is debatable. Nod Turrets are Flame turrets. (Close-range, 160 degree axis) [debatable] GDI Turrets are Grenade turrets. (Slow rate of fire, 360 degree axis) [debatable] Complex Turrets are loud and noisy and create a loud detection noise when they spot an enemy to alert active defenders of infiltration. Mesa Turrets are just loud and noisy. SBH are detected by (Complex) turrets. You're invisible to GDI players so don't ask to be undetectable to (Complex) turrets. SBH are undetectable to Mesa Turrets (Outdoor turrets) Proximity mines replace Engineers' Remote C4s [debatable] Maximum of 3 proximity mines per player. Techies/Hottys can right-click hack turrets to disarm them, somehow, maybe. Perhaps they can just have an EMP grenade? Lastly, the main gist to these turrets is that they're kinda shit in a big open space or on long corridors but in a confined space they can be effective enough to by some time for the active defenders to find the source of infiltration, alternatively they'll kill weak infantry or weakened infantry if the player is shit, alternatively for that they'll weaken not so shit players/not so shit infantry.
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If you look at the Dam on Reservoir from the silo there is a big fps drop. Visibility volumes for that map (even though its a day map) might be a good idea. Why it was Reservoir before Tunnels baffles me. [Being aware that Tunnels was going to be the 4th game]
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For anyone with SwarmAgent issues~ Goto: Go into SDK Binaries folder Start SwarmAgent.exe Swarm Agent should open Go to the 'Settings' tab Under 'Cache Settings' on the 'Settings' tab in Swarm Agent should read 'CacheFolder' This is still set to Ruud's SwarmCache directory, locate your 'Binaries\SawrmCache' folder root directory. Paste this directory into the 'CacheFolder' line SwarmAgent should now work P.S. Go down to 'CoordinatorRemotingHost', change name from RuudePC to your PC username. If your SwarmAgent doesn't actually open at all, then I've no idea how to help you.
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Swarm Agent ain't running, or opening or doing anything so lights won't build so @Ruud033 please answer asap on wtf why plz.
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Here I was thinking the issue was mines being placed in dumb places, or mines left in destroyed buildings by a player who is too preoccupied to remove them. One commander left with the responsibility to disarm mines doesn't seem like the best of ideas, unless a commander can select people to disarm mines for each game as well?
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To avoid issues with the E of A, it'd probably be better to create new recordings.
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All even ranks on one team, all odd ranks on another team, unless a majority of players are of an even or odd ranked number, then parse the majority of excess players of even or odd ranked numbers to fill both teams evenly; if player is not using Steam and therefore unranked treat those players as the majority of excess? Probably a better method than what I did there but I actually like Agent's idea a lot.
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There are active admin/mods for a "Player can disarm any teams' mines" Whitelist, at least for the CT server, it'd have to be SteamID based of course but this method is the least abusive, players would just have to apply via a thread to be on the whitelist but I think it'd be effective and would solve this whole issue. Outside of applying via a thread an Admin/Mod could also pick out active and trusted miners for this whitelist which falls as an added responsibility. IRC can display "SteamID_014808350 disarmed Player294's mine", this way if someone on the whitelist abuses the whitelist it'd be very easy to remove them from the whitelist. Yes, this increases what an Admin/Mod has to do when maintaining a server but that's an occupational hazard. An abuse of privilege doesn't seem very likely as those selected for the Disarm whitelist are trusted regulars, not Joe-Player294. The only difficult part would be creating the disarm whitelist, I'd imagine it would fall under the guise of a mutator making this a serverside addon and not something hard-coded into the game.
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Nah, just a screenshot of the jumping spot from the rocks so a blocking volume can be placed there instead. Otherwise there could be camera issues.
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Here's a fix: Don't unplug your headphones whilst playing RenX Don't plug in your headphones whilst playing Renx
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I was going to suggest that if the mine limit it maxed then mining near poorly placed mines will remove those mines rather than the mines which were first placed, this would allow an active and decent miner to take action on poor mines. But this still emits a problem. I think instead a whitelist for trusted miners should be put in place "A whitelist? What? So anyone not on the whitelist can't mine? That's stupid. You're stupid." WRONG BITCH A whitelist of people who can disarm their teams' mines, there can be a few ways this whitelist works. 1. Whitelist is manually done by admin or moderator. 2. A player acquires 50+ [Player] kills from mines alone in one game then they will be automatically suggested or added to the "Mine Disarm" whitelist. 3. Both 1 & 2 "[Player] kills" meaning bot kills do not count, if its possible not count any names with '' in it then that's probably the easiest method of making bots not count towards the 50+ [Player] kills from mines. A whitelist for players to have the ability of disarming any mines their team has placed in-theory is less abusive, easier to track and more effective than trying to limit or change the function of mines themselves.
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In the launcher go to 'Settings' and tick 'Skip intro movies' This should speed up the process from joining a server via Launcher.
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Lag despite low ping and high speed connection
Madkill40 replied to Trilanor's topic in Technical Support
He meant the command prompt in windows, follow this guide below: In windows open 'Task Manager', At the top of the 'Task Manager' window it should say 'File' Click on 'File' and select 'Run new task' A box should appear titled 'Create new task' Type in 'cmd' Press 'OK' You should now have a black window appear titled 'C:\WINDOWS\system32\cmd.exe' The third/last line should read 'C:\WINDOWS\system32>' With the window selected type in ping 31.186.251.169 -n 100 Post your results in here IF ALL ELSE FAILS: [DO THIS ONLY IF NOBODY HAS ANY OTHER SUGGESTIONS] Additionally, this may make little sense BUT! " It's rather heavy lag spikes than continous lag, where other players run straight for 1 or 2 seconds before spawning somewhere else or I'm moved around several meters, around every 10 to 20 seconds. " Weirdly enough I think you may just need to reinstall your graphics drivers by uninstalling the drivers, restarting your PC, then reinstalling your graphics drivers. [Be sure to have the latest graphics drivers downloaded prior to doing this]