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kira

Totem Arts Staff
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Posts posted by kira

  1. I was wondering how would Titans and tick tanks would fit in Eyes map.
    But I need people to play with me, 
    Anyone wants to try it out?

    If so ill host a server with special mutator that we can easily spawn titan and tick tank.


    * i checked and Titan can easily go out base and inside tiberium cave and walk in Nod base.
    ~~~~~ Update~~~~~
    Jena Testing Server is up,
    There are already placed some tick tanks and titans in the bases.
    If there's a need for more pm on discord I'll spawn some more.

    • Like 2
  2. Right now on the current match on EU server,
    I play as NOD . this is an almost full server capacity.

    GDI just holding us with their mammy and med tanks inside the base, along with their good snipers.
    Also at tunnel small squad of mobs and patch and repairs, 
    Add that rush from time to time and we lost few buildings.

    it's not that we didnt try to break free, pushing out with tanks just impossible because they stand in the path side and front entracne with large firepower.
    cassual players think "oh such wide and large space i should get arty" but it always ends up the same result - barely does damage due to attacking gdi heavy tanks which also have repairs, and MRLS ability to lock on arties with their paper weight armor. 
    tunnels are the same, lcg, officer, what ever we try with a group doesnt help, if you fall with enough new players or just average players then you might or not take tunnels but for a breif momoent. 
    those MRLSes tanks that each one guarding perfectly the tunnel doesnt help either, one mrls kills all our rushes.

    So, once locked in , no way out but F5 > exit.  this is unbareable that there isn't a way to break free and just really really bad experience.
    currently i have no idea how to improve , really nothing come up to my mind but im sure many other players would suggest few stuff - better listen to them.
    i'm just thinking - there must be a better way to play this map. 
    #help #gdiBlock #saveus #praiseKane #holdYourWeaponsHigh 

    • Like 4
  3. Quote

    Engine & Performance Sound bug @ DugeHick kicks the ball Game-thread profiling: can we clone certain arrays/datastores through DllBind to do expensive processing on them? @ Agent? If yes: how much faster would that be? (rumor: processing with C++ ought to be 5-20 times faster than UnrealScript calls) Game-t. parallelization: can we parallelize by doubling tick rate and alternating ENQUEUE => POLL through IPC? “TICK–TOCK” Artists: be advised that up to 60% of pre-GPU rendering performance is currently taken up by translucency Draw-calls Even though the Game-thread is currently our main bottleneck, the Draw-thread on the CPU will be the very next contender If you haven’t already, do take a peek at STAT SCENERENDERING combined with STAT UNIT and STAT FPS To find out how to best optimize your maps and assets for >50 fps

    plz, do it. someone. anyone.  Watashitachi o tasukete !

  4. Im not sure, but I think that if you want to grab the output logs from the new opened window, you can do it with C++ or Nodejs.  On nodejs is something called process module and on C++ i think you can start researching from here https://docs.microsoft.com/en-us/windows/win32/learnwin32/creating-a-window

     

    Btw, this is also something that i want to know too, ill share info once i have something more practical. 

     

  5. 19 hours ago, TK0104 said:

    Something like we once had for a couple of weeks. We had access to a Windows PC with some good hardware to build lights on in 30 mins - 1 hour (production level) and we could commit that map file to the RenX SVN and then edit it further on our own computer.

    And where is it today?

  6. Ha'alan Everyone! 


    Lately I have been rethinking about idea I had while back ago - an Automated service for compiling maps.  
    So as far as i know, there are mappers that once finished their map development want to compile lights and such but it takes a lot of time and also neutralize their use of the PC.  In most cases I seen , other members of the community take the role of using their high end PC to compile maps, which require manually to download map file , place in the UDK folder, open editor, hit compile and go do something else for hour or two.  But then I thought why not automate this boring process?

    So here is the idea :
    After finishing creating the map, the mapper will upload their .UDK and .UPK files through a website to a remote server. 

    Then the server will loop through of his volunteering PC's (Or it would be done on the server it self,  havent decided yet)

    The compile would take place on the strong hardware, after successful compile will be sent back to the server.

    The server will receive the compiled map and generate a link for the same mapper which chose to load it through email message or some desktop app.

    How would the compile happens?
    There is a special flag that tells the editor to compile lights through the command line, which can be implemented in batch file.
    The tricky part is to download Perforce server and client and connect it with the UDK.
    Perforce is a source control system (like git) which the UDK knows how to use. 
    So I research a bit and made it happen, but I want to make sure it's ok to use it for our needs so I recommend google them and read their long long privacy and user terms (sorry my English not that good and I hate reading so much)
    Also, I made a tutorial of how to config the required stuff so you can too can build batch files to automate compile light builds, well untill i finish the "compile as service" im planning, would take a while to plan and design and code and test and such.  (yeah i know i said many and's)

    Well what's in it for us?
    Faster  builds, your PC is free to use, quicker updates and hot-fixes.

    I don't want to talk too big before something is ready, and in use , BUT I must say so I would commit to make it happen  -  I plan to make this "Light Build As Service" system, modifiable for future builds operations on next generation engines . 
    So the quicker we will done with this one, ill proceed to the next milestone (hope i am expressing it right) in the automated light build for mappers.
     

     

    Here is the tutorial :
    http://www.mediafire.com/file/tc5nq6fq9r6xy6n/Automated+Lights+Build+-+UDK.pdf/file

    If it goes well or not , notify me here so I could keep track of it.

    • Thanks 1
  7. Dear Hiring Manager,

    I would like to apply as a Gameplay Programmer.

    In the real-world I worked as a fullstack .NET developer for almost a year, developed .NET systems and maintained them in the front and back end.
    I am mostly proficient with C#, JavaScript, SQL, MySQL but also a few more from self-taught experience which I was doing unofficially such as NodeJs, PHP and also React.
    For Renegade X I coded some mutators such as the first version of the Nuke and Ion Cannon blocker, Speed mutator, Nuclear commander apache mutator; I also modified CABAL and Legion Discord bots (NodeJs) in some aspects and I've been assisting in the Fort map fix (now named as "FortX" as the successor of the original Fort).
    In addition to UDK, I also do have some basic knowledge of UE4: replication and UE4 C++ API.
    Furthermore regardless of technical topics - creative and visionary. 
    I was one of the few elements to push the idea of FortX and how it would be played, planned and executed.

    Thank you for taking the time to review my resume and professional references and considering me for this position. I look forward to hearing from you!

    Sincerely,
    Moshe Cohen
    Software Developer
    kira#9983 on Discord
    https://www.linkedin.com/in/moshe-cohen-385a5716/  
    https://github.com/cohenint

    • Like 6
    • Thanks 2
  8. @roweboat
    inside the teleporters, where you stand near the MCT's there should be a tooltip message popping out to mention the target building -  it just currently not working right on muliplayer because kisshit as my partner claimed.   I will be fixing it soon so no worries.

    about the turrets, I made it so the server owner can decide if he\she wants the fort be able to spawn turrets or not.   it can be config as simple true or false in UDKFortX.ini file.
    also if there is a need to be able to change this bool value on runtime of the game , I can make a console function for it so moderator can toggle it off and on. let me know.

    The idea on FortX , that you must relay on teamwork to sustain your grip in the field and paths, but there is always a chance to win or lose - no matter the current situation.  
    The reason i am mentioning this because we appertiate you guys downloading and testing it .   all we wanted is to get people enjoy and get excited playing Fort :)

    • Thanks 1
  9. Happy Announcement!

    We are at the last steps before completing FortX !  
    You can now join Jena Testing Server to test it out Or download the files your selfs and host for your own thing ! :)
    ~~~~ Importent~~~~
       Keep your RX_Deco_Barrier.upk as backup somewhere, 
      FortX will need different version of it.
      so to connect other servers later, restore the backup file.
    ~~~~~~~~~~~~~~~
    https://www.mediafire.com/file/u11qdsg1egaczv4/fortx-simple+extract.zip/file

    Let me know how it went so we can make it better!

    • Thanks 1
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