Some questions/suggestions [message #403818] |
Fri, 25 September 2009 04:10 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Here are some questions and suggestions for you.
Some questions might have been answered already, but I didn't really feel like searching for it
1. Multicore support (dualcore/quadcore/*hexacore*). Will this be supported? And, if Renegade already supports this, will this feature be enhanced?
2. I read something about textures like stealth skins being auto-disabled by TT. Still I don't believe this is going to work very well, since it is possible to change the texture names inside the models, using a simple hex editor. Will you also take care of this problem, or can the system still be bypassed using this method?
3. Bumpmapping. Yes, i'm referring to my current thread in the mod section. Will it be supported or do we still have to use lightmapping?
4. Always.dat cleaning. As multiple people have stated already, there's a bunch of unused files in the current always.dat, which include sound files, models and textures. Will those files be removed or will you keep the always.dat in it's original state?
5. Advanced buildings. In some other thread I read that the current multiplayer buildings are actually dummy buildings. I would love to see them replaced with the "real" buildings. I loved Field_TS with the elevators and the tunnels, and I think it would improve gameplay, since it will be add some difficulty to the game, reduce the spawnkilling possibilities. (This is just a suggestion, think about it )
6. Disappearing c4's. Everyone has probably seen this happen while playing. There is a c4 on your tank, you get out of it, and you go like: "WTF! Where has that c4 gone?". Yep, c4's disappearing in the tanks meshes or just turning completely invisible when you enter your OWN base. It's rather annoying and I would like to know if there will be a fix for this.
7. New Renegade players. How will you be introducing this patch to them? Most players who've bought the "First Decade" pack don't know a thing about Core Patches, Scripts or anything related to it. How will you ensure they get the TT patch? (Without having them download a bunch of updates/patches before they can install TT).
8. Spam filter. Auto message a player after typing the same message for 4 times or so?
9. Radio spam reduction. I had this idea that might just work. Most people usually spam a radio command to inform their team about something. At this time we will still see about 8 lines of: "Affirmative!". And we will also hear the same sound 8 times. Most of the time, when multiple players do this, it will lagg the server. Not because of the sounds, but because of the messages. So I was thinking about 1 line of text per 2 commands. So instead of 8 lines of text and 8 sounds, you will hear 8 sounds and only see 4 lines of text, reducing the lagg created by the radio spam.
These are just some questions and suggestions.
Please look into it and share your opinion.
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Re: Some questions/suggestions [message #403820 is a reply to message #403818] |
Fri, 25 September 2009 04:53 |
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Ghostshaw
Messages: 709 Registered: September 2006
Karma: 0
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Colonel |
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1. No, Renegades engine is inherently single threaded, changing that would be too much work.
2. Editting models will be disallowed.
4. We will probably not do this.
5. There is some advanced building stuff in the work, and we already have had some experimentation going on with spawned buildings. We probably won't change the standard maps though.
6. Someone was working on a fix for this, dunno how far they got exactely.
7. The Patch will be spread through the XWIS/WOL autoupdater.
8. Maybe in SSGM
9. Same as above.
BlackIntel Administrator
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Re: Some questions/suggestions [message #403835 is a reply to message #403831] |
Fri, 25 September 2009 09:08 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Sladewill wrote on Fri, 25 September 2009 16:20 | how bout the mines exploding one by one, rather than at once. so the sfps doesnt reach 0 like with timed c4 spamming and such
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I don't think many people will like that idea. Let's say you have a Remote C4 on a MCT. Normally you wait for your Timed C4's to blow and then, in one press of the button, you kill the building with the remaining Remote C4's.
With your idea, it means that there should be a short interval between the detonations, which in some cases, might be just enough for the enemy team to save the building.
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Re: Some questions/suggestions [message #403866 is a reply to message #403835] |
Fri, 25 September 2009 16:53 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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You can enable the single mine explosion in RR, so I think that should be a server sided thing rather than for Renegade as a whole.
nopol10=Nopol=nopol(GSA)
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Re: Some questions/suggestions [message #404068 is a reply to message #403971] |
Sun, 27 September 2009 03:07 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Reaver11 wrote on Sat, 26 September 2009 21:16 | Renegade can already handel 6000 polyied textured models.
I dont think you will really need more then that for Renegade.
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That's strange. About half a year ago I used a high poly model to replace the original sydney model. But when I launched the game, renegade kept on crashing when loading the sydney. And yes, it was boned and exported correctly.
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Re: Some questions/suggestions [message #404070 is a reply to message #404068] |
Sun, 27 September 2009 04:06 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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DimitryK wrote on Sun, 27 September 2009 05:07 |
Reaver11 wrote on Sat, 26 September 2009 21:16 | Renegade can already handel 6000 polyied textured models.
I dont think you will really need more then that for Renegade.
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That's strange. About half a year ago I used a high poly model to replace the original sydney model. But when I launched the game, renegade kept on crashing when loading the sydney. And yes, it was boned and exported correctly.
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Define highpoly (asin how much polygrons). Also I mean this in triangle count. (editable meshes / or the polycount in w3dviewer)
Also how did it crash? When loading up the game or buying the char? Or a few min after you bought it?
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Re: Some questions/suggestions [message #404362 is a reply to message #403818] |
Tue, 29 September 2009 02:29 |
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The plan at this point is to have 2 anti-cheat modes, mode 1 means all "cheat sensitive" files are enforced by the server (which includes ALL w3d files), mode 2 means no file enforcement at all.
If the server considers a file "valid", it will be accepted by the anti-cheat.
Skins are not going to be cheat checked except for the sniper scopes and the stealth effect. No audio is cheat checked at all.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Some questions/suggestions [message #404369 is a reply to message #404367] |
Tue, 29 September 2009 03:01 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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DimitryK wrote on Tue, 29 September 2009 11:55 |
jonwil wrote on Tue, 29 September 2009 11:29 | sniper scopes
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Many people use clear scope nowadays, so can we really see this as an advantage skin?
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Well, yes, as many more don't use it at all.
Or maybe we should also allow transparent doors and while we're at it transparent walls?
Which part of a part of the screen being normally black becomes transparent is not an advantage?
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
[Updated on: Tue, 29 September 2009 03:02] Report message to a moderator
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Re: Some questions/suggestions [message #404372 is a reply to message #404362] |
Tue, 29 September 2009 03:52 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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jonwil wrote on Tue, 29 September 2009 04:29 | The plan at this point is to have 2 anti-cheat modes, mode 1 means all "cheat sensitive" files are enforced by the server (which includes ALL w3d files), mode 2 means no file enforcement at all.
If the server considers a file "valid", it will be accepted by the anti-cheat.
Skins are not going to be cheat checked except for the sniper scopes and the stealth effect. No audio is cheat checked at all.
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What happens if the server is running a pkg file (which the client has the same version of course) and you are running your server at mode 1 (all file enforcement)?
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