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Re: Renegade ressurection? [message #253896 is a reply to message #253478] Fri, 13 April 2007 14:51 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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gamemodding: Check for subtle differences, like the scoreboard:

On the original, it would go like this:
1 GDI XX
1 Nod YY

With mod:
1x GDI XX
1x Nod YY

Also, make a game in XWIS for -->two<-- players, and see if you get gameplay pending with just yourself in there.


Renguard is a wonderful initiative
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Re: Renegade ressurection? [message #253928 is a reply to message #253858] Fri, 13 April 2007 20:40 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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Jonty wrote on Fri, 13 April 2007 18:18

@Neku: I changed ID 33 to read as so:
33 = $0 [Kills] $1.
But ingame it still shows up as the original;
33 = $0 kills $1.

I made my "mod" by duplicating the en_US folder, renaming it to en_Jonty and putting that into the Settings file.
Am I doing everything right? I can post/PM the Strings file I modified if you want.


You cannot use other folders than en_US and de_DE, so you have to change their 'strings.ini'. With the next release, the folders will be renamed to enUS and deDE and can no longer be chosen via settings file (it will be auto-detected using your renegade's language).


Currently I'm completely rewriting my mod's netcode, so next version needs more time to be done than the last ones. My next target is to leave the alpha phase and go for the public beta.


Re: Renegade ressurection? [message #253940 is a reply to message #253478] Fri, 13 April 2007 23:43 Go to previous messageGo to next message
Jonty is currently offline  Jonty
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Viva la Resistance!
Ah, that explains it. Thanks. Big Grin

Netcode? Does this mean we might finally be able to play a game of Renegade that doesn't lag into a tree?
If so, I love you.
Re: Renegade ressurection? [message #253941 is a reply to message #253940] Fri, 13 April 2007 23:46 Go to previous messageGo to next message
Viking is currently offline  Viking
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Jonty wrote on Sat, 14 April 2007 01:43

Ah, that explains it. Thanks. Big Grin

Netcode? Does this mean we might finally be able to play a game of Renegade that doesn't lag into a tree?
If so, I love you.


That is a dream of many here!



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QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn

Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: Renegade ressurection? [message #253962 is a reply to message #253478] Sat, 14 April 2007 06:03 Go to previous messageGo to next message
Cat998
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No, that means he is just rewritting the netcode his mod is using Wink

When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."
Re: Renegade ressurection? [message #253976 is a reply to message #253478] Sat, 14 April 2007 09:20 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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Is is possible to rewrite Renegade's netcode and have an FDS serve "Netcode 2.0 Clients" as well as regular ones? (I'm looking at jonwil and the BI people here)


Renguard is a wonderful initiative
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Re: Renegade ressurection? [message #253996 is a reply to message #253940] Sat, 14 April 2007 13:54 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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Jonty wrote on Sat, 14 April 2007 08:43

Netcode? Does this mean we might finally be able to play a game of Renegade that doesn't lag into a tree?
If so, I love you.


No, currently I'm working on the NetCode of my mod.
To do something against the lag is planned for later, but this would require both, client and server, to use the mod.

Two hints which should reduce lag as much as possible for standard Renegade:
- Client and server 'net update rate' should be at maximum (30).
- sbbo shouln't be too low.


Re: Renegade ressurection? [message #253999 is a reply to message #253976] Sat, 14 April 2007 16:05 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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CarrierII wrote on Sat, 14 April 2007 18:20

Is is possible to rewrite Renegade's netcode and have an FDS serve "Netcode 2.0 Clients" as well as regular ones? (I'm looking at jonwil and the BI people here)


It is probably possible, but it is a whole lot of work. Perhaps even a better idea to get another game and mod that to get as close as possible to renegade.

Also this would increase the server's CPU usage, which is imho already pretty high.


Jonty wrote on Sat, 14 April 2007 08:43

Ah, that explains it. Thanks. Big Grin

Netcode? Does this mean we might finally be able to play a game of Renegade that doesn't lag into a tree?
If so, I love you.

Well play on a server which is located as near as possible to your home (so for you atleast EU based) and prefferably has a NUR of 30 and has the wallag fix.
Im not sure which servers are getting close to that specfication, but I know the BI server does.


http://www.blackintel.org/usr/evilwhitedragon/pointfix.gif
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/

V, V for Vendetta

People should not be afraid of their governments.
Governments should be afraid of their people.

[Updated on: Sat, 14 April 2007 16:08]

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Re: Renegade ressurection? [message #254210 is a reply to message #253478] Sun, 15 April 2007 23:36 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Goztoe
Added to Renegadecommunity.com .

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Renegade ressurection? [message #255398 is a reply to message #253478] Tue, 24 April 2007 05:22 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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I'm currently aiming at a stable beta release. I plan to make configuration files for the client- and server-side mods so that verious features can be configured and enabled/disabled. The current changelog and a list of all changes can be found here.
Until beta release, I need more feedback about features, bugs and the compatibility to other mods.

The latest version can be found at www.icefinch.net. Version .0030 will be released soon.


Re: Renegade Ressurection? [message #255853 is a reply to message #255398] Thu, 26 April 2007 06:22 Go to previous message
Yrr is currently offline  Yrr
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Version .0030 is out! A major compatibility problem with custom scripts (game crash at startup) should be fixed.
One new feature is a simple server-side BigHead detection. Please inform me about any false positives.



Changelog:
  • (RR) Fixed crash when mounting a turrets.
  • (Server) It is now possible to defuse own C4.
  • (RR: Server) Improved DamageHack detection.
  • (Server) Added a simple BigHead detection.
  • (Server) Players will now see a host message every time a cheat has possibly been detected. This will be tested and removed later, if there are too many false positives.
  • (RR: Server) Players without RR will now see the extended kill messages as host messages.
  • Improved compatibility to Custom Scripts:
    • The game_info command should no longer display 0/0 players and plimit command will work again.
    • Fixed crash when using shaders.
    • The poked event should now work correctly.
  • (Server) Fixed broken connection message. Added new console command ‘version’ to display the installed RR version. Additionally, servers will display all player’s RR version.
  • Duplicate console commands will now be executed. If there is more than one command with the same name, all of them will be executed. There are exceptions where RR disallows other commands with the same name: hud, map, nextmap, page (Linux)
  • Recoded the help console command list. The list is now wider and shows command aliases.


[Updated on: Thu, 26 April 2007 06:23]

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