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Veyrdite

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Posts posted by Veyrdite

  1. > The issue is that Free Infantry works in vanilla renegade style and only the first 4 infantry at the PT icon are available to fill. 

    For what it's worth Renegade implements all in-game dialogs as win32 forms:

    menu2.thumb.png.be3ac0597d3057496e7beaa25e4deee8.pngmenu1.thumb.png.974555abaa5898542f6b682856b24adb.pngmapselect.thumb.png.1a5934e715f61ade6c213a56a8fa2232.png

    Other dialogs include "you were kicked from the game", things that look like they belong in LE and even the main menu screen.  There are over a hundred of them.

    Here is a quickly-hacked proof of concept working on a LAN match in-game:

    modified.thumb.jpeg.c01caf9b8d162fd73af753232ffe9f1a.jpeg

    • The chat boxes that normally sit at the bottom have not been deleted, that crashes the game.  Instead I've moved them outside the dialog where they cause no harm.
    • Nothing expects the new boxes/buttons with new IDs to exist, so clicking on them does nothing other than close the PT dialog (as per usual when you purchase something)
    • I presume that the game listens for WM_COMMAND or WM_NOTIFY messages, so modifying that code to notice the new button IDs getting clicked would give the new buttons function.

    You would also need to duplicate code to support reskinning these buttons, and similarly modify LE/Mammoth to have a few more options for PT customisation. Other than that: I'm not familiar with the code in question or unique renegade challenges, I'm not an expert.  Linux person here, user32.dll and comdlg32.dll are not my strongpoints :D

    Sidenote: all of these dialogs reside both in game.exe and bandtest.dll (with the same IDs).  It seems the bandtest.dll ones take priority, so they're the ones you have to modify.  Not sure of the history of this, I presume bandtest.dll is designed as a patch.

     

    > To mitigate the issue i created a Forgotten units which atm didn't quite fulfill is role

    Yeah, I've seen them used very seldom.  They suffer a number of problems:

    • Only available in one building/location, which isn't useful when the enemy has your base filled with tanks (common no-bar/hon-left situation).
    • Only available to those that know how the forgotten system works (a secret)
    • Only available if the forgotten hub is captured (difficult to do under common no-bar/hon left situations)

    In practice I think I've seen more offensive uses of them (where the enemy buys one inside your buildings), although that might have been on mpf.

  2. I hear a lot of players find many of the infantry useless.

    I also find that once you lose your Barracks/HON in mid or late game your choice of 4 infantry is extremely lacking, effectively disabling/neutering the primary feature and fun of IA.

    Suggestion to fix both of these problems:

    2137348489_buyscreennoninfidea.thumb.jpeg.a4adff3d575b6118ed13f32245fa933a.jpeg

    Would this be technically feasible?  Prices would be kept (non-free), and nothing super strong would be listed.

  3. This is spread across two threads, so I'm probably going to get confused.

     

    Suits in general (eg Sydney): I agree about making light weapon attack against them more effective.  I presume the design goal was to make a very difficult kind of infrantry unit, but what its has turned into is a version of a drivable tank with a smaller model.  High health, almost invulnerable to small arms fire, can't be headshot, moderately high range + damage output and can't be run over.

    IMHO infantry and vehicles should be made as different as possible, not similar.  You want them to have different and varied tactics, not be the same things with different models and animations.

     

    Autocannon six-wheel BRDM: (You want to remove, or turn into an upgrade option). One of my favourite vehicles :)  Few have discovered that this thing has one of the highest ranges of the nod weapons.   You can slowly pound buildings and harass/contain the enemy in their base from well outside their attack range.  It hits much further than the HUD would suggest.

    I also use it to annoy mammoth drivers.  The particle effects of impacts + sound effects trick them into thinking I'm the biggest threat, so they shift fire to me in my just-out-of-range vehicle instead of my teammates.  It's also effective at killing infrantry repgun support near them.

    On the other hand I can understand a lot of mammoth drivers getting really annoyed by me in my BRDM autocannon.  Mind you, I find piloting a mammoth the antithesis of fun, so I'm not sure if you can enjoy using them.

    Women fight with swords.  Men fight with AUTOCANNON.

     

    Comissar unit: (You want to remove) I believe this unit had other features planned to do with AI bots, but these have never been implemented.

     

    SSM and Peony: (You believe are too powerful for NOD) Their weakness is how useless they are if you can get really close.

    Getting close to an SSM however is pretty hard.  Perhaps they could be changed so have much slower missile turn rates and a much higher launch angle, so the 'safe distance' away from them is larger and easier to get into?  I think that could be a good change that makes them more interesting, rather than just nerfing them.

    > The SSM should not have tracking.

    This might be an idea too.  It's far too hard for a player to dodge their rounds across the map, making approaching really hard.

  4. To disable the hud:

    1. Press tilde ~ on the top-left of your keyboard (under escape) to open the console at the top-left of your screen
    2. Type in hud and press enter

    You may also want to hide your FPS reading with the fps command, if you have it enabled.

    To remove the weapon you are carrying from the screen: select remote C4 and throw all of them.  The 'no ammo' model for remote C4 is nothing, so you won't have anything obscuring your screenshots.

    Just make sure not to die from your own C4 mid-screenshot 30 seconds later.

  5. 22 hours ago, danpaul88 said:

    Also FYI the latest installer accepts a /skipDependencies flag explicitly added to help with Linux deployment - it won't ever try to install the dot net framework if this command line flag is set

    I've been debating whether or not it's wise to add this to the guide.

    In the long term: I think the guide is better if it tells people to install normally and then shows them how to work around individual problems.  This means that when problems are fixed in the future the guide is still valid, and if users experience different problems (eg different graphics drivers) they're not lost.

    The opposite end of the spectrum is a shell script that does everything for the player.  This is very specific to wine and launcher versions, with little tolerance for changing conditions.  I too often come across guides that read like scripts, looking like they're designed by genius' but giving a newbie no hope of understand what fixes they are implementing and how to fix things if they go differently.

    Thoughts?

     

  6. 14 hours ago, ganein14 said:

    I thought Jerad2142 was the only durr. Wait...don't tell me that the durr is secretly a bioweapon Jerad unleashed upon us...:ohdear:

    For now the deer rely on spawners and generally looking cute.  Secretly Jerad has been building a 'reproduce' behaviour which, when turned on, makes the durr multiply like rabbits.

    The Deer have captured the Forgotten Tiberium Silo
    The Deer have captured the GDI Tiberium Silo
    Veyrdite: wha?
    Veyrdite was killed by a deer  (Engineer/C4 vs Deer/Deer Teeth)
    Fortran42 was blown up by a deer  (Sakura/Ramjet vs Orca Escort/HE Missiles)
    Veyrdite: ???
    Deer143: Durr
    Deer122: charge
    Veyrdite was killed by a deer (GDI Soldier/Automatic vs Mammoth Tank 120mm/120mm HE)
    GDI Weapons Factory is under attack
    Perdito: rq
    Perdito: !tc
    Host: Perdito has changed to Deer to balance the teams
    Perdito: Fuck
  7. On 3/15/2019 at 1:17 AM, ganein14 said:

    I wouldn't mind switching modes from combat to country founder in IA sometime.

    Move aside comissar, you're being replaced with a tier 5 flag bearer class.

     

    On 3/15/2019 at 5:07 AM, dblaney1 said:

    Being banished from the Island makes me a sad durr.  

    Postlight island authorities would like to remind travellers of the risks of bringing foreign invasive species into the country.  The Postlight Isles are a pristine and protected habitat, customs takes this matter very seriously.

     

    On 3/15/2019 at 9:42 AM, thedisclaimitory said:

    dblaney you should make it so that veyrdite's island has people and buildings on it and label it Veyrdite Island 

    Don't give him any ideas.  I'm now somewhat worried I'll find two labelled graves on the island.

     

    21 hours ago, Kaskins said:

    Ah I see you found the cast away island. Well there are many isle in the infinite but unfortunately well not so much atm.

    There were plans for this island, unfortunately didn't made it in time.

    Havoc66 takes the credit, I had no clue about the island until he directed me there.

    I'm imagining a proper "forgotten shipyard" with ironclads, cutters and imperial cannon.

  8. Where are the screenshots of me?  This topic has been has been highly disappointing!

     

    I've discovered that SIDAM launchers are useless on many maps:

    sidam.thumb.jpeg.c25d67b0af31da269aa2cb93b6958fa9.jpeg

    Event maps without obvious ceilings still sometimes have transparent flight ceilings, rendering this vehicle useless.  I need to try deploying on steep slopes.

     

    It turns out Nod's mobile repair vehicle is fast enough to out-run the turn rate of a titan''s weaponised top half.  It's also short enough to avoid direct fire from the titan's weapons.

    407755624_repairvstitan.thumb.jpeg.19a5afb2b6f762a6bd72448b51ef333f.jpeg

    Unfortunately it still takes quite a while to take one down; the DPS against heavy vehicles is low.  This titan was already damaged when I engaged it.

     

    Mining building entrances with proxies is an outdated tactic.  Who remembers hiding mines inside the front doorway of the HON?  These days we can use shield-bearing AI to take the mines directly to the intruders:

    proxyai.thumb.jpeg.5aabf5cbdc46987dd1b5881cc63aa989.jpeg

    Yes this worked.  1v1 match, I heard a *boink* whilst trying to destroy the enemy base.  Lots of laughing ensured :)

     

    Modern Rene  occasionally provides some nice modern fog artwork:

    660214631_notexart.thumb.png.a272cff96fa42ba132403d49fd25d009.pnglauncherdeath1.thumb.png.4889c24ad452465fbfd4372ce47956be.pnglauncherdeath2.thumb.png.39358b357f8c196b418ae8dabdacc9de.png

     

    Shortly after pouring the bunker pictured below, the concrete contractor was fired for using too porous of a mix.  Links to the Sydney Opal tower are being investigated and physicists are debating how the sandbags maintained their shape as they tunnelled through macro distances of solid material.  The ceiling later melted.

    14948818_sidamsandbags.thumb.jpeg.c5dd318a0d076be7973e3be8ef2719be.jpeg

     

    Now for the works of my favourite developer, Jerad the Grey:

    deer1.thumb.jpeg.6659203efd1cc1ed47a14297a52ffd8e.jpegdeer7.thumb.jpeg.baeb3b426c1de5717e5ee02aaee88d76.jpegdeer2.thumb.jpeg.5f03ad2ca6b2d198a74a1fcf59f197ef.jpeg

     

    A few matches back Cisco and KTFF got married:

    tallbones.thumb.jpeg.4ea2e7d5d3c610d195d98ddd069350d4.jpeg

    The relationship turned abusive when Cisco discovered KTFF used Aruba gear in his toxin tractors. 

    KTFF fled with a friend.  They were last seen driving away on an obscure stunt map.

    1620520365_mapofbridges.thumb.jpeg.6179ca70bf509677bd18f17bc57ecd10.jpeg

    On the topic of mystery maps: good luck working out what map these four screenshots are of.

    1351498746_namethemap.thumb.jpeg.ed939b55559e993cda265342be61955a.jpeg

     

    Finally some prettier 1920x1080 shots:

    1964385466_lighthousewithAA.thumb.jpeg.8bba628f3b8bd9320d3206f18cf49f6f.jpegdeer3.thumb.jpeg.10602378e0ba855fc485fdd961b150e6.jpegdeer5.thumb.jpeg.0f4e73b2585072be7df2313899c40fb4.jpegfootsteps.thumb.jpeg.26f80e64384cb6bd54b289358237cedc.jpegdeer8.thumb.jpeg.a3c1b043e019397219fede4f4ad3143b.jpegcervinae.thumb.jpeg.2af3e0318a56c980d46047bb07b14aae.jpeg

    (Maps: Temple of Cervinae By Jerad, Infinite Isle in Interim Apex by ??? TODO:update)

    I also have some panoramas I want to stitch together.  Perhaps another time.

     

     

  9. Thankyou Dghelneshi. 

    I've seen "MSAA" quoted so often I've always assumed it's what you describe as SSAA.  I had no idea there has been so much effort into optimising traditional ("worldspace" is the right term?) AA.  My oblivity shows the optimisations have succeeded :)

     

    > most of the newer and cheaper ones operate in screen space after the image is already rendered

    The pits of hell oscillate mildly.

     

    > others suggest it's a more spacial interpolation/filtering thing (ie filtering of textures on planes inclined to the camera).

    I meant this: https://en.wikipedia.org/wiki/Anisotropic_filtering

    A better wording might be 'mipmapping method'.  Many games call this 'texture filtering' in their config; which is probably a bit too generic of a term.

     

  10. That's an HTTP iframe on an HTTPS site.  The forum probably isn't interfering, it's your browser refusing to accept it.  Check your browser console -- mine is confirming the block.

    EDIT: NB any third party countdown services are in the same category as 3rd party advertisers.  Visitor tracking, etc.

  11. Updates to "launcher crashes 15 seconds after login" and cpu core pegging

    I've now tested extensively on my desktop (Radeon HD 6850 with 'radeon' in-kernel drivers) and my laptop (Intel HD Graphics 405, Braswell).  Both exhibit these problems reliably.

    A few posts ago I mentioned these two problems being miraculously fixed, it seems that was pot luck that day.  I have not been able to reproduce it again.  My best guess is I had some part of dotnet or the launcher still hiding away as another sleeping process.

     

    Anti-aliasing deep dive

    All of my statements about AA not working are wrong, it's my eyesight that needs checking.

    From the best I can tell: the launcher's AA setting is proper old-fashioned MSAA and the in-game FXAA setting is the crappy 2D filter AA.  Each setting is only accessible from the afore-mentioned places, so it takes a bit of searching and discovery.

     

    FXAA immediately makes me unhappy.  Small objects in the distance (vehicles, people) go blurry.

    lighthouse.png.57e505d95d7d2fddaf9e255042fd5651.png

    The AA settings don't seem to have any effect on close foliage (where texture pixels >> screen pixels):

    treefoliage.thumb.png.81f3a50d76eb2bc4192c140d88319f31.png

    Some further away and overlapping foliage with different in-game texture filter settings (both MSAA and FXAA turned off):

    1174407448_tree2compare.thumb.png.b58d1f63e21e3fb7f69e29c463692575.png

    I'm trying to read up on supersampling; but I'm a bit confused.  Some sources refer to it as a generic category of AA methods that MSAA sits into (where MSAA usually uses a square grid); others suggest it's a more spacial interpolation/filtering thing (ie filtering of textures on planes inclined to the camera).

    Screenshot reference: Wine version=wine-4.0,  Card=Radeon (BARTS) HD 6850, Driver=in-kernel radeon Linux 4.19.18_1


     

  12. Thankyou for all of the replies.  I smell a reply party organised on chat :)

     

    Launcher bugs harv-walking

    As of today the '15 second crash' and 'CPU hogging' problems have stopped occurring for me.  This is going to take some digging to understand.

    The launcher UI is being drawn with 3D acceleration, so I'm able to peek at the OpenGL frametimes.  I'll keep an eye on the launcher and see if I can recreate the issues.

     

    On 2/26/2019 at 3:32 AM, Raap said:

    I suspect we'd have more Linux users if Westwood/EA supported the OS with the C&C franchise. 

    Expanding Linux support might be worth considering if there is evidence of a userbase that would play W3D games on Linux. 

    In the short term thought, I'd argue we're even lacking Windows based users. Certainly a lot of room for improvement at all times in regards to simply speaking of "more players". 

    If we ignore the launcher troubles: I think the W3Dhub games themselves would have a good chance for getting players in the Linux world.  We have websites like gamingonlinux.com that represent an environment dominated by 2D game releases, likely because they're less risk for people to make from scratch.  As far as mature & free 3D Linux games go we have lots of mature quake-likes (Warsow, Sauerbraten, Red Eclipse, Xonotic, OpenArena, Alien Arena, Urban Terror, Tremulous, Unvanquished, etc) and a few 3D RTS games (Spring variants),  but there's nothing like C&C gameplay or even anything with remotely the same map scale.  You have to go to the commercial sector for this, which is primarily dominated by drunken Steam ports (Wine with little care).

    I think a website like Gol would go bananas over a well-performing mature free 3D game that runs on Linux.  "Outdoors and not quake".  The Renegade community has set some very high bars internally if you compare with other free (or open-source) 3D game projects.

    The catch would be making sure it's a pleasant experience for Linux users across the different graphics drivers (Intel SNA, Nouveau, Nvidia Proprietary, Radeon and AMDGPU) of which I can test everything except the last (requires newer hardware).  Given that W3D looks like it uses a fixed pipeline (correct?  I've noticed that the alpha sort order problems seem to have been fixed)  I don't expect there to be any massive issues.

    On 2/26/2019 at 6:15 AM, danpaul88 said:

    I have been moving a lot of the launcher code into dotnet standard recently which is cross platform compatible. Ultimately once dotnet standard 3 and xaml standard are available then we can cross compile the launcher directly as a dotnet core 3 app, but that's probably a long way off yet. 

    The drawing code is pure WPF, so rendering issues suggest that the wine implementation of WPF is behaving questionably. Might be related to the high CPU usage. FWIW, the launcher doesn't do any mining or whatnot 

    From what I read Mono has compatibility with a lot of dotnet, excluding WPF.  If we ignore WPF: I'm not familiar enough to know whether or not mono is an easy compatibility target or a world away in terms of effort to get it working.

    Context: Mono comes bundled with Wine.  There's also native mono support on Linux.

    On 2/26/2019 at 7:09 AM, danpaul88 said:

    As a quick follow up, I just wanted to mention that I'm open to suggestions to ease Linux support - in fact there have been a few code changes contributed from one of our staff members aimed at improving how the launcher runs on Linux. He's posted forum topics about getting it working in the past too.

    Thankyou for the tipoff.  Link:

    It looks like Omar hit some similar issues three years ago.

    Omar's scripts appear to do a lot more work than I expect; some of it specific to older version numbers of Wine.  Off the bat I don't think most of that is necessary any more, but I may be wrong.  I'd recommend people try my guide before running Omar's script anyway, there's a lot less dependence on specific versions of things.

     

    The ideal goal for Linux users would be:

    1. Install Wine
    2. Double-click the W3Dhub launcher installer
    3. Everything works from there

    All of the current in-game bugs (gamma left on exit, AA not working, etc) are completely excusable if the game is fun and easy to get working.  The moment you require a terminal to install the game you lose most users.

    I don't think I can provide any suggestions here that don't have big compromises.  Porting to a compatible dotnet/mono version (inc replacing WPF) takes lots of time and creating a second launcher would be a maintenance burden; and probably not at feature parity (for practical purposes).  Whilst the task of launching game.exe with some flags is easy, the presentation of the launcher is not.

     

    On 2/26/2019 at 7:09 AM, danpaul88 said:

    The next update to the launcher already includes a command line switch for the installer that skips the dotnet install, a feature requested to aid Linux support. Also if you've got the dotnet environment already installed it'll check the registry keys and see that it doesn't need to try installing it at all. 

    Hmm.  Might be an option for making a new script to automate this. 

    My thoughts are still out on whether it's better to automate workarounds or get people to do them by hand.

     

    On 2/26/2019 at 1:20 PM, Jeod said:

    Not a Linux user myself, but if anything Linux has shown me that it's extremely helpful in discovering programming code that can still be optimized for compatibility.

    Something of vague interest: because I'm running W3D on OpenGL I have access to a different set of profiling tools to most people:

    gallium_hud.thumb.jpeg.58c89c775778cf73ebc963205e8dd836.jpeg

    Note: The drawcall count is probably skewed by the DirectX->OpenGL shims that Wine provides

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