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danpaul88

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Posts posted by danpaul88

  1. Having done a bit of googling to check up on the status of xaml standard 3, it looks like Microsoft are not actually intending to bring WPF to the cross platform part of dotnet core but actually put it alongside it as a Windows specific extension. Somewhat disappointing!

    I have however found a xaml based cross platform UI library which is inspired by WPF which I intend to keep an eye on - http://avaloniaui.net

     

    https://gitlab.com/w3dhub/w3dhub-launcher-net/issues/92

  2. 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.

     

    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.

  3. 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

  4. Did it have any special features or was it just regular CnC mode?

    I used to run a DM server way, way, way back in the day running a whole heap of custom DM maps (haunted house, area 51, carnage club, etc) - but in the days before the TT ingame downloader it was hard to keep player counts up since people would drop out when it hit a map they didn't have.

  5. I'm not really a fan of voice chat and haven't had TS3 installed in years. Used to have Skype back in the day but that's kind of died now. Occasionally pop into discord but never used the voice chat features so don't know how well they work.
     

    In other words... Get yer new fangled computer phones off mah lawn and stick to forum chat 😂

     

  6. On 2/6/2019 at 4:02 PM, delta said:

    Does anyone actually think the old Renegade menu was better? Seems more convenient if you just know you can press E, 5, then 6 to get your Engineer, Medium tank, or whatever, instead of arrow, arrow, arrow, *takes a second to make sure it's the right one* then 4 to do the same.

    I've always preferred the original Renegade PT menu personally for that very reason. Requiring scrolling for anything not on the first screen is so clumsy when everything on the Renegade PT was keyboard accessible

  7. The pertinent bit seems to be;

    Inner Exception (System.IO.FileNotFoundException) C:\Users\Administrator\Documents\W3D Hub\games\apb-release\engine.cfg

    Looks like you've not run the game at all yet, so that config file hasn't been generated. It shouldn't really cause a crash so I'll look into that, but as a work around simply running the game should get it working.

  8. Last time I heard EA were refusing to put CnC games onto Steam since they were busy trying to ram Origin down everyones throats. Guess they had a change of heart at some point. Doesn't really change the fact that we don't actually own the CnC IP though. I rather think EA would take a dim view on us listing our games on Steam.

  9. We don't own the IP rights to the CnC universe and as EA hasn't listed any other CnC games on Steam it would be very risky to try and put any of our games on Steam - that's assuming we could even raise the money required to submit the game to Steam in the first place.

     

    Even if EA were to put CnC games onto the Steam store, trying to list ours would probably still be a non starter.

     

    If we ever made an original game with our own IP and no ties back to the CnC franchise then maybe, just maybe, it might be feasible... but of course then there is the engine question to consider.

  10. On 1/26/2019 at 4:45 PM, Threve said:

    @moonsense715 @Jerad2142

    I have wrote a very extensive guide to ECW. When complete is it possible it could be featured on the main page due to it’s depth?

    Whilst this isn't directed at me I'll just mention that if jerad approved I can add a link to it from the ecw game page in the launcher really easily - just an XML tweak on the ftp

  11. On 1/27/2019 at 1:27 AM, NoSoldier said:
    • @danpaul88: Any plans for support of custom resolutions launcherwise?

     

    I'm curious what your use case for this is? The launchers resolution list is populated by asking Windows what resolutions are available, so all supported resolutions for your hardware should already be in that list;

    Screenshot_20190129-124341.png

     

    Are you trying to do something like a split screen layout only occupying half of the screen or something? That's not a use case I'd considered previously but now that we have borderless window support its possibly a feasible use case 🤔

  12. I think a key difference from Renegade is the lack of the Hotwire / Technician type character (the mechanic isn't quite the same repair rate IIRC) and, of course, the additional players on the team to field them.

    In the days when Renegade had a lot of players a group of vehicles could hold position outside an enemy base and continually gain ground because they had dedicated repair crews following them round / riding shotgun, allowing the vehicles to continue attacking whilst being continually repaired. This meant that the defence advantage was slightly reduced since those new vehicles would be coming up against freshly repaired attackers all the time and the attackers could wage a war of attrition until the defenders ran out of cash for useful vehicles, allowing them to move in for the kill.

    Of course it also led to stalemate at the base entrances quite often of course and long games sat in front of an MCT keeping a building alive until your team got their act together and repelled the attackers.

    So whilst not directly comparable to APB, you can see how the dynamics of fewer players and less flexibility in on-the-go repairs has an impact on the gameplay vs how Renegade works. What we do about that I couldn't say - things like auto-repair when out of combat might help somewhat, I believe APB infantry have this and AR has it with veterancy.

  13. Please upload a copy of the errors.log and diagnostics.log files from the Documents/W3D Hub/Launcher folder

    It's normal for the user data folder to NOT exist until you've launched the game for the first time and, in the case of IA, that link is probably wrong since IA puts the user data files in the install folder rather than in My Documents (and the launcher currently doesn't check for that when generating the user data folder link). As such, the error from that link is a red herring and can be ignored.

     

     

    (Just for reference, what the launcher calls the User Data Folder is not, and is not intended to be, the installation folder. It's the place where screenshots, chat logs etc go and for most games this is indeed in My Documents, but since IA sets the 'useRenFolder' flag to true it's user data files actually do go into the installation folder)

  14. Lets keep this civil - the people who need to know already know what was done and subsequently undone, lets leave it at that and try to move forward in a more constructive way.

    This topic has gone off on several different tangents now (IA being a more complete Renegade client than we thought, server 'competition' & listing platforms, etc). I think it's high time to wrap this up and open more focused topics on those specific issues and leave behind the heated comments and whatnot which have accumulated here. I shan't actually lock this topic immediately incase anyone has any closing remarks or thinks I'm trying to shutdown the discussion but I hope people can follow these suggestions and open new topics for the relevant subjects.

  15. 16 minutes ago, roszek said:

    @danpaul88

     

    Ok so I installed the ia client pointed renlist at it and joind mpf the map downloaded but I was blocked by the anticheat so I removed all the crap from the data folder and rejoined with no problem I also was able to join rdx and rencorner. As well as I ran mixcheck which is in the client and it game me not only all the maps but always.dat.

    So basically you guys are giving out a free version of renegade.

     

    I would suggest that they make a stand alone full conversion mod to add to the launcher same as everyone else has to.

     

    Note I have no connections to rencorner and certainly not mpf, and I don't agree that this would (at this point) cost imperial and dblaney any players if it was removed from the launcher, I simply just don't agree with giving out ren for free.

     

    Make them do the work.

     

    That is not what I was lead to believe so I will certainly be chasing this up. Thanks for the information (for what it's worth, I don't think I've even launched a single W3D based game, Renegade or otherwise, for a good few years now!)

     

    With regard to mixcheck, I'm not sure we can do much about that since its basically designed to download all the data for any 'Renegade' client and would probably also download stuff if you ran it on APB, TSR, etc since, as far as I know, it just assumes any "incorrect" file is corrupted and needs fixing, so I don't believe there is any way to stop mixcheck just downloading a full copy of Renegade from whomever hosts that.

  16. It's worth pointing out that 700mb is almost the size of the stock always.dat so I think whichever server you were joining was filling in the entire always.dat from it's ttfs. You might want to let the server owner know so they can fix that - it's not what ttfs is meant for.

  17. I will look into this once I'm home from work - my understanding is that the IA client is meant to have removed all non essential files as they've been replaced by IAs own models, maps, sound effects etc. This should render it unable to join a traditional Renegade server. You didn't indicate whether, after downloading the map, the client was successful in actually joining the server?

     

    It's possible ttfs has advanced to the point where it can effectively bootstrap an entire copy of Renegade from an empty shell, which would raise some interesting questions for those server owners in that case as they'd effectively be supplying downloads of most of the game content. Worth investigating.

  18. 23 minutes ago, roszek said:

    I'm just curios, you made lots of complaints about  the imperial age launcher that mpf used because you said it was giving away the ren client when dblaney and ik were on mpf.

    The arguments were that you could join through relist or whatever cause always.etc was not modified, and the argument pro were none of the stock maps were included,.

    (I mean you can get the stock maps with mixcheck right?)

    I agreed with those who opposed it and still do.

    So I am curious as to why your minds were changed is all.

    Also I don't think the trolling is helpful.

    Firstly, let me to clarify this - the IA client downloaded by our launcher is *not* a complete Renegade client and cannot join Renegade servers. This was and remains an explicit precondition to our hosting of the downloadable client via our launcher. Until such a time as EA chooses to release Renegade as freeware we will not change this policy.

     

     

    In relation to the wider topic, it may help to consider that I am actively looking into supporting users joining stock Renegade servers using our launcher and their own installation of Renegade.

    Thisis tricky for the launcher as a lot of code was written with the expectation that it can install any game you don't already have on your behalf, so I'm in the process of adding interfaces which allow it to check whether these features are supported for a given application and adjust the UI appropriately when they are not.

     

     

    Thus your Renegade servers will also get the 'best of both worlds', as you put it. I also plan to provide an alternative presence reporter which can be used in place of GSA, allowing server owners to stop opening the GSA firewall port and reduce the amount of traffic hitting them asking for player counts etc. This will be an optional alternative. It would be great if you could work with us on this to provide the best experience for all players.

     

    I'm happy to answer any questions you have about how our infrastructure works and, as always, I remind everyone that feature requests, bug reports etc are always welcome via our public issue tracker - https://gitlab.com/w3dhub/w3dhub-launcher-net/issues

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