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Communication improvements


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Posted
49 minutes ago, Itai795 said:

That's exactly why the crate spawn text should be toggle-able.

The minimal crate spawn sound is not the issue. It's all the un-toggle-able sounds.

How many sounds do you think @ExEric3wants to make toggle-able? How many toggles are we going to have?

  • Developer
Posted
17 hours ago, BiLLaBoNg said:

How many sounds do you think @ExEric3wants to make toggle-able? How many toggles are we going to have?

Now you guys gonna cry about crate spawn sounds? :LOLOL: Crate spawn messages was added because people complained where are crates / why they dont spawn. Then people bitched they dont see crate spawn messages due spammed main chat with kill messages so we added sound. Then people bitched its too annoying sound so it was again changed. Then was there added some maps which didnt had spawn points. Some months ago I added crate coords manually but still can be some forgotten maps.

How typed MarcPoulet months and maybe already year ago with Gozy we reduced messages. Thats reason why some infos are put into standalone popup messages like sound list or rules. Ranks are also sent over pms and dont spam main chat anymore.

Now people complaint they cant follow main chat due kill messages. There was placed some suggestions like to output them into standalone section on different part of screen. As idea its nice but:

  • issues with screen size and stretching? and maybe custom fonts also + translated/custom presets (basicly longer strings/elements will require another line if you make it shorter)
  • if it will be configurable per player - there will be issues why XX see that and YY doesnt omg hacker/how it was possible!
  • how to handle configuration per player (by FDS or bot? What will happened if some part will crash? Who will debug it?)
  • if i remember it right we had it disabled globally for few days to see how it will works and people complained
  • i didnt looked into code but since there was posted almost every in game message type it will need change every game feauture
  • how to handle interaction? !disableadvkillmessages/!disablecratespawnmessages/!disablevehbindmessages? with current abililites which we have some people will be totally confused and some people dont event know how to pm ingame
  • its not for ugly/fat and lazy dev like Im

What with players which have disabled kill sounds and will disable kill messages how they will know what was destroyed/killed? They are constantly looking team/battlefield information? I can open discussion with shaitan but Im not open for implementation of this.

And my question: Gozy why we are again opening this discussion when we sorted some parts (of these suggestions) some months (maybe year) ago when we replaced BRenBot code base and dropped Blacky plugins ? And in final words it again opening discussion about limiting servers to 40 players and anything above forward to different servers.

  • Haha 1
Posted

  • issues with screen size and stretching? and maybe custom fonts also + translated/custom presets (basicly longer strings/elements will require another line if you make it shorter)

This would only potentially be an issue if segregation method is chosen (putting chat in one space and everything else in another space).
But again... how many players are actually below 1920x1080?
It's probably easier to go with the other method- don't segregate the killfeed, just remove it.

  • if it will be configurable per player - there will be issues why XX see that and YY doesnt omg hacker/how it was possible!

This situation wouldn't happen if the default is set to OFF, and you have to opt-in to see the spam/killfeed.
Besides, I can't think of a situation where it would appear someone was hacking because they could see from the feed which of their teammates was repairing the AGT

  • how to handle configuration per player (by FDS or bot? What will happened if some part will crash? Who will debug it?)

It depends on what you remove. If you simply remove the server messages and keep all the vanilla stuff, what is there to crash?

  • if i remember it right we had it disabled globally for few days to see how it will works and people complained

Once they know they can opt back in, this wouldn't be a problem.

  • i didnt looked into code but since there was posted almost every in game message type it will need change every game feauture

I'm not sure what you mean here, sorry.

  • how to handle interaction? !disableadvkillmessages/!disablecratespawnmessages/!disablevehbindmessages? with current abililites which we have some people will be totally confused and some people dont event know how to pm ingame

That's true. Let's keep it simple, there are three categories:
- text that everyone gets (chat+pm+radio commands)
- text that nobody needs/wants (you can simply remove these, no need to create a toggle)
- text that some people might want (!togglekillfeed and !toggleservermessages perhaps?)

I guess you'd need to decide what comes under these categories. Heck, even if you don't remove the killfeed and simply remove some of the server spam, that's still half the problem removed in my opinion.

 

12 hours ago, ExEric3 said:

What with players which have disabled kill sounds and will disable kill messages how they will know what was destroyed/killed?

Do you mean sound announcements like "Nod Airstrip destroyed"? Why would anyone disable those?

Renegade itself also puts "Nod Airstrip destroyed" in the chatfeed. I'm suggesting we don't remove vanilla stuff like that. The only vanilla thing I personally think we should remove is the killfeed, but even then... make it opt-in as they will be people that want it.

So even if someone does disabled the sound that plays when a building is destroyed (I didn't know you could do that... why would you do that lol) then they'd still see in the killfeed the normal Renegade message saying the building is down.

Posted

The auto announcements have been changed. 

Posted (edited)
On 7/22/2025 at 3:18 PM, BiLLaBoNg said:

That's cap

Try Iran :haha:

I've never really had a issue with chat, if I want to read something I press U and see the entire thing.

Edited by WNxH3adSh00t
Posted
2 hours ago, WNxH3adSh00t said:

I've never really had a issue with chat, if I want to read something I press U and see the entire thing.

how do you know when you need to press U to read something if you miss seeing it to begin with?

Posted

more examples...

image.png

Posted
11 hours ago, Xylaquin said:

more examples...

image.png

The last one is the only useful

Posted (edited)

Why is knowing who is repairing a building useful?

Edited by Xylaquin
grammar
Posted (edited)
40 minutes ago, Xylaquin said:

Why does knowing who is repairing a building useful?

if u see someone has started repairing a building, then u know the building is safe and u may continue doing whatever you are on about, rushing/attacking etc...

if i see no one is repairing it, i would fall back and do it myself

Edited by iK4l3l
  • Like 1
Posted

Maybe it's just me, but I'd only be concerned about a building being repaired if I've just heard EVA say "Health at 75%", at which point I'd either look at the building to see it's health bar movement (and thus I'd know if there were engineers inside repairing) or if I'm not in the base I'd tap the K key a few times and look at the health bar there.

Besides, nobody has the chance to see "iK4l3l is repairing the Tiberium Refinery" in the chat feed. Why? Because as soon as EVA goes "Health at 75%" there's always some idiots who immediately spam "Building needs repair" frantically... as if they think the rest of us haven't also heard EVA announce the building's need for repair :yahoo-rollingeyes:

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  • Developer
Posted
14 hours ago, Xylaquin said:

Maybe it's just me, but I'd only be concerned about a building being repaired if I've just heard EVA say "Health at 75%", at which point I'd either look at the building to see it's health bar movement (and thus I'd know if there were engineers inside repairing) or if I'm not in the base I'd tap the K key a few times and look at the health bar there.

Besides, nobody has the chance to see "iK4l3l is repairing the Tiberium Refinery" in the chat feed. Why? Because as soon as EVA goes "Health at 75%" there's always some idiots who immediately spam "Building needs repair" frantically... as if they think the rest of us haven't also heard EVA announce the building's need for repair :yahoo-rollingeyes:

U still didnt noticied after xx hours of gameplay about timers between announce messages and building health warnings? U will not always get 75%/50%/25% building warnings if attacker attack simmultanously multiple buildings in same time.

  • Like 1
Posted
9 hours ago, ExEric3 said:

U will not always get 75%/50%/25% building warnings if attacker attack simmultanously multiple buildings in same time.

That's a good point but it doesn't actually make a difference: since you'd hear 75% for one of the buildings and when you check/tap K you'd then see all buildings health levels and notice it's more than just the one building anyway.

But we're getting a little side-tracked. The main point of this thread is to suggest we reduce the flood of text in the feed so that everyone can see each other's chat without other stuff pushing it off-screen/hiding it.

The two mains ways to achieve this would be to remove the redundant stuff, and we can certain discuss and debate what is considered redundant... but what would make a big clear difference would be to have the killfeed off by default.

Posted

Tbh I use the kill feed very often. Eg if I see a hotrie sneaking to the ref, I warn the team and a few second later I see he gets killed. Then I don't fall back. 

Posted
7 hours ago, Goztow said:

Tbh I use the kill feed very often. Eg if I see a hotrie sneaking to the ref, I warn the team and a few second later I see he gets killed. Then I don't fall back. 

Then you could toggle it on.

  • 2 weeks later...
Posted (edited)

I really like the idea of cleaning up the chat a bit.
The fuller the server gets, the harder it becomes to actually follow tactics and important information in the chat — to the point where I sometimes just give up and go zugzug ("head off, legs on, just smash through and see what happens"), and stop paying attention to what’s going on. That’s a shame, because we all know how satisfying it is when a plan you made with your team actually works out and leads to victory.

For me, a clearer chat would definitely encourage more teamplay engagement, and I imagine there are some players who feel the same. More engaging in teamplay should always be in the server’s best interest.

One of the most frustrating situations is when you’re in the middle of a fight and you can see that tactics are being discussed in Teamchat — but of course you can’t read it until after the fight. By then you often need to scroll back, especially after longer battles. And if the discussion kept going while you were still checking U, you have to hit U again to catch up, since the U-chat doesn’t update live. So sometimes I just end up standing there scrolling and reading and scrolling and OH SHIT ENEMY.... scroll.. "whatever, zugzug!"

Others have already shared examples of messages they find unnecessary, and sometimes it turned out they weren’t so unnecessary after all. But if we keep collecting examples, we can reevaluate and maybe find some that are safe to cut. Beyond that, more structure could be added with symbols, colors, text channels (like PM vs global vs team), or clearer formatting withoud the need for new custom layouts. For example: if my own PLAYERNAME always appeared in purple in the killfeed, and ++Building Kills++ were marked with green plus signs, I could instantly recognize those spots and figure out whether I should scroll up or down. Example: ´The team tactics discussion was after we destroyed the enemy refinery but before I died.´ So i have to look between the Green Building Highlight and my purple Highlighted Name.

 

With that beeing sayd i would like to add my mustard:
 

On 7/20/2025 at 1:10 AM, Xylaquin said:

 

combo.jpg

I agree that killstreaks are not that important to me. Maybe announce from quad  kills upwards or just every 5 kills.

 

cratespawn.jpg

i like the crate announcement + the sound. Crates become more important in long games and stallmates. maybe start announcements of crates at 20 mins of a game.

 

loadingjoined.jpg

Also agree that the loading announcement is not necessary. Since anticheat wouldnt let them join with wrong scripts its not important to see what version of scripts they run. If a player is suspectet of script version fraud !yadayadainfo can display same info more detailed. (i forgot the command but there is one that displays all that info about patches and scripts installed)
join msg is gud! I get butterfly in my stomach when i see cnc95fan joins the server :love0032:

randomserverannouncements.jpg

also agree with this one. its part of the rules so just put it in the rules without extra announcement. + If someone plants an illegal beacon the Community is always quick with informing the Suspect about his illegal actions and in all cases this happened in my lobbys, both teams agree that it was illegal and reverse it with help of mod or give the player the benefit of the doubt if no mods is on.

vehlock.jpg

This one should stay because then i know that its my vehicle and i didnt steal someone elses.

vehdestroyed.jpg

When driving it and losing it i dont need it.
Lets say i give my teammate on Mesa side my tank and go refill or whatever, recieving this msg or not  can give me feedback if my teammate can hold side or not. another example: if i get sniped while repairing my car i can rush back to it untill its stolen or destroyd.   Not really a big infos but also IDK i just like to know what happen to my car when im not around. xD

vetpoints.jpg

"More needless space-wasting." yo. one of the buttons over the arrow keys can display this iirc. 

On 7/31/2025 at 11:35 PM, Xylaquin said:

more examples...

image.png

The rec announcement for the automated BRenBot recs could get send to the rewarded player per PM too because then it still works as a positive reinforcement to the player but i dont really need to know who destroy how many buildings or vehicles or reps them the most. Its still a team effort in the end.
dont need constant reminder of most kills best kd etc from last round..give them their "medal" with the MVP most kills and best kd at beginning of the round and gud is. maybe it could get expanded by most veh/building destroyd.

The announcement for upranks is a cool gimmick. It doesnt happen too often therefore not too much spam and it adds a liddle RP element and gives positive reinfoorcement to the rewarded player boosts moral etc.

repair announcement is not useful for me becaue i eather trust my team and hope someone takes care or i double check anyways with K. But if others activly use it it can stay.

 

On 8/3/2025 at 10:35 AM, Goztow said:

Tbh I use the kill feed very often. Eg if I see a hotrie sneaking to the ref, I warn the team and a few second later I see he gets killed. Then I don't fall back. 

Agree. altho some kind of highlight on the killfeeds that mention s the player like my example would help.





A message i cant really wrap my head around is when a player gets pistolwhipped. It basically gives the same info as the killfeed. A kill with pistol is not that special. But the fact that nobody mentions it so far gives me the impression that it is a bug with my german client? as we know some sound announcements are Buggy with the german clienet so maybe some chat announcement too.

 

uff digger half bible haha 

Edited by LolOm
  • ExEric3 locked this topic
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Posted

I closed this topic since I looked into that and Im not gonna do that. I personally think it should be done on client side since usually server side provide all data for clients. Some actions was already done about year ago when we switched BRenBot code branches and today we did also some optimizations.

Advice: put a request here for implementing it on client side to filter out specific events to standalone window or completelly ignore them: https://w3dhub.com/forum/bugtracker/ren/

Same you can make request for personal mute list which can filter out annoying players.

  • ExEric3 unlocked and locked this topic
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