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Totem Arts

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  1.  Rx_ForumBanner_579692.thumb.png.2ff85f7624c3a5c8a007515da9c31ee6.png

    Welcome Back, Commander!

    Welcome to the first patch on our road to the FINAL version of Renegade X! Starting this year, we'll be adding in new content and bug fixes as a part of the FINAL version - a.k,a. Version 1.0 - roster. This update includes a lot of quality of life features, bug fixes and gameplay adjustments to refine the experience even more.

     

    Chemical Warrior

    Something never felt right with the Chemical Warrior character, so we've addressed that with a brand new character model taking much more resemblance to its OG counterpart. Much better than a Black Hand Sniper paintjob, right?

    Rx_ChemWarrior_FinalWide3_V4.thumb.png.73b632a2224c425cfb181ca804479d0c.png

     

    New Map! Mines

    We're pleased to announce that we're adding in CNC-Mines (created by community member a newly appointed staff member @Njorl). He has been working hard to update the with the recently gained feedback from the public playtest. Check it out!

    Rx_Mines_01.thumb.png.8ad96301034298bf40b9e3117d787545.png

     

    Overview Menu

    We've redesigned the Overview Menu to give more information regarding your team and the battlefield. The amount of EPIC Characters are now also being displayed. In addition to that, the Airstrike zone is now also being displayed once the target has been painted!

    Rx_InfoScreen_Feedback.thumb.png.38776edab1b3b2d10ff41484f8279854.png

     

    Revealed Position

    For the first time in Renegade X' history, we're bringing in a new feature that originally comes from Firestorm! Commanders can now spot enemies, but those enemies will get notified about that their position has been revealed.

    PosRevealedConcept.png

     

    Rx_ForumBanner_Changelog.thumb.png.f4921b80692cc5123422693132c2004d.png

    Spoiler

    | Balance |

    • Halved infantry healing required to collect VP reward

     

    • Radar Scan
      • No longer scans infantry inside of buildings
    • Tactical Rifle Grenade Launcher
      • Slightly reduced the splash damage radius
      • Slightly reduced the burn damage
    • AC-130 Airstrike
      • Reduced rate of fire and damage slightly
    • Stealth Tank
      • Increased vehicle damage by 10%
      • Increased the lock-on homing strength

     

    • Soviet Tesla Tank (APB)
      • Updated the Lightning Bolt damage to 65 and updated the splash radius to 80
      • Added Veterancy

     

    | Gameplay Changes |

    • Disabled the map change vote for the first 10 minutes of the game
    • Friendly airstrike target zones are now visible on the minimap and overview menu
    • Spotting an enemy beacon now reveals it on the minimap
    • If a friendly spots a Timed C4 on you, you'll receive a Private Message
    • Added a chat announcement when mines are being removed by the commander
    • Updated headshot logic to be more consistent

     

    | Bug Fixes |

    • Fixed the Airstrike weapon causing you to pickup ammo boxes even if it can't be refilled
    • Fixed not being unspotted if you died
    • Fixed an issue with firing directly after reloading that caused weapons to not display as firing for other players, causing invisible damage
    • Fixed an issue where vehicle FOV was causing remote clients to see vehicles aiming in the wrong spot. This happened a lot when firing into tunnels on Field, for example, and caused a lot of invisible damage
    • Fixed the player being ignored / not taking damage by base defenses if they exited their vehicle while the defenses were shooting that first (Skirmish only)
    • Fixed a bug that allowed the players to start voting for a commander impeachment when there was no commander on the team
    • Fixed Mendoza's beard being visible through smoke effects
    • Disabled automatic blending on running animations that caused some weird looking hesitations

     

    | Visuals / Audio |

    • Chemical Warrior:
      • Added new character model!
    • Shotgun:
      • Updated the weapon model when you carry it on your back
    • Railgun:
      • Updated the weapon model when you carry it on your back
    • Ramjet Rifle:
      • Updated the weapon model when you carry it on your back

     

    • Added in Hitmark sound effects! (Can be enabled through the Settings Menu)
    • Updated some voicelines for the Soldier, Grenadier, Black Hand Sniper, Chemical Warrior and Rocket Soldier
    • Repair Facility:
      • Re-Enabled the 'Building Under Attack' voice message by default

     

    • Soviet Tesla Tank (APB)
      • Added the classic RA1 Firing and Reload Sound Effect

     

    | User Interface |

    • Added a new design for the overview menu, being much more detailed with showing player statistics
    • Added a UI new element for displaying you've been spotted by an enemy Commander
    • Disabled the '[ STOLEN ]' tag on spotting as half of the time it didn't work correctly and created confusion
    • Re-added on-screen messages for starting a bounty

     

    | Quality of Life |

    • Added an auto-balancer that keeps the teams balanced, with a credit bonus as reward if you're switching teams.
      • Feature has been disabled by default
    • Vehicles that die to non-player damage (water/lava/etc) will now give their kill credit to the most recent player who damaged it

     

    | Maps |

    • Global
      • Restored the Vignette in the Post-Processing Chain we use on all maps
    • Crash Site:
      • Complete rework of the map!
    • Complex:
      • Restored a gentle snowfall effect that went missing ages ago
    • Desolation:
      • Applied the correct bike to the Nod vehicle roster
    • Eyes:
      • Fixed a stuck spot on the GDI ramp inside the Tiberium Cavern.
      • Moved up the Repair Facilities to the back of the base for both factions
    • Field:
      • Reverted the Winter version back to its regular counterpart
      • Restored the original floodlight lenseflare
      • Fixed the GDI bots sometimes bumping into the corner of the Adv. Guard Tower interior and get stuck until they suicide
      • Modified some blocking volumes to stop vehicles from enetering the tunnels
      • Added some boulders around the bunker paths to indicate vehicles can't access those areas
      • Adjusted the area surrounding the Nod bunker where GDI would have a safe haven.
    • Field X:
      • Added additional cover on the outer vehicles routes for Anti-Tank units and vehicles. With the advanced base defenses up, it becomes barely impossible to snipe into the bases
      • Rock compositions that provided cover in the outer vehicle route have been revamped, giving the advanced base defences more of an advantage to target approaching enemy vehicles
      • Fixed some issues where vehicles would be able to bypass the invisible walls and access infantry only areas
    • Forest:
      • Reverted the Winter version back to its regular counterpart
    • Goldrush:
      • Fixed characters and vehicles appearing pitch black in most parts of the map
      • Updating a lot of rock compositions that are less stretched out and more natural looking (Visually they are more appealing)
      • Gave the advanced base defences more sight over the entrance again instead of sitting behind a rock and not having much of a purpose
      • Moved the rock arch in front of the Obelisk more up so it won't block the view of the crystal
      • Removed the perch near the GDI Refinery that didn't have much purpose, instead a new perch has been opened around the AGT that allows infantry to push out of base more easily
      • Various material brightness balancing to not appear too dark
      • Fixed a lot of miniscule gaps in the factory
      • Fixed a dirt road that was going underneath a rock
      • Fixed some floating wooden fence next to the Barracks
      • Fixed a floating container near the Airstrip and added an additional container on top to cover you from the Obelisk
      • Restored the Tiberium Infestated Tower material that got broken ages ago
    • Lakeside:
      • Reverted the Winter version back to its regular counterpart
    • Mines:
      • Added
    • Walls:
      • Reverted the Winter version back to its regular counterpart
      • Fixed the Nod Harvester not fully entering the Tiberium Field
    • Toxicity
      • Barracks and Weapons Factory switched locations
      • In addition, the Weapons Factory will now be harder to hit from the dam
      • The upper infantry route - now near the Weapons Factory - are accessable for vehicles
      • Moved the Guard Tower to a more optimal position
      • Fixed a Base-2-Base location around the Airstrip
      • Updated the Minimap and Preview Image
    • Under:
      • Nod tunnel ground now have a snow physical material applied that makes sure you get a snow footstep sound rather than a concrete footstep sound

     

    | Other |

    • Update rotation RCON command to give current gamemode rotation rather than Rx_Game exclusively
    • Added RCON command for kicking all AFK players
    • Added revive building kismet action node
    • Having health locked on building now blocks pedestal beacon special effects
    • Removed RCON log for going out of bounds

     

     

    What's next?

    We hope with this patch out we can continue the development of the 1.0 version of this game. We already have some things in the works that will come in the near future. That includes the release of the most anticipated map at this moment: City. One other thing that is almost near completion is another character model! I hope he brings more "Firewood" to this game.

     

    Until next time!

    • Like 2
    • Thanks 1
  2. Rx_ForumBanner_578640.thumb.jpg.1adc1d9bc5007e4ccfe61655b7f206cc.jpg

    "Ho Ho Ho, Commander!"

    We've reached the end of 2023, which means our annual Winter Season Event has arrived! Snow has fallen again in 5 of our maps and we're glad to release this just before the Holiday season starts. Santa Claus has also brought us a lot of new voicelines for all characters for us to enjoy!

     

    Spoiler

    Rx_Field_Winter.thumb.png.fe881435bfa5a173aed545928a3e7e8e.png

    Rx_Forest_Winter.thumb.png.6d0dd4faff146a21eff3b301d3a93795.png

    Rx_Lakeside_Winter.thumb.png.42b453d679e47e5772fd76a460e021b3.png

    Rx_Reservoir_Winter.thumb.png.47714f4b67de005de4307f2e1e6dc8e7.png

    Rx_Walls_Winter.thumb.png.db1789bdb5fc572149213cd1df5845f8.png

     

    Rx_ForumBanner_Changelog.thumb.png.1a16697362ad2a8b5a02c67c11548aa0.png

    Spoiler

    | Balance |

    • Guard Tower:
      • Increased the range to match the range of the Turret
    • Engineer:
      • Increased the armour from 75 to 100
    • Repair Gun (Engineer):
      • Increased the range from 600 to 750

    | Quality of Life |

    • Q-Spotting defences should now mention what building they're closest to (to indicate which Turret needs repairs f.e.)
    • Variant maps should no longer appear more regular than they used to (e.g. If you end a round of Field, then Field X should not appear in the vote list)

     

    • Adv. Guard Tower:
      • Updated the exterior model with a smaller antenna, which was causing a lot of issues regarding Base-2-Base'ing for map creators

    | Audio |

    • Characters will now say something when they've discovered a vehicle from a crate. (courtesy from @dr.Mobius)

    | Maps |

    • Arctic Stronghold:
      • Fixed multiple bugs regarding rock climbing and bypassing the map boundaries
    • Field:
      • Replaced with Field - Winter
      • Fixed being able to climb the small rocks between the Barracks and Refinery and hop on the wall blocking the back of the Refinery
    • Field X:
      • Updated the invisible walls for the outer vehicle route
      • Added tiny slopes on Nod's outer vehicle route so that AT-Infantry have a chance to take cover
      • Removed the Turret next to the Hand of Nod
      • Removed the Communications Centre
      • Overhauled the outer route for both factions
    • Forest:
      • Replaced with Forest - Winter
    • HeXmountain:
      • Switched back to X-mountain
    • Lakeside:
      • Replaced with Lakeside - Winter
    • Reservoir:
      • Replaced with Reservoir - Winter
      • Fixed a bug regarding rock climbing behind the Nod Power Plant
      • Adjusted the GDI Tiberium Harvest location to be actually inside the Tiberium Field
    • Steppe:
      • Fixed a bug regarding rock climbing and bypassing the map boundaries
      • Fixed bots automatically joining the game (even when the bot amount is set to 0 in the Skirmish menu)
    • Toxicity:
      • Both Repair Facilities will now mention if it's under attack
    • Walls:
      • Replaced with Walls - Winter
    • Whiteout:
      • Fixed being able to climb the larger boulders next to the Weapons Factory with a MRLS

     

    | SDK |

    • Added the Humvee from OG Renegade as a drivable vehicle

     

    • Like 2
  3. Rx_PreliminaryNotes.thumb.png.27bc405f929ffffbf9ceb68d33ee54bf.png

    "Welcome Back, Commander!"

    We are releasing preliminary patch notes to keep the community updated on our progress with Renegade X, although it may be slower than it used to be. We are expecting this patch to be pushed to live within the next couple weeks.

    Rx_ForumBanner_Changelog.thumb.png.ee5a248998c18de97bca5a6673bab442.png

    Spoiler

    | Bug Fixes |

    • Fixed a bug where the Nuke crate would not damage infantry
    • Fixed a bug where you wouldn't switch to a different weapon once you used your C4 or grenade
    • Fixed a bug where Nod would not receive VP from building rewards in certain cases
    • Fixed a bug where the Repair Gun beam would go through certain walls in 3rd person mode
    • Fixed a bug where players would get kicked incorrectly for "ghost client"
    • Added another fix for the soundbug

    | Changes |

    • Veterancy System
      • Added a 1 VP reward for destroying enemy AT mines

    | Balance |

    • Marksman Rifle; Sniper Rifle; Ramjet Rifle:
      • Added a spread penalty while moving

    | Visuals / Audio |

    • Fixed a bug where weapon attachments would spawn inside of the character mesh instead of their designated holsters
    • Fixed a bug where wheel particles effects continued to play while there was no driver
    • Fixed a bug where a white dot would remain when aiming down the sight
    • Fixed a bug where "{TEXT}" was visible when spotting commander abilities (Spy Plane f.e.)

    | Maps |

    • Field
      • Fixed a bug where a material was missing from the bridge near the waterfall
    • Mesa
      • Aligned collision with the visuals of the landscape to prevent bullets from colliding with air
    • Tomb
      • Fixed an issue where grenades would fall through the ground around the Hand of Nod and Airstrip
    • Under
      • Fixed an issue where the Silo chimney particle effect didn't appear

    Internal Revision: 12146

  4. FS_Banner.png.521a5de732e483d9da76430889214092.png

    Greetings community,

    Today we are happy to bring good news for Firestorm. We will be releasing a mostly infantry-centered, objective based game mode this Summer! This will help us get feedback and balance information on all the weapons, while you get a taste of the Tiberian Sun atmosphere we've been working to create in Firestorm.

    Check out DevTalk #7 to get more information about Firestorm Assault, and everything else that's in the works.

    We also have a new website: https://totemarts.games

     

    • Like 3
    • Confused 1
  5. Rx_ForumBanner_CO.thumb.png.13271238e5cb722da1f00a5371732cb1.png

     

    Greetings community,

    The Renegade X Team values your feedback when making decisions about additions and balance changes. We love gathering feedback by seeing opinions ingame, reading posts on the forums, reading Discord and interacting on voice chat, and seeing how players make the meta and come up with counters to metas. We hope to further increase the input from the community in the changes you guys see in patch notes.

    While we are dedicating most resources to Firestorm currently, nobody wants Renegade X development to be left entirely, so to keep things moving efficiently, we need to know what best ways to direct our resources with the following poll.

    • Like 4
  6. Hello community!

     

    We are looking for people who would be interested in helping maintain the wiki. This would involve things like adding pictures, updating stats on weapons based on new patches and writing content to fill in the pages and help document our game. This would include creating new pages and sections for Firestorm content, along with closed alpha/beta tester access. You will be working with @Sakura to revive and tidy up the wiki.

    We wouldn't require a lot of time be devoted to it, but being active and wanting to do it are a must. Please contact @Sakura on the forums or Sarah on the Renegade X Discord.

     

    Thank you!

    • Like 3
  7.   

    image.thumb.png.bd3ec85673ff0eccfad2954adf3d1d43.png.353bb2ddde7a8eeb9893a197708b7d0e.png

     

    Whats up community!

    Totem Arts is a group of small but passionate individuals whom have a massive love for the Command & Conquer series and an even bigger love for Command & Conquer Renegade. Welcome! You are most likely here because of Renegade X, and our upcoming Firestorm expansion for Renegade X.

    We are looking for more passionately driven individuals to help us reach our stupidly ambitious goals of bringing C&C to the ground level. This team has never been made of professionals, its always been made of ordinary fans whom have always wanted to make something truly awesome. Together we've created Renegade X initially as a mod for UT3, Black Dawn as our first standalone project, Renegade X standalone multiplayer, and finally the upcoming Firestorm expansion! All amazing projects developed entirely through determination and passion. Who says you need to be a pro to make great games, when all you really need is a love for gaming!

    Do you think you have what it takes? If so we're looking for people like you! This is a volunteer project so before we go any further, no one is getting paid to work on this game. This is a volunteer project!

    Now, what are we looking for? We do have specific needs, however we are always on the lookout for others with skill sets we aren't actively looking for. So if you have a certain skill related to game development and you don't see a position for it listed below, then don't let that stop you from applying! Passionate developers are always in demand!

     

    Whom are we actively looking?

     

    ------------------------------------->   Artists   <-------------------------------------

     

    3D Artist - | Characters | Weapons | Vehicles | Props | - | UDK Non-PBR | UE4 PBR |

    Spoiler
    • Knowledge of good low poly game model practices (Triangle count, well packed UVs, LODs)
    • High and Low poly modeling for baking
    • Able to work off of and push art style
    • Knowledge of Substance Painter for texturing in non PBR (Specular & Gloss)
    • Knowledge of PBR (Metal & Roughness)

     

    Environment Artist - | Level Assembly | Asset Creation | - | UDK | UE4

    Spoiler
    • Knowledge of UDK and level creation process
    • Knowledge of UE4 and level creation process
    • Ability to optimize levels for better performance
    • Good sense of lighting and colour composition
    • Create custom 3D assets, particles, and sounds (bonus)

     

    Sound Designers / Engineers - | Sound effects | Voice Modulation | Interface |

    Spoiler
    • Create sci-fi sound effects for the upcoming Firestorm expansion
    • Create EVA / CABAL voice modulations
    • Voice Acting for in game dialogue (Radio commands, Taunts, etc...)

     

    ------------------------------------->   Software Engineers   <-------------------------------------

     

    UI Programmer  - | Flash Action Script | Scaleform |

    Spoiler
    • Flash CS6 editor experience (or similar application)
    • ActionScript 2/3 knowledge
    • Experience with Scaleform
    • Any C++/Java/JavaScript/OOP language experience

     

    Gameplay Programmer - | UDK Unreal Script | UE4 C++ |

    Spoiler
    • General understanding of game development/game engines
    • Ability to create optimized and logical code
    • Understanding of general debugging processes/flow
    • Any C++/Java/JavaScript/OOP language experience
    • Experience with large codebases/frameworks
    • Knowledge of replication, server/client design
    • Foresight of how variables, functions and certain gameplay mechanics could be used in exploits

     

    ------------------------------------->   How do I apply?   <-------------------------------------

    Option #1:
    Simply reply in this forum topic and someone from the team will reach out to you!

    Option #2:
    You can also ask in our Discord in the #modding channel. Someone there will be able to direct you to the person(s) that you can speak to. https://renegade-x.com/discord

     

    We are incredibly grateful to all that apply, to our entire community and our fan base. This has been a dream come true for us all. Help us to make even bigger dreams come true! If you don't think you can help out, then spread the word and link this topic to those who you may think would be interested in helping.

    Please keep in mind that Totem Arts is a group of passionate volunteers; and as such we do not expect a lot of your time to be dedicated to the project, but you should at least be able to keep in touch with the rest of the team and give frequent updates on what you're working on. Ability to reach out for help and an understanding that we work together as a team to reach our goals is critical.

     

    Please do not rely to this thread if you don't have intentions of a legitimate application
    Off-topic replies will be deleted in order to keep this topic clean for our own sanity sake

    Thank you for your cooperation!

    • Like 5
    • Thanks 2
  8. Rx_GameUpdate.thumb.png.4a703f8e86c69cb35bc953357dcf2573.png

    Welcome Back Commander!

    Patch 5.390 fixes some issues introduced in the previous patch related to the scoreboard and the camera. It also includes a slew of other bug fixes, and several new features, including Airstrip elevators, and a crate we're sure you'll all learn to enjoy.

     

    (If you're wondering why this is under general, it's so as not to disturb that recruitment ad)  

    362866972_FullChangelog.png.a060577b72aed97b6b1fa17fe9f474d4.png.7741cfcaa4f420dab4f7542c178e669f.png

    Spoiler

    | Additions |

    • Added Kamikaze crate type.
    • Added more rush tactics for AI
    • Added elevator to Airstrip Tower that has ramps

    | Balance |

    • Increased Recon Bike health from 200 to 250

    | Quality of Life |

    • Added pathing check so commander won't get the harvester stuck.
    • Added TeamMode 5, which takes out the requirement to have an even team to swap. Should be useful for testing servers (login team assignment doesn't change)
    • Deathmatch no longer spawns you as a random character
    • Deathmatch has its own time limit (DefaultRenegadeX.ini)
    • Deathmatch characters all have no armour type and 100/100 health
    • The game should be less likely to forget you on crashes and rejoins
    • Re-added CnC-Daybreak to the default rotation
    • Commander targets are now coloured based on the target's health (From green > yellow > red) 

    | Gameplay |

    • Bots will continue rushing late-game using Chemical Troopers and McFarlands.
    • Repair facility and Team Silo are no longer mandatory to destroy by default and thus will not show up in scoreboard and HUD. Editable by mapper.

    | Visual/Audio |

    • Server name is now shown on top of the scoreboard.
    • Repair facility will now show up in scoreboard, provided it's significant (by default it's not)
    • Donation message will stop showing decimals.
    • Scoreboard will show a maximum of 32 players a team from now on.
    • Commander targets are now colored based on the target's health
    • Skirmish menu's game mode tab is now functional and editable using DefaultMenu.ini. Any menus listed in the config file will not show up in the menu if there are no maps it can use.
    • Cruise missile jet engine is now grouped under 'cinematic' sound
    • Updated Mutant Raveshaw textures
    • Vehicle sounds should now cause less audio dropping
    • Added 'Commando' Killsound (CnC95 Commando quotes)

    | Bug Fixes |

    • Fixed the camera resetting to its default position when crouching and placing mines.
    • Fixed scoreboard chat scrolling *up* instead of *down* when new message pops up.
    • Fixed Mammoth's cannons firing when rockets are done reloading.
    • Fixed end game scoreboard countdown not beeping for the last 10 seconds
    • Fixed scoreboard's minuscule size discrepancy
    • Fixed Recon bike firing 'phantom' rocket duplicates online
    • Fixed Vote menu kicking the wrong person
    • Players should now be able to access pause menu properly during endgame.
    • Veterancy crates should actually show up as giving veterancy now
    • Scoreboard will now show destroyed buildings correctly.
    • C4 should no longer block players from shooting
    • Fixed projectiles shooting from the middle of characters
    • Donation message now states the correct donator
    • Pedestal Beacon slowmo is now handled in the beacon itself to prevent permanent slowmo.
    • Maps should now default to the map's designated gametype in WorldInfo as opposed to UTGame
    • Landing while zooming with scoped weapon should no longer revert players to normal speed as opposed to walking speed
    • Fixed instanthit weapons playing 2 soundcues on impact in skirmish

    | Maps |

    • Fixed kismet-related map gimmicks (EMP on Arctic, defenses on Hourglass, dam on Reservoir, meteors on Crash Site)

    Canyon

    • Fixed harvester pathing

    Cliffside

    • Fixed harvester pathing
    • Improved overall pathing

    Complex

    • Removed unintentional hiding spot *inside* some of the rocks

    Deck

    • Added weapon pickups
    • Removed several crates

    Eyes

    • Fixed harvester pathing.
    • Removed a third repair pad that prevented GDI from losing.

    Hourglass

    • [BUG] the Uplink now will give the advanced defense towers an upgrade every time.
    • The obnoxious alarm should no longer be present.
    • Defense Building announcement message lasts longer.

    Mesa

    • Fixed harvester pathing
    • Simplified Navpoint distribution

    Oasis

    • Increased vehicle limit to 8 from 6
    • Increased Airstrike cooldown to 120s from 30s

    Reservoir

    • Blocking volumes of Airstrip changed to only block vehicles.

    Snow

    • Fixed beacom exploit that would've destroyed Weapons Factory from the vehicle tunnel

     

    | SDK |

    • Added 'bSignificant' boolean to modify if the building is part of the victory condition, and whether to show it in HUD.
    • Rx_Bot_Scripted is now de-facto nonplayer and should no longer give 'left the game' message when killed.
    • Added a 'RepairFactory' class for customizations to the building. All Repair Facilities now extend from this class.
    • HUD Overview class can now be changed by mutators

     

    | Known Issues |

    • Hourglass shouldn't be in any rotations as it has a BROKEN AGT/Obi 
    • The respawn timer still doesn't count down properly 
    • Like 4
    • Thanks 2
  9. CommUpdate.thumb.png.0c56b84522feda9df6cddc33a57a1182.png

     

    Welcome back commander!

    What is a PUG? The Renegade X community comes together every weekend to participate in organised, pick-up games that are held on our Discord. These games are graciously hosted and organised by the Constructive Tyranny community. You can identify these CT members by the 'PUG Organiser' role on Discord.

    How do I participate? If you are on our Discord and get the PUG Player role, you will be notified when we are starting each PUG. People usually start joining the Waiting Room voice channel about 30 minutes before the PUGs. The PUGs start at 7PM GMT/BST / 1PM CST/CDT (daylight savings changes included).

    How does it work? Each team will get a commander. This commander, along with the PUG organisers, will draft teams. After the teams are drafted, a specific team will get first map pick. The team that loses gets to decide each map pick.

    Listen to your Captain(s)/Commanders, and be a team player, the goal for the PUGs is to encourage amazing teamwork that would otherwise not be easily seen in a public server. We're all here to have a fun, competitive experience. Anybody is welcome to join, but it is still highly recommended that you have basic knowledge of the game mechanics before you hop in. PUGs typically last 2-3 hours, this often equates to 3-5 matches depending on map selection.

    Once again, to join the PUGs, join our Discord and find the channel #pug-rules-and-role to get the role.

      
    Below is an excerpt from the pug rules channel from Discord

    Spoiler

    1. Excessive gloating/whining/disruptive behaviour in all chat/team chat/private chat is not allowed. If you have any complaints, PM a moderator in-game at any time.

    2. Never change teams on your own unless instructed to do so

    3. Use push-to-talk if you're playing in a noisy environment

    4. If requested by a mod and/or your teammates, you must change your discord name to match your in-game name (the name most people will know you as).

    5. If you need leave before a pug officially ends, please notify a moderator/organiser as soon as possible so adjustments can be made on time. This should ideally be communicated before the PUG begins. If you have to leave mid PUG (without having it announced to the organisers before hand that you might have to leave), You have 24 hours to send your reason to a PUG organiser.

    6. You must notify your team if you have to go AFK

    7. Do not give away the PUG password to somebody who is not in the Renegade X Discord

    8. A mic is not required, but you must have your voice chat unmuted, and you must be able to hear and acknowledge other players

    9. If you show up late, please DO NOT join the game. Instead, sit inside the waiting room. You will be moved automatically by a moderator to a team after a round ends.

    10. Do not type out the password in any of the text channels on Discord.

    11. Use of mentions without moderator consent is forbidden on the discord channels

    12. No putting vehicles in places they should not go (On top of the Wall on Walls (with non-air vehicles) as an example)

    13a. No Flaming Infantry (Man-Bombing) (Various C4 placed on an infantry unit which then you run and detonate them to kill the opposite team)

    13b. Flaming Vehicles are permitted (as they detonate the vehicle when hit)

    14. No Pedestal Beacons during the Warm-Up Round, if they detonate, the game ends.

    15. Only commanders and server moderators/admins are permitted to do Surrender/Change Map votes.

    16. If you are playing in the PUGs, make sure you are dedicated to the PUG, and don't just sit and type in Discord (or anything else for that matter) or deafen and do nothing. You will be kicked and potentially banned from further organised games.

     

    ...



    Our typical punishments are:

    1. One week ban from Organised Sessions

    2. 1 month ban from Organised Sessions

    3. Permanent ban from Organised Sessions

     

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