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Havoc89

Former Developers
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Everything posted by Havoc89

  1. I know you guys are waiting, and we're very sorry for taking such a long time, but all I can ask is that you guys be patient for just a little while longer.
  2. The truth about AI is that it just wasn't given any priority. On the programming side we were concerned with getting things that will be reused for MP first, such as basic and intermediate level functionality for weapons, vehicles, and characters. We wanted to improve the AI, and we did try to find programmers that would be solely dedicated to AI, but they just were not easy to come by. Sure there are programmers out there that can, but we could not find anyone willing to do it for free. Since RenX is all about mutliplayer, we had to work with what we had, and what we had was the standard AI that comes with UDK/UT3 Demo. Black Dawn's main objective was to establish a good foundation for multiplayer. By the way you make it sound as if AI coding is an easy task to do, but there are AAA games with teams of programmers dedicated to AI that screw it up sometimes, what makes you think a small group of volunteers with only a handful of programmers can pull off some kind of brilliant AI for a game that isn't really about single player to begin with? If you can come up with better AI, and want to contribute, by all means, we'd love to have some assistance on that front, but if you cannot, then you don't really know what you're talking about, because if it was easy, we would have done it already. Yes one can code a cover system in UScript, but that was never the issue.
  3. Havoc89

    Help!

    My old rig had a 8800GT and I was able to run it on Highest with like 15-30 frames, and on medium and high it was 24-45.
  4. You have to remember that this team specializes in multiplayer, so with certain singleplayer tasks such as AI, we're... limited. So yeah Black Dawn does have some short comings no doubt, but its still fun to play with. Multiplayer however will be, everything that renegade was but better and much more.
  5. Hi guys, just hold on for a little while longer, we're just setting up some more mirrors for your benefit, so just hang tight please.
  6. Close but you're way off. We didn't make it that simple for everyone to figure, it goes much deeper then that. But you shall see when we unveil the MP.
  7. The pink was a reference to the look of the Scotsman.
  8. So are you guys splitting the original analysis video into multiple segments?
  9. Saw this coming, so not really surprised. For some reason I even saw frostbite 2 coming after DICE first said its for BF3 exclusively, and then we saw NFS: The Run used it, so I really wasn't surprised by that. Though what did surprise me was that, that is exactly what happened. Meaning that it is something that I probably would have done to show the C&C fans "look we're trying to make this bigger and better and using the best of what is available and trying to put a lot of effort into it" Especially with the release date set for 2013. This probably has a 4 year production cycle which is almost double what EA did with previous games. Even though the studio is just called BioWare, doesn't mean at all that it is BioWare, because what defines the real BioWare are the people who work there and not so much the name of the company. With that said, I do have some faith in this game, as Generals is something EA created, and is some what fitting and playing safe with starting a reboot, even though this isn't really a reboot, but more of a new team working on a sequel to generals that has no real risks involved with screwing up C&C. Though the only problem is that those who didn't like Generals and don't concider it to be a C&C game are the ones whom will not be happy just because it may seem like they might abandon the Tiberium/RA verses. I am sorta one of them who didn't care much about generals, but I don't mind that they are not starting with either existing verses just because I'd much rather see what they can do with generals before I'd let them touch the holy verses that is C&C. Though with that said, I am actually looking forward to it, I would prefer if they did a compromise by keeping the side bar in place instead of the bottom bar and loosing the dozers, but you can already see them in the SS/video building away. Guess we'll find out more info next year.
  10. Awesome video, enjoyed it very much so.
  11. We will definitely be fine tweaking and balancing a lot in the UDK release for sure. Though the damage of the apc/buggy/humvee is actually quite high, and if you were around in the previous version they dealt the same damage but had a higher rate of fire, and were used a lot of base raping and killing infantry with them was all too easy, so for the latest version we had reduced the rate of fire so that it was not so easy to kill infantry with.
  12. Havoc89

    Who pays?

    Yeah, unfortunately we cannot receive any money from any source in the name of the project/team unless EA gave us permission for a specific situation, such as MSUC.
  13. I think I can clear up a lot of things about Renegade X and its past, present and future. So starting with the past, before RenX was announced all... I think I can safely say that all of the C&C fans especially Renegade fans wanted to see a sequel to Renegade especially since it was cheated out of success and was marked as a mediocre game from the general gamer community. But no one had any idea how much potential lied with in the multiplayer, and how even today 10+years later is still being played despite almost all of its competition having been forgotten. While knowing that we the fans will never see anything like it ever again. So in an attempt to keep it alive and keep it going, many fans started making mods for the game, some that were successful, some that were not so lucky, but still was not exactly what everyone wanted, which was a real next true C&C FPS that could serve justice for Renegade. So with that all happening a couple of the earlier developers began to talk about remaking the game to bring more attention to it, and hopefully reignite the C&C name and game mode. The original plan was to make a carbon copy remake which would be identical in every way, and the Unreal 3 Engine would be the best of the best for the time. The team began to secretly form up from various places from the C&C community. I too was recruited to take part because I believed in the project. After developing for 2 years we had come across a lot of problems that we would have to deal with, and for us as a team,we had to stick together to overcome a lot of the engine, gameplay and especially the team related issues where having working on something for the first time and trying to coordinate everything. It was defiantly very difficult, and we ourselves did not have as much experience with each other the engine and the project to really be able to deliver everything we promised.However we finally got a playable version that we could share with the C&C Fans because they had been so anxiously waiting for it. But at the same time we had a deadline presented when we had entered the Make Something Unreal Contest,which meant that we would have to releases on the 30th of September, which meant that we would have to rush a lot of things, and had to releases when things were not really polished, or even done. And to keep our fans happy, we released a number of patches to make the game not so buggy. So that was then, and how we handled everything. Now however, we are a much more experienced team, with a refined idea to not create a carbon copy remake because no matter how hard we try to do just that even if we make it 99.9% the same, people will always find little things to nit pick about. So we decided to make the standalone version more of spiritual successor and an unofficial sequel to C&C Renegade. Everything that we are doing now is being built from the ground up because we simply know what we are doing this time around because we have a lot more experience working with one another,working with the engine, and working with this project. We are no longer concerned about issues that would hold the potential of C&C mode back just because some Renegade fans want it to be exactly the same. No, we want to spread the wings of C&C mode and C&C Renegade to the point where all us Renegade fans have dreamed about. A future C&C FPS that not only can do justice to the original, but take it above and beyond what we all know and love as Renegade. Our goals are to take C&C Renegade, and make it even more special, make it bigger, make it deeper, make it better in every way imaginable. That is our goal, that is what lies in the future of Renegade X,and because of how much our team has grown with experience, friendship,development and gaming in general, we know that we will get there. So in short, yes, Renegade X has had a number of short comings due to our lack of experience developing the project and developing as a team at the time. Now however it is a completely different story. Everything is planned, every thing is discussed in great detail, and everything is fine tuned and perfected so that when you play for the first time, not only is it nostalgic, it is also fresh and new, yet entirely familiar and natural. So with my closing words, all I can ask is that you wait for our first multiplayer standalone release. Black Dawn will only be a very small tease towhat is really to come.
  14. Haha, awesome. And umm... nice use of fobby's words from an older pod cast Hey jam, contact me on msn or something. I think I have an idea.
  15. haha dont worry I didnt tell anyone, fobby on the other hand... who knows... he did tell me after all.
  16. I know what the suprise is and I gotta say that was totally bad ass. Nice work on getting that
  17. Havoc89

    Community Q&A

    Cool, looking forward to these.
  18. Hah, you've got some nerve and an ego calling Renegade X a generic FPS. This whole post alone just makes me think you have no credibility to anything that you're saying because I'll tell you what you're saying. You are saying that if we take Renegade, limit the number of primary weapons to 2, add a bunch of C&C related innovative ideas such as tech buildings (and more that we havnt disclosed yet) you get a generic FPS that plays just like Call of Duty. You really are starting to annoy me, quit making dumb ass posts.
  19. Umm... what? So you think that limited weapons in FPS games is not for tactical gameplay decision making for the player so that they are not a walking tank, but instead its a console limitations? Infinte weapon holding could be done in the first FPS game called Wolfenstine, but it couldnt be done on the Xbox or PS2 or even the current gen PS3 and Xbox 360 (which are more powerful the a lot of PCs) and thats your argument? Unless you ment to say that its less complicated for the player to have only 2 weapons but its more complicated for the player to have all the weapons and be able to manage them all. I personally dont see why it would be so difficult because you have weapons with very specific names and functions, and most FPS games dont have as many weapons as Renegade does let alone how many weapons Renegade X will have. So it actually make perfect sence for the player to not be able to hold every weapon avaliable. Well actually I think your only argument is that "its fun to have all the weapons" Yeah sure not gonna argue that it isnt fun to hold all the weapons at any given time. But its also very cheap because then you become a walking tank. Instead with weapon limitations you are then forced to pick and choose your weapons carefully based on not only what is going on, but also based on what kind of weapons are avaliable. It's a much smarter way to play the game because you get involved into the experiance and are forced to make important decisions rather then being a lazy gamer and collecting all the weapons and not have to worry about what kind of enemies you have to deal with. For Renegade specifially it's multiplayer will be virtually unaffected by this since you almost never carry more then 1 primary weapon, but there are servers with weapon drop/spawns, and the last thing we want is to have people not making tactical decisions where they need to think about what is best for the team and instead play in a selfish way where all they want to do is be invisible and have all the guns but not shoot a single bullet because they dont want to die and loose all their guns. We've got the single player covered and you dont have to worry about not having the right weapons for the job. Ofcourse you can play as an idiot and not balance your inventory with the right weapon and just choose the biggest baddest guns and find out your screwd because you didnt bright the right gear. There are weapons that are good against infantry, weapons that are good against anti-armour, and weapons that are balanced for both, its up to you to choose wisely. Your suggestion on your variant on the weapon limitation is valiant but still you can have 10 weapons which is very stupid because you will always trade off the weaker weapons for the bigger weapons which are the only weapons you would use anyways even if you had the option to have all the weapons in your pocket.
  20. Rather then just complaining, back up your point as to why it is a bad idea.
  21. Yes the ut3 mod version is compatible with the steam version. The UDK has been updated to support mac OSX, and I dont have a mac so I cant really test because this new feature for mac compatibility was announced just a few days ago with the september udk. I'm guessing that yes it will work with Mac OSX, but like I said this is new to UDK and we ourselves have not yet tested it.
  22. Best be joking? Just how many weapons do you carry around in Renegade, and dont say "oh this one time..." yeah, what about all the other times? lemme guess, your main gun, a pistol and a C4. Dont worry though, the limit only applies on primary weapons with a cap of 2 primary weapons.
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