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havoc9826

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Posts posted by havoc9826

  1. Corollary question: if you make a c4 string/ribbon, when the first one blew in Renegade, the others disappeared rather than detonated, since it detonated the first one before all the others, which then weren't attached to anything anymore. Would that happen here as well?

  2. ^-- those, and sniping from inside the bridge on City_Flying. Also, planting a beacon inside/above the barracks MCT where it can't be disarmed, and deliberately planting timed c4 inside the MCT where it can't be disarmed.

  3. QUOTE ((NE)Fobby(GEN) @ Aug 15 2009, 08:41 PM) <{POST_SNAPBACK}>
    Not sure if we're talking about the same thing, I'm talking about a cloaking sound in Renegade's always.dat that was unused in the game.[/b]

    tank_stealth_cloak.wav? If so, that one is to Tib Sun's cloak5.aud as Renegade's c&c cloaking.wav is to C&C95's trans1.aud - longer and more refined/detailed.

    Or are you talking about stealth_soldier_sound_1.wav or stealth_soldier_sound_visible_1.wav?

    If it's none of those, I'm out of ideas :(
  4. QUOTE (An4x1madr0s @ Aug 15 2009, 07:34 PM) <{POST_SNAPBACK}>
    After playing Renegade online i have started to notice how...retarded the beacon animations are...i mean really i managed to disarm an ion Cannon beacon at 0 <_< and while i felt pretty badass and all , it looked quite stupid since the beam was on the building or with Nod i got a Nuke disarmed at 1 second !! THE NUKE WAS RIGHT THERE AND IT VANISHED in my eyes FFS !

    Thus i suggest that the countdowns are for when the animation starts and said animation takes only about 5 seconds at most so that they supers look serious , like this for example :
    http://www.youtube.com/watch?v=kxWRc2fV2cE

    http://www.youtube.com/watch?v=bPNilxuZ5os...0C&index=10

    Also , it would be awesome if you make EVA say Nuclear warhead approaching when the Nuke animation starts ! (if you add the delays)[/b]


    Thread already exists. http://www.renegade-x.com/Forums/index.php?showtopic=225
  5. QUOTE ((NE)Fobby(GEN) @ Aug 15 2009, 05:11 PM) <{POST_SNAPBACK}>
    Renegade's is different than C&C 95[/b]

    Not by much. trans1.aud is only slightly shorter and less detailed than c&c cloaking.wav. If you thought appear1.aud was the cloak sound, you remembered wrong. Previous attachment updated, and here's a couple videos.

    stealth.mp4.th.jpg cc95stealthtank.mp4.th.jpg
  6. QUOTE (Mighty BOB! @ Aug 14 2009, 01:20 PM) <{POST_SNAPBACK}>
    For the record I am entirely against this idea if you can hear it beyond 10 feet. This will be an INSANE advantage for GDI. Much moreso than hearing invisible footsteps. But hey, when I own the living crap out of your SBH rush because I heard you recloak after planting a timed C4 you can take solace in the fact that it was your idea.[/b]

    ^-- Ditto. If the range of the sound can be limited to 10 feet, it will only add to the immersion factor. Any farther, and it'll make people who were busy fighting other units instantly aware of the stank/SBH's presence and allow them to react accordingly much faster than they otherwise would have.
    QUOTE ((NE)Fobby(GEN) @ Jul 17 2009, 07:11 PM) <{POST_SNAPBACK}>
    Yeah I've already done that. It's sort of a mix between Renegade's unused cloaking sound the Tiberian Sun's.[/b]

    Freaky :blink: See attached. (1 MB total forum limit <_<)
  7. There's actually a good point to his question, though. Often while I was playing Renegade on WiFi at home (and sometimes even after I was able to be hardlined into the router), I ran into the "player running in a straight line who isn't really there so he warps away when I shoot him and he calls me a hacker" netcode/packet loss/whatever it is bug. Is the UT3 netcode prone to this sort of error, or can it make better corrections so this situation will either never occur or occur much less often than in Renegade?

  8. Excellent interview. More good publicity and exposure = bigger future playerbase.

    QUOTE (AsgarothXc @ Aug 14 2009, 07:53 PM) <{POST_SNAPBACK}>
    I'm waiting for the fourth update on the website that actually says something like:

    "Who do you choose? GDI? Or Nod?"[/b]

    Actually, that's already been implemented (and IIRC it may have been on the first site as well, but I can't confirm since archive.org has some other renegade-x.com site cached <_<). Click the "LOGIN" text in the top right (it doesn't look like you can actually log in there, but that's unimportant), and then look up higher and you'll see three squares (red/Nod, blue/neutral, yellow/GDI). When you click on them, they change the color of the arrows next to the update headlines and the TOTEMARTS.NET text in the bottom right corner of the main page, as well as the headlines on the other pages. I wonder if Fobby's changed his to red yet... ^_^

  9. I don't dislike the idea of a fresh, new hud, and like I've said before, the new hud isn't all bad, but I agree with others that it seems like it'd be a bit hard to quickly differentiate important changing data from the background graphics. I still don't know why the updated ReneHud was completely left by the wayside. See post 1, post 2, post 3, and post 4. Why can't there be a hybridization of the old hud and some of the features in the new one? Is the source material completely gone, or was it just an executive decision to not use it anymore, or do you think hybridization wouldn't work for some reason? I've even noticed that you've already dropped some features on the new hud since the last update (e.g. building health indicators), so it's not like the current hud is set in stone itself.

  10. QUOTE (Wizard17 @ Aug 5 2009, 09:29 PM) <{POST_SNAPBACK}>
    From the hint at the end of the video it looks like the battle will begin in 2009 - and I hopefully take that to mean that you are confidant that we will see the game released by the end of the year! It looks like it is ALMOST finished now! (Wipes drool off keyboard)[/b]


    renxmiss1.th.jpg renxmiss2.th.jpg renxmiss3.th.jpg renxmiss4.th.jpg

    *whistles innocently* :P

    Seriously though, excellent progress yet again. You guys are definitely dedicated, and I believe there's a good chance that you guys might release your first public beta before Tiberian Technologies is finished for regular Renegade.
  11. Black-Cell from 2004 to early 2008, Jelly sporadically from late 2007 to late 2008, two days in n00bstories in December 2007 before I got !forcerg'd, and Atomix since then with a few trips to Jelly every now and then. I've also sporadically played on Co-op mission map servers from 2007 onward.

  12. QUOTE ((NE)Fobby(GEN) @ Aug 1 2009, 01:30 PM) <{POST_SNAPBACK}>
    Maybe because you can remember how engineers repair the master control terminal, since it's a bit faster than repairing the wall of a building.[/b]

    I think he's remembering the Nod engineer from the singleplayer campaign that damaged Havoc when he came too close. The Renegade Sole Survivor mod actually included an alt-fire on the repair gun that had a different color beam and could damage stuff.
    nodrepairgunsp.th.jpg

    Oh goody, Imageshack now allows videos.

    http://img190.imageshack.us/i/repairgunsp.mp4/

    http://img190.imageshack.us/i/repairgunss.mp4/
  13. QUOTE (spellman @ Jul 30 2009, 07:48 AM) <{POST_SNAPBACK}>
    Bought it during a special.

    Mostly for the sexy mods being made for it like RenegadeX, but not exclusively for RenegadeX. Found this mod after the purchase.[/b]

    Hey, if you like singleplayer mods, go download The Ball.
    http://theball.toltecstudios.com/
    http://www.moddb.com/mods/the-ball

    Edit: dunno why I didn't say it when I originally posted, but I bought UT3 for Renegade X, and then found out about a couple other mods like The Ball. I'll have to try the other ones spellman suggested when I have free time.
  14. QUOTE (thrash300 @ Jul 26 2009, 04:12 PM) <{POST_SNAPBACK}>
    Westwoods original grenade launcher was not based of an existing real life weapon.

    No

    infact they made it better than another existing real life grenade launcher, becasue Westwood made it appropriate to Renegde.[/b]


    QUOTE ((NE)Fobby(GEN) @ Jul 26 2009, 05:40 PM) <{POST_SNAPBACK}>
    Neither is our grenade launcher.

    We just like to modernize the designs of Renegade weapons. If you want things to look and play the exact 100% same way, then I recommend you stick with W3D Renegade.[/b]


    Maybe at the time it wasn't based on a RL grenade launcher, or at least not one that was built yet, but take a look at this thing, which completely blows Renegade's crappy little nade launcher out of the competition:

    M32 Grenade Launcher: Youtube link | original Discovery.com link
  15. QUOTE (Demigan @ Jun 23 2009, 04:51 AM) <{POST_SNAPBACK}>
    How about instead of points, you give money to everyone that follows your orders?

    For instance: there will be a pot that will be the teams money. This money will only be available to the commander, in a way. This pot will simply fill up with every credit the harvester and refinery get, and perhaps a tiny portion of the total points gathered by the team. half of this pot will be removed after 5 minutes, so after 5 minutes, all money earned for the team-pot during that time will be halved, unless this half is used/given away. Just think of it as if the money goes to other bases who need it.
    This money will only be usable as a reward for following orders. The amount that can be earned for following an order should be small, and a limit to money given to a player for every so many minutes should be installed to prevent a commander simply giving all money to one player by giving him a lot of small orders.

    The commander cannot in any way give this money to himself ofcourse, only by charity of players that followed his orders and decide to give him something could he earn that money. You could give him the option to buy tanks with the money, but the commander himself would be unable to drive or fire (unless he's a passenger) any vehicle he buys that way for 10 minutes or so. That way he can fund rushes and have more control on team-actions.
    Another option he might get: discount on certain items. To incite people to buy the right characters/tanks, you could set up a disctount for those characters. Say you want a gunner rush, the commander will then put a discount of 100 credits on Gunner, everyone will be able to buy Gunner for 100 credits. For every Gunner that is bought, the money of the discount will be deducted from the team-pot. The discount can only last untill there is money in this pot. As the team-pot won't be earning lots of money through points, this pot should be stragetically used, otherwise it would be depleted and useless in no time at all.
    Perhaps it would be fun that if the harvester is destroyed, a portion of the team-pot would be used to rebuild it. If not enough money is available, or even none, it wouldn't matter at all. Just think of another base having his teamearnings halved after 5 minutes and the money will go to building your new harvester. It would be an even greater incentive to keep the harvester alive if the money you get for a reward come on top of the money you get anyway form the harvester.

    The amount of players in game would then matter a lot. This team-pot would gather money as if he was earning practically no points, so solely receive money from the harvester and refinery.

    I don't know how much time it would take to make such a system or a better one. But anyways, it shouldn't be in the first vanilla version.

    Yours sincerely,
    Demigan.[/b]


    QUOTE (havoc9826 @ Jun 20 2009, 08:32 PM) <{POST_SNAPBACK}>
    For those of you who don't know, the Black-Cell servers had a working commander system for years. Being able to give team orders and warnings was very useful at times, when people were willing to listen. It certainly helped for strategy, as everyone could more easily notice the ppaged orders, and if people didn't like the current commander, they could vote for a new one. Commanders could also access some extra features that only existed on the BC server at the time, such as a proximity healing aura, enhanced !c4 that told how many mines were in each building, and a few other things. Reborn (the person) has tried to replicate some of the functionality. You can find that thread here, a Black-Cell forum thread here, and an archive.org backup of the BC wiki here (go into the All Out War section and scroll down). If you never experienced it yourself, you shouldn't just dismiss the idea. Done properly, this system works, and assuming both sides get capable commanders, it can improve the experience. Hell, if there's a way to hook into the waypointing system already in UT3 (the pop-up arrow pathways), it'd make rush instructions that much clearer.[/b]


    QUOTE (BC Dragonade Wiki)
    • Healing Aura: All friendly units within 20 yards of the commander will recieve a small amount of health regeneration.
      Teamfund donate: Allows the commander to donate credits from the teamfund to any player on their team. !teamfund donate nick amount or !tf donate nick amount
      Buy vehicle command: The commander will be able to buy vehicles for their team. Bypasses the vehicle limit. !buyveh vehname (GDI: humm-vee, mrls, apc, medium_tank, mammoth_tank, orca; Nod: buggy, mobile_artillery, apc, light_tank, flame_tank, stealth_tank, apache)
      Buyveh can be used directly from the teamfund. Example: !tf buyveh humm-vee or !tf buyveh 1.
      Command !order/!o. This is a page only command that sends a page to everyone on your team, telling them your order.
      * Example: /r !o Get more stealth tanks for a rush.
      Command !warn/!w. This is a page only command that sends a page to everyone on your team, warning them of whatever.
      * Example: /r !w Nod is rushing our pp with flame tanks!

    [/b]

  16. For those of you who don't know, the Black-Cell servers had a working commander system for years. Being able to give team orders and warnings was very useful at times, when people were willing to listen. It certainly helped for strategy, as everyone could more easily notice the ppaged orders, and if people didn't like the current commander, they could vote for a new one. Commanders could also access some extra features that only existed on the BC server at the time, such as a proximity healing aura, enhanced !c4 that told how many mines were in each building, and a few other things. Reborn (the person) has tried to replicate some of the functionality. You can find that thread here, a Black-Cell forum thread here, and an archive.org backup of the BC wiki here (go into the All Out War section and scroll down). If you never experienced it yourself, you shouldn't just dismiss the idea. Done properly, this system works, and assuming both sides get capable commanders, it can improve the experience. Hell, if there's a way to hook into the waypointing system already in UT3 (the pop-up arrow pathways), it'd make rush instructions that much clearer.

  17. QUOTE (Havoc89 @ Jun 9 2009, 04:07 PM) <{POST_SNAPBACK}>
    Last time I will say this. :angry:

    RENEGADE X WILL NOT HAVE SKINNING OR ANY OTHER CUSTOMIZATION CAPABILITIES!

    Three reasons for why Renegade X will not have any skins. First reason is because of advantage/disadvantage skins. Lets face it chances are your renegade is probably altered some way or another from the original. This means no stupid sponge bob square fucking pants C4s that can be seen a mile away. No shiny stealth skin to get an advantage. No glowing firey projectiles. No bright coloured character skins to be able to see from far. Second reason is because the way Unreal Engine 3 works, you will find that there are no custom skins for any existing characters. The only way you can make an existing ut3 character look different is to make a new character. So yes, you cannot simply place a texture file or any other file with the same name and hope to make a skin. Lastly, we dont want Renegade X to look like crap.[/b]

    Aw, so you won't even allow options in the normal character customization menu? So much for this, then:
    sakuracustomization.th.jpg

    (joke post, fyi.)
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