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XD_ERROR_XD

Closed Beta Testers
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Everything posted by XD_ERROR_XD

  1. I guess i haven't been invited? Haven't seen a PM yet if i have to go your last post but i just wanted to be sure because i heard about others having trouble with receiving PMs.
  2. I'm pretty sure you already know who it is honestly. But i'm not going to try and play detective here
  3. Does Skeeze still need some help with maintaining his server? Tell him to hit me up, i'd be willing to pay €10 a month for his Anti-DDoS protection for the sake of RenX, i suppose.
  4. Meanwhile the ConstructiveTyranny server has mitigation that doesn't blacklist legit clients (like EKT) and has survived countless attacks already. We unfortunately don't have a group of dedicated monkeys to seed our server though. Yes, I did. I have a solution and IT WORKS! This game is dying because of the stubbornness of the current communities. Instead of working together on a solution, they're too busy pushing their servers just to feel good when it gets players on it. There isn't going to be much to feel good about when nobody's playing the game because it's too shitty of an experience getting DDOSed all the time. Seriously. Need to stop protecting our precious community servers and go to ones that actually work. Agree 1000% So, will you be considering a public announcement once you got an agreement going with the other servers? I agree with this statement until this issue is resolved.
  5. Count me in! I'd love to contribute.
  6. tracing an DDoS-er's IP adress isn't really that easy to determine, because you would have to filter tens of thousands of IP's before you are able to get the right one. There's also a possibility his/her own IP isn't even listed if he let another botnet do the work for him. I wish there was an easier way to circumvent this issue...
  7. Don't worry, you're always welcome! ^^ Whenever i play a game i'm not familar with, the first things i always do is listen and observe. Read the chat, look how others play the game, it allows you to learn the game without making a fool out of yourself first After i feel like i know enough about the game and have enough experience to not make myself look stupid, i start talking and discussing and whatnot, join in on all the other fun stuff with is socialisation with the community .
  8. Looks sweet! Now add some bunkers to the hills next to the beach and it would look like a real D-Day scenario!
  9. Allright, I guess it's been made clear (again) now what problems RenX is facing. But how are we going to at least try to solve these? And how fast do you think these things need to happen? How are we going to solve the shortage(?) of developers/programmers? I personally have been working something of my own, though. I've contacted a guy i know and asked if he could work on something, but he's still learning UnrealScript and it's still gonna take some time before we could possibly release it, if he manages to finish it at all that is. I don't want to get too much into detail (yet), If he wants to talk about it i'll just let him.
  10. Could work, if we got any decent tutorials hanging around.
  11. Jeez, all this discussion about Hourglass. Let me end this discussion right here. Allright, let's get this clarified. The original Hourglass was one of the most camp-friendly maps there is. This applies more to Nod than GDI. Nod's obelisk is much taller than the AGT, so high it actually was higher than the hill itself, meaning any GDI vehicle making it all the way to the top would got zapped. Nod however could easily climb to the leveled top of the hill, drive to the other side of this top and still not get shot by the AGT. this gave Nod an unfair advantage because a) their technicians would not get shredded once they made it to the top to repair, b) Nod arts and light tanks were able to safely shoot more buildings than GDI could whereas Medium tanks had to very cleverly had to make use of 2 small rock formations on the top of the hill to prevent getting zapped, c) Stanks had the perfect firing arc to randomly shoot it's missiles to the GDI side of the hill while being safe on the other side of the hill, and d) flame tanks could take all the time they need to shred assaulting MRLS because the AGT was simply so bad at destroying vehicles. The sides didn't even support GDI as much either. Nod could easily attack the enemy base with an early-game APC rush while a GDI apc would barely make it to the Nod obelisk before getting zapped twice and getting killed. Stanks could be lurking at the sides aswell in the late-game, waiting to attack that weakened Med that is about to fall back for repairs that couldn't repair himself because SBHs could steal their vehicle. The biggest disadvantage of the Nod obelisk could also not be utilized because the Nod base was so far away from the tunnel entrance there was no possible way to sneak in single-handedly by foot without harv-walking. Even if you did harv-walk, the turrets would shoot you, revealing your position. This would eventually lead to massive Nod domination in public games, especially in smaller games. 20v20 Hourglass was actually one of the best maps to play imo because many of GDI's disadvantages could be mitigated by their massive armour advantage and big numbers. This is Renegade X. Simply complaining because it didn't work in C&C Renegade is complete nonsense. This is a spiritual successor, not a remake, and this is how maps in Renegade X should be handled. they can be CHANGED, for the better. I hope i managed to shut everyone's big mouth here because i completely proved your right and wrong in every perspective. And please don't throw random numbers at me because for a fact i still play the original and have actually read discussions about changing the map in the original and how it worked or not. Get creative instead of b*tching.
  12. Soldiers in Tiberian Dawn indeed died pretty quick from tiberium contamination. C&C Renegade made people lose health pretty quickly aswell, but not as fast indeed. Balance could be a factor here, i don't know. Renegade X had tiberium damage lowered compared to C&C Renegade, but had the tiberium damage inflicted straight to your health, and not your armour, compensating for the lower damage rate. Tiberium still had to eat through your armour first in C&C Renegade before it started affecting your health, so putting this in mind, i believe tiberium damage in Renegade X is quite balanced. There is no real need to change this, really.
  13. No offense, but the ideas I see you pitch all the time are mostly ridiculous. lol But allright. It might not be wise to add advanced base defences to maps like these. Think about an obelisk or AGT in Lakeside, it would zap you to hell at double the range you would be able to shoot him with an Arty or MRLS... nope.
  14. Yeah, a destruction bonus would be pretty nice. Some servers in the original game had the destruction bonus spread evenly over all the people that worked to destroy it. This counted for vehicles, infantry, buildings and disarming beacons. The longer a game is going on, the bigger the point diffrence between both teams will get. Let's say that a 5% better team will get 5% more points than the other team, with this in mind it's only logical that early building destructions are worth much more points-wise than late building destructions. Late building destructions are the main issue here, they don't reward you enough but increase it too much and the individual will get too much of a bonus in the early game. But then again, these points only get rewarded to a select few people, a few people can only do so much and spreading that money across the team makes it worth less. A bit of testing would be nice here. For the time being, i'm voting for the 600 points bonus but i'm willing to change my opinion about it
  15. What if certain crates were only possible to obtain after a certain amount of time? Because i do agree with epicelite here, the game sometimes needs an extra stimulant to prevent excessive stalemates. If such crates were introduced after 30-60 minutes, they could have a positive effect on the game. Same goes with spy crates and stuff.
  16. It's pretty good! but i feel like the gap on the middle should be a little bit smaller. And just to get nitpicky... The blue stripe around the missile containers look good, but they could be a tiny bit... bulkier, maybe? In RA2 you got the feeling that those blue stripes kind of hold everything together, which i'm missing here.
  17. Thanks for the replies guys! some of them were really interesting and inspiring. Let's hope we can get something going with this. I personally got some plans already. Added a list of current suggestions to the first post. Take a look!
  18. Well hey, that sounds great! How kind of you to do that ^^ The SDK should hold a lot of models which you can use freely, however I don't know if there are any special rules that disallow usage of these models outside the game. I think you're pretty safe though, as long as you give credit to the makers off course. A question though: could i see some of those blogs? I would love to see some of your work
  19. Here are more references if you need them:
  20. I haven't been able to play the map yet, but i can tell by experience that adding too many silo's spreads out the players too much, making it even harder to find each other. Lowering the amount of silo's creates more action at the remaining key location, but penalizes the other team too much if they lose control of it. Once the enemy team takes control of only 2/3 silo's, they would have double the income of the other team which they can use to strengthen their positions a bit too quickly. My suggestions therefore are: - give silo's a higher cred tick, as already suggested, but only the silo's inside the bases. This way both teams have a more stable but still not too high credit count. Use this to leave not too many silo's in the field, and both issues mentiomed above will be resolved. - reposition the remaining silo's/make them a bit more exposed, so both teams can see a bit more easily where the enemy is, creating more action. I hope to have helped you with these suggestions, and I can't wait until i can get my hands on this map! ^^
  21. Hahaha, imagine the dogfights... I personally play World of Tanks, I wonder how Renegade X would turn out to be with stuff like penetration, angled armour, reload time... Maybe it's better we never find out though
  22. Had this yesterday, speed dropped 10 times and than stopped. Closed launcher, restarted and the download resumed but the same happened. Closed launcher again, download started from beginning. Than this happened several more times so I just downloaded the manual patch which I knew about I remember having this issue a while ago with another patch. I restarted it once which made the exact same happen so i decided to wait. After like 5 minutes the download resumed at normal speed and it completed without issues! I wonder what would cause this.
  23. Yeah, something amongst those lines. I'm planning on recreating many of the models C&C Renegade had using ThommyK's importing tutorial. This because i want to re-create every campaign map C&C Renegade had to RenX standards. This on it's own could easily take me a year, considering i have 0 knowledge in any of those areas. Remodeling however will be my #1 focus. I want to recreate many 'urban' models, including the Inn, small and large church, certain houses, bridges, debris and whatever i can find so it can be used by others which allows them to create more varied maps. It's not gonna be easy but it's nothing hard work and dedication can't pull off.
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