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Everything posted by RoundShades
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Unreal Engine 4 is now available to everyone for free!
RoundShades replied to MajorLunaC's topic in Renegade X
Is possible in udk, such as Dungeon Defender and some sandbox game and certain mods and stuff. Didn't really old RenX Unreal3 mod try construction and simply opt out? -
We should totally rename it the "Grid Square Removal System". That is totally fitting...
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My idea for additional structures
RoundShades replied to Riou Insuiko's topic in Feedback & Bug Reports
Not a bad idea for conyard. Instead of repairing all simultaneously, why not have the ConYard have a damage resistant mct inside for each structure? If you are inside, every structure has a mct side by side inside of it, and you can survey and repair all damage from within on any one of the other structures. That is actually borderline OP because of the lack of presence, lack of walking distance to each one, and lack of situational confusion. It is however viable. -
My idea for additional structures
RoundShades replied to Riou Insuiko's topic in Feedback & Bug Reports
Actually, to some degree the conyard idea is a bad idea because the score and credits of repairing the structure would be minimalized. You could make the team get the score from whatever the conyard repairs, and the credits are not a big deal since they could use reduction anyway and are marginally lost to a building being repaired by 6 guys taking constant damage anyway, but it is still a mild nerf The comtower idea, yeah, basically links beacons and airstrikes and proxy mines to a structure, like classes are to barracks and vehicles to factory. Still, those could be linked to something, rather than be always available. Maybe maps without them have them always available. idk. More interested in new tech buildings lol. Or the concept of new purchase terminal equipment in general. -
My idea for additional structures
RoundShades replied to Riou Insuiko's topic in Feedback & Bug Reports
Those structures are OP. But, I like the ideas, and I always thought adding to structures might add to gameplay as well, as a "successor" should always not be a clone and keep most original gameplay, but expand onto it. For instance, never remove the ramjet, but always add grenades and structures and junk. The Construction Yard: Would be nice if this allowed the passive repair of a structure by a whole technician's speed. Structures can still come down by c4 but only if timed right, instead of detonate and cause havoc until the other goes off. The Communications Tower: Would be cool if this called in all non-unit supplies, perhaps this becoming the way to purchase things a la carte after a structure is destroyed, like +100 health or primary weapons like chaingun, as well as airstrikes and beacons and perhaps proxy mines. The thing is, this would damage Nod by taking beacons, more than GDI, so the proxy thing can be a balance lever. This also is a good way to strip tier 2 engis of proxy c4 because currently it is a really good idea to just make those an independent equipment instead of making the hotwire/tech so wierd and overpowered at the same time. Hospital: Tech Building. When captured, this gives all units a slow passive autoheal of 5 points every 5 seconds or basically a full health in a minute and a half. Also adds a purchaseable equipment to the purchase terminals, a Health Pack that completely reheals you if you use it, that costs depending on "useable instantly in combat" from 150 if not to 400 if so. Mechanic Shop: Tech Building. When captured, this gives all vehicles a passive autoheal of 10 points every 5 seconds, or enough to undo a shot of damage every 20 seconds. Also adds purchaseable secondary to the purchase terminals, a weak repair gun, the t1 engineer's repair gun that any class can use as a secondary, for 300 creds. -
Unreal Engine 4 is now available to everyone for free!
RoundShades replied to MajorLunaC's topic in Renegade X
Aye, it isn't cut and dry. I know for Super Monday Night Combat, a intern named LennardF1989 was able to port on his own the assets to make characters and a map. He showed it off in photoshop. Problems lie in post processing, some things end up looking glossy for instance, and the fact I believe he had to make the converter for the assets himself out of scripting, and the fact that it is just the assets and not the actual game such as weapons armor death conditions purchases and the such. https://forums.uberent.com/threads/smnc ... ost-998099 The language isn't the same, so it would likely need recoded. The benefit for the game itself would be marginal if existant at all, it might make it less friendly, who knows. The benefit for coding or expansions or crossovers is there though, more people can work with the UE4 code so more things can branch. Anyway, I like to feel like I am useful, so you are welcome for porting in an example of likely the closest thing to a similar project looking at the same sort of situation. I like to think I do well in following comprehensive game development. Hopefully this was in fact useful for anyone reading, including Totem. -
viewtopic.php?f=13&t=74674&p=145396#p145396
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Renegade X system requirements? and are mine enough?
RoundShades replied to Palexon's topic in Technical Support
The ram might be iffy. If you can upgrade it, it is a real cheap and effective decision. Otherwise, it should run. At most, try to run only it with nothing else on the computer consuming much ram. -
I usually have it do decent damage to be honest. It is just, it isn't hitscan so if they side-strafe, you have to fire in front of where they are walking. Anyway, it already is burst-fire-able. I fire it in 6-8 round bursts, more like barrages, but that pause every 6-8 rounds really makes the 3 bullets that I start firing the next burst really count since they usually hit for reliable high damage. If I peck though, it wastes all the volume damage of tracking the target, but if I fire longer than that then more than half the shots miss. I can usually fire up to 9 shots with over 50% accuracy. What also matters, if you yourself side-strafeing. You can NOT stand still yourself to better aim at them while they move. Even if you do land reliable headshots, they will land 100% headshots as you stand still, and pistol headshots are like 40 damage a piece, making 5-6 shots kill. Autorifle headshots aren't even that much, I think 20 while bodyshot damage is 5. Still, if you hit headshots every 7 shots, and then miss 2 out of 7, I still think 80-90 rounds kill an enemy. The point is, it kills enemies, as long as you don't stand still and let enemies kill you much faster first. As long as you really quickly run long distances side by side unpredictably, not short side by side nor too long in any direction, then your rifle should do 50 damage for every 40 their handgun does.
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This is true. But, 1, you optionally have a pistol too as a sidearm. And 2, the autorifle is a highly suggested weapon for at least 1 free-class-group to have because of it's huge umbrella of effective ranges. Pistol are good at several arm's length, so is the shotgun, but both are useless at the longest of ranges, and marksman are useless at point blank. The autorifle gets results based on the idea, that if you get a shotgun you will only find people really far away, and if you get a marksman rifle you will only have people fall in your lap.
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A 400 weapon like the carbine that isn't the carbine, would be nice. As long as it isn't a freebie weapon or a free mechanic given to every class. A dedicated weapon, primary or secondary, would at least be a slot and credits spent on it, thus a decision to opt into it's use. SBH wouldn't be that powerful. They aren't invisible at the type of range you would need for it, thus getting them stabbed back or simply shot with autorifle/shotgun.
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I always liked many ideas: -Making one person the overhead view as you suggested, possibly being the only one to give global alerts and warnings while player alerts go to him for him to relay, as well as him having powers to group teammates into squads perhaps. -Not in C&C but in a fps rts, make it to were you start off in several flat areas with many geological divisions between like tunnels or mountain paths, and in the flat areas are a resource you have to build on and defend, which brings base-building and territory capture and expansion into the game. In the instance of SupCom style games, in unreal you could do a "dungeon defender" style framework layout for a structure, then when it is laid you simply shoot it with a "repairgun" or "nanoconstruction gun" and it fills it's health. -Have each player control a squad of 4 or 5, he controls one and the rest are controlled by bots, he can cycle control of any one of them at a time, can purchase classes for them, a squad vehicle that they can ride in or walk alongside as support, and any that die can be collected at base and the controlling player doesn't respawn at base unless every member dies. I personally can't program a game, but between knowing engine limitations and the such, I would personally fund with lottery winning if I ever won, the development of such a game. I say SupCom earlier btw, because I could totally see Totem Arts working in collaboration with Uber Entertainment on a first person rts based on the style of Planetary Annihilation, like I described above where the terrain has 6 resource and basebuilding areas and terrain dividing them, and early game raiding before bases are up and expansion and resource collection, and each player has 5 units at once he can control individually and give orders to the rest. Basically, C&C Renegade meets Total Annihilation. I could see that making a hot game honestly... ...then again, on a completely unrelated note, I could also see a good game coming out of a FPS variant of a dungeon crawler based on armor and element values like Runescape Dungeoneering, sort of a coop where you start in a dungeon with a handful of items and everything else is aquire on site or craft by hand, and each room is procedural, and enemies have strengths and weaknesses such as water, electricity, and earth, and plate and cloth, and various weapons and skills to craft equipment, as well as the skills and items applying to a number of puzzles to unlock doors or bypass rooms. The handful of items you do start with can be meta, where progress made in previous dungeons can allow you to keep just one piece of gear or upgraded item to start with in the future. Video game design is fun, is the point of all that. It is just a shame sometimes it never gets past concept, when it can be so much fun to so many players, and the gaming community should be the focus sometimes but sadly enough since someone has to spend time for development it inevitably sometimes is just business.
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I wish Half Life 3 was coming out at the end of the month. Seriously guys, he said 2 weeks, and also around the end of february. So be it early match, we will get it soon.
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You do know that Renegade was based on a rts called C&C, which was the first in the Tiberian saga, such as Tiberian Sun, Tiberium Wars, and Tiberian twilight? So, you want to make an RTS, of a shooter, of an RTS?
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
RoundShades replied to yosh56's topic in Renegade X
A glitch. But, he does mention vehicle stacking. He should mention it in the vehicle stacking section. He mentions GDI stacking their mammies, and particularly praises adding a med to a mammy because the individual turrets are excellent for eliminating targets while having survivable combo and cozy room. He should mention nod stank/arty/flame stacking. Then again, the devs should make the tops of things frictionless surfaces, much like they are making the top of air vehs are damaging in beta4 notes. Then people standing atop people will move in the direction they land without air control of their character, and same with tanks sliding in the direction they are moving when on top another tank, making it impossible to go anywhere with a stack. Then again, they need to make tank fronts fake-flat when they are slanted, because a lot of people abuse ramping vehicles to render their front turret unattackable so they get a free kill. -
The Overly Comprehensive Guide to Renegade X (Updated to B4)
RoundShades replied to yosh56's topic in Renegade X
I was going to suggest mentioning whiteout defences, but unfortunately are going to be gone in beta4 so no point. Was also going to suggest a list of every weapon/character/vehicle/equipment and what it does effectively (or what it doesn't do well), but that might just be filler or not. Just seems like a lot of explanation on how to do things, without explaining the characters that don't have a "point", which would be nice to specify. You do this just for the free infantry btw. Was also going to suggest mentioning "spy crates" and how to use them. They are very powerful. -
What about the stealth effect on whiteout? I followed a mobius around yesterday for like minutes intentionally close to his side, just to see if he ever notices me. He cross his vision across me, even bumped shoulders, like twice. Now, a hotwire saw me later on, but I am thinking they were focused on him and that trained their eyesight better on me. You mentioned other levers to make sbh more visible. If not color, brightness? or what of the sort? Because against the newbies, that has got to be one of the easiest devices to win, is their blindness.
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Right now, the cam is freecam when you die anyway, you can spend 20-30 seconds moving it around looking. They would be able to find you in that situation. Besides, it isn't that big of a deal, planetside2 players made it a big deal but calm down lol. If this feature does anything, it helps the guy that just got killed. Hate to say it, but this game isn't call of duty in regard that it currently doesn't really help the guy that got killed at all. That is a real good way to run away players, leaving the 23 "elite" players here playing amongst themselves in like 4 months. This way, at least if someone dies 4 times in a row, they can't say they didn't get some sort of help. Besides, the elite player in this rts, if you read yosh's guide, would not kill unless necessary. Don't kill free infantry near their own base, don't kill any infantry if you are in an apc on the way to their base, you will just send them back to defend when you kill them, if you leave them alive then they are stuck out in the field when they hear moments later of their structure death. Do kill expensive classes, hotwires sort of don't even really constitute an expensive class, unless they are repairing tanks far out into the field or repairing buildings. Do kill things when a building dies, because they can't be replaced. If you do attack a building, give a false alarm to one before shelling another so they repair the wrong one, travel time on foot is precious damage time. If you shell a building for a point lead then get ready for an overly funded enemy, or don't shell buildings preemptively and focus on only shelling the harvester and doorways and enemy vehicles. Wait for them to unpurchase hotwires for something else, THEN surge-shoot one building and then another to try and take it down before they notice it again. It isn't an arena shooter, its a first person real time strategy game.
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If MRLS were shooting everywhere, smart money were, you could have "repaired" the WF (shot mostly the air as you walked with repgun out in WF), and when you got into MCT you throw your timed ON THE ROOF ABOVE MCT and your remotes into the repairmen. No more repair, building dead. Should have nuked a nearby structure, then did that to the repairmen, then return to the nuke and started repairing it to trick people that it is being repaired. (if someone else helps, stand in front of them, it will take them 8 seconds to register you are red and in fact are not helping at all) Remember, Team Hampering is not against the rules and in fact is encouraged, if it is against the enemy team. Nothing is better than Team Hampering the enemy team as a spy unit.
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
RoundShades replied to yosh56's topic in Renegade X
Videos make 500 page Harry Potter into an hour. For that matter, 12 page Cat in the Hat into an hour as well. So meh. As far as I care, it is REALLY detailed. At least a few highlighted paragraphs is now required reading for any friends I show this game to lol. Because if anything, it shows that this game scaled really powerfully with 20 man teams. Though I still prefer 12 mans. There are random spread out guys EVERYWHERE in really crowded maps that are 20v20 unless you do have a gang of 8 personal henchmen to work with. In which case, you call up an APC in the first second, and win in less than a minute. Which is HEAVILY encouraged in this guide despite not being allowed in pubs anymore soon. Which makes me wonder why is it encouraged? It is sort of OP, and make people with no friends feel even sadder about their life (joke). I mean, occasionally in whiteout we had successes with a combo of 7 riflemen just rushing into the front of the base, into the hon, and just c4 blowing it up while the enemy focused on our harvy, but spontaneous teamwork is one thing, yet intentionally planned group of friendship teamwork can pretty much 8v16. Which is what I would set the teams as if I were a moderator watching it happen Oh, oh, I hear timed c4 does EDIT:10 damage to the outside of a building? That's a lot... if you get 10 guys atop a HoN and sync'd their c4 toss, you could instakill it from the roof? Why don't SBH do this yet, like on the PP rooftop in walls? SUGGESTION: What about proper use of a spy crate if you happen upon one? That is something that is more useful than a SBH even if not cloaked, and we were just talking about walking backwards into an enemy base like you were a teammate returning from the field, and even as an engi planting a beacon and then repairing it yourself to spoof dummies (adding a timed nearby to cause diffusal chaos or preoccupy enemies trying to diffuse your beacon) -
Wait, mines stalemate non-overly-cooperative tunnel play, but you want to buff their damage? Idk, I can agree on a middle ground, where mines get some sort of balance in their disarm and/or some way for non-engis to disarm like the upcoming emp nade addition, but then mines get buffed so 1 less scores a kill or fixed where walking into them does sprinting levels of damage. Mines are OP if you look at all their qualities, the mine count being a "silent alarm", the damage they do being lethal if you don't read the super secret non-pub-player documentation on how to handle mines via walking into them slowly and repairing the damage or the like... ...and I don't think a game should be so secretive in mechanics, that an important handling of mines to make them sane and balanced, is too obscure for most players to ever know or use. I can deal with the "unreliability in mechanics" getting fixed to a more set damage regardless of intellegence of diving into them, and then balancing them to comphensate.
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Suggestion: Currently, the best way to difffuse mines, are by letting units walk slowly into mines, while healing their head. That means, effectively, the equivalent landmine disarm health, is rationally equal to the body heal time of the damage the mine inflicts. In lamen's terms: Bring the mine's disarm time via repairing the mine directly, to be at least almost nearly as fast as repairing the unit that is soaking the landmine damage. Right now it isn't even the bodyshot heal of a unit sprinting into 2 of them, it is even longer to disarm 1 mine. It would only make sense to disarm mines at least as equally as it makes sense to soak the damage and heal, if the mines were disarmed in at least roughly or almost the same time as healing the body of the teammate that is intentionally walking into the mine for the damage. What is the current time to repair the unit taking the damage, compared to disarming the mine? Almost 2 seconds compared to almost 8? At least make it 4-5 seconds to disarm a mine, 4-5 seconds is a lot of time and it would make sense to make it more if infantry soaking and repairing the damage didn't take 2-3.
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I invented that tactic in Team Fortress 2, back when it was new for the xbox 360. Backpedal with a soldier or demoman or pyro, screaming "Medic!". That was SO EFFECTIVE early in the game's life. Imagine how many enemies I got heals from, walking right alongside down into the intellegence room, them thinking I am going down to lay explosives on it, they set up a dispenser, I walk right up and grab it, leaving them gawking at wtf just happened. But no, he is right. Just walk backwards out of the tunnels into the enemy base, make it look like you are hugging a wall to peek out. If they see you doing this, maybe even exploit it by shooting into the tunnel peeking in and out of a wall at the entrance, making them think your team is at their entrance, while they amass at the entrance waiting for your team you continue deeper into the base unquestioned.
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The Overly Comprehensive Guide to Renegade X (Updated to B4)
RoundShades replied to yosh56's topic in Renegade X
Nice guide, often hilarious wording. Spell/grammar/typo/accident check: +Tac-rifle does 6 damage a shot to armour. 50 shots, 8 rounds per minute, and you've got a recipe for damage. Use ctrl-f in your doc to find that. Tac rifle, if it did 8 rounds per minute, would have a slower rate of fire than the rocket soldier. that is a single shot every 7 seconds... ...Of course though, you meant the Tac Rifle has 50 shots, 8 rounds per SECOND I think. Or idk... but def not minute... ALSO: *If the building has a door near the MCT (The Ref, Airstrip and Powerplant), get an infantry unit to hold the doors open and blast the healers. This is kind of difficult with Flame tanks and Stanks however, but the concept still applies. This is where letting an Artillery or Light tank be included in the rush comes in handy. Arts and Lights are far better at killing engineers grouped in front of MCTs than Flames or Stanks. Use ctrl-f to find that. You copy-pasted the paragraph you used for GDI, targetting mct building doors for Nod. Now, that paragraph is tips for Nod, and Nod cannot target a GDI airstrip. You mean Ref, PP, WF, and AGT. For that matter, when using it for GDI, the Obby is a structure that an open door can kill the healers. -
You are mistaken. They can shell you and snipe at you, but their sniping spots arent always in line with yours unless they go way out into the open like the engis or the allied tanks that would constantly shove them if they tried sniping around them. They know where you are. Even without "killcam". They simply cannot stop you, which is why the killcam changes nothing. It is too low-lethality to really waste time trying to damage you from a place and range you have tons of ways to avoid a lot of damage at. Not sure if the map changes will change it, but I do sorta like how you can snipe HON front door from the Nod bunker. That is always fun. And entirely easy to know when it is happening, but besides slowly shelling or pecking at them, there isn't much stopping it. Which is the purpose of nerfing their 1 hit kill on free classes, and lowering damage a bit on light armor. They single handedly shut down light armor and vehicle repair, as you said. And they don't even have a line of sight to attack from, they only have to see the engis on the vehicles, they don't have to stand out in the open so you can snipe them from the GDI wf wall or something.