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vocux

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Posts posted by vocux

  1. Hello everybody,
    dear Totem Arts team,

    I really hope that I'm not too late, I'm sorry I didn't see your post earlier! I would like to apply as a composer as well. I've been composing professionally on and off for the last couple of years during my music studies and plan on pursuing that career full-time after I graduate. But more importantly I am a huge fan of your project; like many other RenX-fans I grew up with the C&C games and Tiberian Sun was the first game I ever played - so you can imagine that I was super psyched to see your Firestorm announcement! I've adored Klepacki's and Mendelson's TibSun soundtrack all my life and your fresh approach to their musical style (from the announcement trailer) sounds awesome.

    But instead of just talking I thought I'd create a demo track. Please note that it's still raw and unfinished (I think the track would eventually be 2-4 minutes in total), but I hope it'll provide enough material for you to decide if this could be a fit. My goal was to also incorporate the darker spherical timbres of the TibSun soundtrack in addition to the "mechanical" heavy beats.

    https://music.sebastian-gruenewald.de/RXFS-Demo.mp3

    The best way to contact me is via e-mail ([email protected]), but I also have discord (vocux#8039). I'd love to hear from you, I'd be honored to contribute a few tracks and help sculpt the atmosphere of this awesome new chapter!

    Best regards :)
    Sebastian

    • Like 6
  2. I'd like to report that this problem still persists. The only mirror I get connected to (after cancelling and trying to reconnect many times!) is czech1.renegade-x.com, a very slow mirror with many interruptions. It would take me several days (!) to download the 7GB for the game at this speed.

    This is a very effective way to scare away potential new players! I doubt many people will leave their devices on for days just to download a game.

    Please fix this.

  3. I think that RenX-players could roughly be devided into two groups.

    People from the first group never really cared about the project, they come here because the game was recommended by a friend or because they read about it somewhere. They don't visit the forums, they just want to play. For those people fast bugfixes and updates are important, because when they play, they are repelled by the bugs and crashes, they stop playing, and they never come back. And I think that almost all of them are gone by now, because the majority of players still playing belong to the second group:

    The loyal fanbase, who care about project, game and devs, who have been here since the beginning. Most of them played the original Renegade. They can live with the crashes and enjoy the game anyway. But they are (many people in this thread already mentioned that) also leaving, the servers are emptier and emptier each day. I am one of them, I played every day for weeks, and I checked the homepage every day for months. In the last couple of weeks I stopped checking it every day, 'cause what's the point?

    To me, the most important thing (the only important thing really) is communication. It connects players and devs, and it would give everyone a sign that the project isn't dead. Don't get me wrong, I understand that the devs do this in their free time, and I have nothing but respect for them and their effort, but nobody can tell me that they are too busy to write a short message. Something like "Hi, I know it has been a while. We are currently working on [...], and the reason why it takes so long is [...]. I can't promise anything, but I think the next update will come [...]." would suffice. To write this takes 5 minutes, and I think that those 5 minutes are better spent on a message than on bugfixing. I wouldn't mind to wait long(er) for an update, as long as there's a sign of life... it would just break my heart to see this project dying at this point.

  4. Hey!

    There's a problem with the WP: When people try to enter the vehicle they just bought, it stops. So when they do that inside the WP garage, the vehicles won't continue to drive out of the garage to make room for other vehicles. This is especially bad when players think the vehicle that'll come next is theirs, but when it isn't, they can't enter because it's blocked, and the vehicle just stays in there causing a huge explosion when the next vehicle spawns.

    A solution could be to disable vehicle spawning when the WP garage is blocked, or to force vehicles to move even though someone tried to enter.

  5. Hey all!

    My game crashes more often since Open Beta 2. RypeL said http://renegade-x.com/forums/viewtopic.php?f=35&t=73111 there, that descriptions of the crash help more than logs, so I'll try to be as precise as possible.

    Map change crashes:

    On Beta 1, I had map change crashes about 1 out of 4 times, now 2 out of 3.

    On Beta 1 it was different though, it crashed when the new map started: old game finished, went into the screen where you could see the player stats and vote for the new map, the background was that greyish logo screen, THEN right before the new map started it crashed.

    Now on Beta 2 it crashes directly at that exact moment when the game is finished, the time limit has expired or the last building is destroyed, I don't even get into the vote screen anymore.

    Server join crashes:

    And then something weird happened: When I tried to reconnect, instead of loading the map, on the loading screen the map "envyentry" was loading, and instead of the game I got into a black screen with some text on it, and then it crashed. This happened two or three times.

    Random ingame crashes:

    Those actually are much better, I don't randomly crash anymore. Exept for that one time:

    On the server NoAmmo.co.uk #1 Marathon on the map Goldrush, about every 10 minutes or so EVERY player got disconnected because their games crashed (this happened twice on two different days). But the map went on, every vehicle became empty and the game remained exactly the same. When players reconnected they usually stole the empty vehicles.

    UPDATE: this happened today again a couple times, so on three different days, again on that server, again on goldrush. This crash is really annoying.

    Don't know whether that's a game or a server issue though.

    Game freezes:

    I don't get them anymore, on beta 1 I got quite a few. But some players on the servers said that they still have them.

    Hope that any of this helps solving the crashes. :)

    If you need the logs as well tell me I'll upload them.

  6. Hi! :)

    When I first played on Lakeside, I didn't see that earthquake-incoming-message. And when suddenly the camera was shaking, I thought WHAT THE... this is a VERY nasty bug. After reading in the forums about it I discovered: This is intended! It's an earthquake, and it even causes trees to fall down. This is actually very cool, but could you add a big earthquake sound? Maybe a rumble, the sound of trees cracking and falling down... while shaking the player a little bit to the left and to the right. Just shaking the camera angle is a little bit weird... :)

  7. Its not just the volume either. The voice itself is horrible as well. You can flat out turn off all the sounds but the voice and its still hard to understand. Listen to how clear and understandable this is.

    Is that the original Eva next to the RenX-Eva? Wow, well, I didn't have any problems understanding what she says, but it's still a lot unclearer than the original one

  8. So you suggest removing variety and nerfing guns that are otherwise perfectly balanced for the sake of making one class useless in combat, such that people are forced to equip other classes if they want to fight, but must somehow always convince someone on the server to follow them around while doing nothing but aiming one gun at various objects and hoping that other person you are following around can protect you from the dangers of the galaxy? Riiight... Somehow I don't see that working out.

    We've might have had a different game experience, but most of the time this actually is working out. I see a lot of engineers supporting tanks on the battlefield, sometimes tank drivers that are engineers stay on the field to repair their mates after their vehicle was destroyed.

    I get what you two are trying to say. But do not view Renegade as the "perfect" game, there's nothing perfect in this world. If Engineers were like that in the old game, that just means it was also flawed. Flaws should be improved.

    Of course renegade wasn't a perfect game. But - the game system was very different from other games. The building-related combat system is very unique, and if we give everyone the ability to repair buildings, it wouldn't be much of an effort to repair buildings and to defend your base. Players should go to some trouble to defend their base from attacks and beacons, and if that challenge of building- and base-related combat is taken away, we could just play any other game, because that's what makes renegade stand out.

    However, we just have different opinions and discussing them won't get us anywhere. The devs need to decide which way to go. :)

  9. Hey! :) I agree with most of your feedback. You said some very important stuff that could improve the gameplay experience very much. However, here's what I don't agree with:

    ENGINEERS

    This one is just insane. The more I play the more I am shocked by how EVERYTHING is done by engineers.

    Just REMOVE them. Remove engineers, techs, hotwires. Give ALL classes a repair tool. Make advanced repair tool a purchasable weapon upgrade. And make it so repair tools can't heal players.

    Instead add a "Support" class, to also solve another problem with balance/convenience in this game:

    Support class should be able to heal players.

    Support class should have resupply crates. This is a big issue in the game now, when you run out of ammo, you have to go back to the base or suicide. And unless you are carrying an item, you bought, of course you will just suicide. That is quite silly.

    Adding a class that would be able to resupply players in the field adds tactical depth to the game and allows pressured, tense fights to last longer. The Support class should have around 3 supply crates. One supply crate should be usable by 2 separate players (excluding Support class, which should just have unlimited ammo and no C4/grenades).

    MINES!

    Indestructible mines that take like 10 seconds EACH to disarm using a repair gun mean you can basically permanently wall off a tunnel or an area from both sides. This is just silly.

    Mines should be tricky to SEE, not get rid of. Instead of making them indestructible, make them explode if shot and to balance out, make them not pop up on the visors when looked at. Give them a more neutral texture too. Make it a skill to place mines where they are less likely to be spotted, but more likely to be stepped on, like top of the hills or in shadows, around corners, etc.

    I agree with omega79, Engineers are essential to the Renegade game concept. However, there was a huge difference to the Engineers in the old Renegade: There was no such thing as upgrading your sidearm. Engineers had only the silenced pistol to defend themselves against infantry and vehicles, making them very very very very weak in combat. Now with the tiberium auto rifle it's just insane. Especially since you buy it once and keep it forever, even after map change. And it's ridiculously overpowered for the price (I think it's 450$ or so), so either make the rifle weaker or more expensive, and very important: Make players buy them again after they die, just like any other class. This should fix most of the Engineer balance problem.

    I'm really against removing that class. Giving every class a repair gun would simply make mines and beacons useless, because what's the point in even using them, when just anyone can disarm them? It would also take away some depth, since you need to organize your team by bringing Engineers into the combat to repair tanks. Repairing, healing and disarming should not be an ability that every class has.

    However, I agree on the mines issue. It should be very easy for engineers to disarm them, and harder for players to see them.

    Flame tanks should not do so much damage to buildings. They are supposed to be able to clear out fields from infantry and vehicles, and protect friendly NOD units, not be the most effective siege weapon in the game. That's what NOD artillery is for.

    Flame tanks have always been anti-building in Renegade (and in almost every other C&C-Game). The trick is to keep them away from your base and destroy them before they can enter, since they have only a very short weapon range. However, spotting vehicles and enemies should be improved by using the radar system and minimap, you also said that, but I'll get to that.

    Like I posted here, I think Refinery is not in a very good spot right now. Whenever Refinery or the Harvester+Vehicle structure get destroyed, the game becomes incredibly dull.

    I am of the opinion that instead passive credit gain should always be the same and increase towards the end of the game (at the end people should never worry about money, to reduce match dragging out), and Refineries+Harvesters be responsible for getting additional resource required to buy advanced vehicles like Mammoths, Stealth tanks or Flame tanks and well as possible some infantry classes.

    Having a constant passive credit gain would make having a Refinery quite pointless. Like every other structure... every Building has its own purpose and losing it should be a big loss for the team. Maybe scoring points by killing and damaging enemies should be more profitable to prevent the game from getting dull after the refinery has been destroyed.

    Let us rebind voice command activation. For me it is physically impossible to press for example ctrl+v+8 with one hand. I would like to rebind all of these activator buttons and possibly change the method of activation from hold to toggle.

    Make radar more useful Make enemies and friendlies pop up on it and flash when they move or fire. Radar should be a tactical tool, but it's very bleak and inconvenient to use ATM.

    I agree. Maybe spotting a vehicle (with Q) should make the vehicle light up, or get some kind of arrow or causing it to light up on the radar (for every team member of course)... you should do everything possible to improve communication between team members, as this is the key for the game.

  10. I don't think it's hard to attack, once you organize your team. And for defending your base, the effort should again be to organize your team. The effort should NOT be to overcome a UI that has been kept complicated for balance reasons.

    However, at least the tech building shortcuts would be handy.

  11. Two simple suggestions for the building shortcuts on the bottom of the screen:

    Put a small health bar for each building underneath the symbol, so that players can see directly how much the building is damaged. Most of the time EVA is spamming with "War factory under attack" "War factory repaired", but I never know whether the building is so damaged that I need to drop everything and go repair; and I look more often to the bottom of the screen than into battlescore overview you need to press TAB for.

    Add tech buildings to the shortcut list, painted grey when neutral and red / yellow when captured. That would be a constant reminder to fight for the tech buildings.

  12. It's unfair to players that have joined after you and didn't even get the chance to buy a weapon upgrade like the Tiberium weapons. A new match should mean a blank slate with everyone starting off equally, not with some people having Tibrium Autorifles that put them at an advantage especially early in the game.

    I totally agree. Imagine purchasing an Ion cannon right before the end of the game and still having it on the new map. This really needs to be removed (although - of course - I took advantage of that bug and used the rifle on the new map right away :D)

  13. My idea is that it should take engineers to rebuild the turrets after they've been destroyed, but in the fashion of a tech building - they must hold their repair gun on it until it is 100% before it gets rebuilt. If they stop, it goes back to zero. That way, there is NO timer for respawn on these things, but you can still get them back.

    That would be a good compromise.

    But since they're defence structures, they shouldn't respawn when destroyed. Other base defences like turrets and guard towers don't come back, or do they (I haven't seen that)?

  14. I just played on a server, when some guy (not playing at all, just sitting around) spammed map changing votes (vote after vote for minutes).

    Simple suggestion: With map changing (or kick player or other) votes, when players on the server vote against something, block the option to repeat that specific vote for a few minutes or so, since it's unlikely that players change their minds within seconds.

    Greetings :)

  15. i like the classic rotation system

    or a different voting system where not always all maps can be voted

    I agree! Rotation (or random) would be better than a vote, once I played in a server with Walls_Flying 5 or 6 times IN A ROW because it always won like 5 to 4 votes against other maps.

  16. I noticed something strange, and it may be that I'm the only one who has a problem with this: But when you drive in reverse with any vehicle, left and right are inverted. For example: When you drive and look backwards, and you press LEFT, the vehicle actually goes left, but it should go right (like in reality, when you steer left and drive in reverse, you actually go right). It is like that in every other game I know, and after playing a lot of them I found it very confusing to drive with the vehicles here, because when you get caught in some rocks or whatever you have to maneuver out of it and drive forward backward forward backward my head nearly exploded because of the invertion.

    What do the others think about that? Have you noticed?

    Greetings! :)

  17. Thanks for the answers! :)

    It would be a lot more comfortable if the ping were somewhere on the screen and the server pings worked, but as a workaround it's good enough.

    Whoever moved this thread into "launcher-related bugs": I'm not talking about the server list in the launcher, but about the server browser in the ingame-menu!

    Thanks for everything :)

  18. Hey! We're just playing on a server, and there's a huge bug with our harvester. Every time it gets delivered on the Airstrip, it immediately explodes. So it's like getting delivered - explodes - getting delivered - explodes every few seconds.

    Greetings! :)

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