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Everything posted by testman
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I completely agree with that. There should be a "communication check" before PUG starts. I would love to see "teamwork check", but just checking if we can communicate with all team members would be a good start. That would prevent some basic inconveniences from happening, for example having people on the wrong team the whole time without even noticing. To be completely honest with you, most of the time the information you are trying to present is relevant, but the from of delivery is not the best. We have single voice channel that all people with microphones have to share, so try to compress the information as much as possible. Don't start a dialogue about how it would be nice if some good-hearted people came to assist with the problem. Say "two hottys at strip tower" and start shooting them. Yes, it's personal judgement about how bad the situation is and how much you should be panicking about it, but try not to present it as doomsday if you only need one more person to sort it out. However, people not responding to distress calls or even not acknowledging them is another communications-related issue. I get really irritated when I see that we can't even vote as a team. Everyone's participation is extremely important when voting for map (and of course clear team-wise decision about which map to vote for). Also I apologise for making risky and/or irrational decisions. On Volcano I got out of MRLS to repair barracks because it's health was declining very quickly, but of course the MRLS got stolen, and with that I brought shame and dishonor upon myself. Will commit sudoku as soon as I find pencil-shaped katana. And I like the idea of teams shuffling at 3-0 score. But that would require quite a lot of work and would break the flow of the game.
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I have a bit of different idea about how RTS mode would work. Each player could "suggest" a building placement, which would display a wireframe or transparent hologram of how building would look like when it will be built. Then if players agree with the placement, they can donate to the said emplacement. Building gets instantly constructed when enough credits are donated. This should probably be done trough some interface that player can bring up any time during the match, so that they don't have to travel whole map just to get base construction going. Or even ability to auto-donate if player doesn't want to be bothered with base construction and trusts his teammates that they will construct base properly. Such game mechanic would allow for base expansion and re-construction of destroyed buildings without needing every player to be bothered with that. Some FPS/RTS games make it so that you have individual player credits and team credits separate, but that implies that there is one person (commander) responsible for efficient use of team credits. If there is no commander, each individual has access to team credits, which can result in wrong buildings on wrong places at wrong times. I would set victory condition to be all buildings destroyed, not just ConYard. I like the idea of MCVs being in game, but team should probably start game with one already deployed, so that some new player doesn't decide to just drive away with it. ConYards should be able to transform back into MCVs, but only if there are no players inside it besides the one who intends to drive MCV.
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I was on team Quincy and had quite a lot of fun. Probably mostly because we had really awesome communication and coordination. Most information passed trough TS was relevant to the game and presented effectively. Which is probably the case of what Yagi said, most of don't-reply people being on the other team. Is there a good way to test if people on team are able to communicate / follow instructions? Maybe in pre-PUG we could test if we are capable of forming line in front of commander on some random location, to see how whole team handles simple task that requires everyone's effort. Or maybe even something more complex. I'm not saying that PUGs should be played with military-level of discipline, but at least some minimal level of discipline is needed for all of us to have fun. Also for pre-PUG, I think it would be fun to see a line of 7+ nukes reasonably far from each other, each deployed 2 seconds after previous. And maybe get Ions going on in the opposite direction.
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Couldn't winning team be adult and fair enough to not vote, so that only losing team's members decide on next map? I mean, PUG players are supposed to be reasonable enough to withhold votes if rules were set up that way. I understand that there would be a dick or two on each team who would vote even if told not to, but that should not out-balance the opposite team's map vote. If you think that people in PUGs would not be capable of making that work, it means that PUGs have devolved into pubs with microphones.
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Someone who is running game at max settings should take screenshot to get good picture. Mediawiki offers redirects to address that issue https://www.mediawiki.org/wiki/Help:Redirects I would keep Apache and Orca articles seperate.
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Well first thing in your case that I would do is contact dudes at W3DHub who are making Red Alert 2: Apocalypse Rising and ask them how they manage to keep their project going.
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I couldn't make it this time. What did I miss besides NukeFest 2016?
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Making Renegade X it's own game (I.E. a "2016" version)
testman replied to Ninety9Balloons's topic in Feedback & Bug Reports
>It's just scripts IBM Watson is also "just a script" writing, debugging and making scripts work, that's the hard part -
I see that there is still interest for base construction aspect. In my honest opinion, Renegade X is in it's current state not the best place to start developing this kind of game mode, because it require core of the game to be heavily modified. And nobody in RenX community has time or energy for that. I think that better place to start implementing such mode would be current/upcoming Unreal Tournament. Just like in RenX, a lot of things are already laid out for you: Unreal Engine 4 (you can even get to source code on Github if you want), SDK, player profiles (rank, stats), character models, weapons... Vehicles are still in the making, but will probably come relatively soon. As of proper maps, base building mechanics, game-mode specific assets, those would all need to be coded/made. It would still be a lot of work, but less than re-coding RenX core. I already made a thread on UT forums about that idea, and I saw similar idea also suggested by other people there. https://www.epicgames.com/unrealtournam ... -game-mode Maybe starting a game from scratch would also be viable option, but I think it would bring way more work than making game mode / mod for existing game. That wouldn't make Renegade X any less desirable or playable, since being in C&C universe is still one of it's greatest appeals.
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O shit, I saw this video very long time ago. Still, I like how someone used C&C to make machinima. That was the era when using Macromedia Flash to make interactive content on internet was the coolest shit: kCpjgl2baLs
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For me, this PUG was a bit mediocre. Being on TeamSpeak for communication is great, but that is just a tool, it's how we use it that determines it's efficiency. IMHO, team needs one of two things to function properly: 1. Good strategist that comes up with plan and loudly/clearly commands other players (drunk Yosh would be good example of that) OR 2. Good and fast way for multiple players to diplomatically come up with a plan which whole team then follows. Also, would it be possible to make bots aware of commander mod and follow given commands, so that people could train use of commander-goggles in skirmish with bots?
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There was some leaked gameplay from the cancelled game: also tiberium.com expires on 2016-09-24, so be ready to register it as soon as it gets available. Then offer it to EA in exchange for total freedom with RenX development. In case that Tiberium is really in the making, I would hope that they keep the current cancers of gaming away from it (always online, microtransactions, preorder shit..) and that they take RenX as example of how good C&C themed FPS/RTS should look like.
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possible to reskin so it can be launched on steam?
testman replied to brucewilliskillus's topic in Renegade X
I played it long time ago, and MP was mostly dead already back then. It's more of a Battlefield than RenX, since there is absolutely no economy. You just wait for vehicle to spawn in your base. There were some turrets/cannons that could be constructed (well airdroped) by certain classes. I may have been doing some heresy in the recent past and suggested FPS/RTS mode on Unreal Tournament forums: https://forums.unrealtournament.com/sho ... -game-mode Idea(s) in that thread are not exactly same ones than in this thread, but I think that if you were to make RenX-like game in Unreal Engine 4 or any other engine, it would be better to make a mod/game mode for existing game than starting from scratch. You could contact dudes who made Lambda Wars and work with them to add the multiplayer FPS aspect into the game, since it wouldn't be much work and there you have it, Half Life themed FPS/RTS hybrid. Some time ago I also considered reskinning RenX for Steam to be valid solution, but I don't think so any more. Mostly because I think that some of arguments in this thread are a bit false. You should not expect EA to play fair. I don't think that saying "they won't sue because reskin doesn't infringe C&C IP" would even matter because their army of lawyers (they probably have more lawyers than game developers by now) would be able to find some bullshit legal argument to C&D you as soon as reskin would get a bit popular. I would draw two final conclusions: 1. It would be better for RenX to raise awareness than forking it. So go help Redline with his Youtube promotion project. 2. There is still potential for new FPS/RTS games/mods, it would be good if they were mechanically different from RenX, so that playerbase would not get unnecesarly split among 2 or more versions of same game. -
Doesn't dev team have someone who takes care of PR stuff? I know that there was already talk about TotalBiscuit covering RenX again, and it would be very unprofessional if he got conflicting information from two sources. I think that before you send those Youtubers on list anything, it should get approved by RenX dev team, or at least you should post it here, so that we review it.
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Sup dawg, heard you like to complain But yes, good PUG. Go PUG yourself next week too.
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Shadow team in waiting
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Just got this somewhat related idea: if there was to be a Chronosphere in RA2 mod for RenX, it could be used as "time bubble" (instead of it's original function to teleport vehicles). Technology already exists in Unreal Engine 3, it would just need to be reskinned: https://liandri.beyondunreal.com/Deploy ... asis_Field
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"Speed upgrade" crate should be "Character upgrade"
testman replied to epicelite's topic in Feedback & Bug Reports
Nah, that would look like veterancy, which is completely different game mechanic that was requested few times now. I mean, your idea would work if there was non-crate way to temporarily (until you get killed) increase your stats and get chevrons. That could be mutator one day, but I don't think devs should be including that in core gameplay. -
Well if it's possible you can use Steam's overlay for players who run RenX trough Steam.
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Keep in mind that there is already existing Command and Conquer encyclopedia (I refuse to use term "wiki"), so there is no need to create new articles for non-RenX content, since it can easily be cross-referenced with articles that are already made. There is also RenX article on main C&C encyclopedia, which we can update and expand by providing links/references to RenX encyclopedia.
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And what is the error?
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Stealth Chinook with PICs instead of chainguns, but rate of fire same as now.
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I'm pretty sure we won that round. Also the function-by-spawn (your role depending on which building you appear inside) has been good practice and almost standard for many PUGs now. If people don't listen or are incapable of reasoning, that's different issue. Thing with communication is that we have single channel, so it's very important for all participants to provide information as efficiently as possible. Talking over each other is something I find annoying as fuck. Also I would permaban anyone who AFKs during PUG for more than a minute.