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GenesisAria

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Everything posted by GenesisAria

  1. I actually like having a nice autumn map for once, even though i don't like that season personally lolol. Streaming compression is something ur just gonna have to deal with, or run a lower resolution (ie 720p) with higher stream quality.Protip: save PNG screenshots, or 95-100%(windows default is 85, ew) quality jpegs for space saving.
  2. Ah i checked the files for C&C95, it was just called Rocket Launcher, and it's ID name was MSAM (presumably Mobile SAM, which is actually more inaccurate haha), so yes you're right. Not sure what it was called in the console versions though.We totally need the Recon Bike back heh. I've played modded maps in original Renegade, and the bikes were a blast do wiz around in. They weren't anything special: shot a missile similar to the stealth tank except probably half the rof, they had armour like the buggy (maybe worse), and just drove similar to the buggy or w/e and had simple scripts to make it tilt when turning, but it worked well and was so much fun (especially when using the vehicle editor to boost the speed on it). I know i'm probably repeating what someone else has said. I can get why the SSM would be a no-go though haha, that would be crazy overpowered. *is reminded of the SSM's in the C&C3 Tiberium History mod where they shoot 2 mini-nukes that can 1-shot an army of mammoths.* But there really is no reason to not add the Recon Bike other than it not being in the base game. (lol now i'm remembering the frickin car/truck and that weird blocky thing that was supposed to resemble a devil's tongue. that you got when you typed "extras fnkqrrn"). Nod having an extra unit shouldn't really break balance, cuz Nod always had more units than GDI, the alternative to having big tanky units. Frankly, GDI is overpowered, say if everyone got a mammy, there'd be little way for nod to win, they tend to need numbers to take down mammys, and with balanced teams...
  3. I didn't see the need to change it, i was just wondering why . . . Though i don't remember which it was in original Renegade. MRLS isn't incorrect, it's just informal/unofficial, and it was named accurately in C&C1/TS. (That said, my brain always told me mobile rocket launching system, cuz it just flowed better, mobile launching rocket system sounds odd, my head always played tricks on me there.)
  4. So, i was poking around and remembered that this is UDK, if you have permissions (singleplayer) you can do just about anything . . . I did a little digging around and got a few commands that would be some fun to mess around with here, here, and here. Perhaps i'll whip up a cheat code page on IGN or something... I was wondering if i could get my hands on some more stuff? Here's what i got so far... Does anyone have any more interesting commands to mess with (like more vehicle stats)? Also i'd love the ID's for weapons and stuff if possible. (disabling crosshair when on foot might be nice too)
  5. Will you be adding back the "dot" reticle that shows where the shot will actually hit? Perhaps making the vehicle reticle entirely float? I remember it making it a lot easier to tell if i was going to hit something in front of me or be able to clear it... FXAA/SMAA is post process. MSAA etc, are not. I just run all my games through RadeonPro and force enable antialiasing.Edit: Why remove rev up times on chainguns? Why not make rightclick for keep spinning? Something i noticed: http://en.wikipedia.org/wiki/M270_Multiple_Launch_Rocket_System it's actually supposed to be MLRS not MRLS, why is it that you called it MRLS? Also, is there anything that can be done about the mouse movement/acceleration? It's really hard to aim at anything. Like it's not very quick when turning, and if you turn up the sensitivity(speed), it's really twitchy when trying to make precise smaller aim movements.
  6. I played tremulous back in the day, that worked reasonably well. So i guess i get that heavy commander reliant thing wouldn't be as easy . . . However, i wasn't talking about changing the game, i was proposing a new/different game mode.
  7. This is exactly how Empires Mod plays, if there's any active servers with players, you should try it out (it was pretty good back when i played it, though there might be more griefers now.) That sounds a lot like Destiny.
  8. I've played every single C&C since the first, and even enjoy C&C4, all of them have their merits. I also know that a lot of the designs in Renegade were not super accurate to the original C&C. I was implying it might be very interesting to make a full hybrid, could even give it the familiar C&C ui for the rts commander. Only one person would be in RTS mode, the commander, everyone else would be playing it like renegade. Having played Empires mod a bunch in the past, i recall a lot of very interesting and clever tactics being used based on how you positioned your structures and how you expanded and defended, and how you protected your command vehicle. There was even the concept of the "ninja racks" as they called it, a barracks that they would build in a backup or semi-hidden location should the base get overrun, or perhaps as a spawn location near the enemy base. Seeing ideas from that shaken up with a C&C/Renegade flare could be really cool.
  9. I used to play a game called Empires mod when it was newer, it's a source mod where there was a command vehicle in which a single person would be viewing the map and conflict from above like an RTS. They had the full abilities of any RTS, they would manage funds and place structures and whatnot, putting resource gatherers on the resource nodes, building barracks and weapons factories and so on. The person in the command vehicle could also mark targets for the rest of the team, so they could see who inside bunkers and behind trees and so on (comm could only mark them if they were in view range of ground people) The commander would place the buildings and they'd be inoperable, they'd appear with minimum hp, and the people with the repair tools would then go to it and repair it to build it. Once it was fully built it became functional with it's full hp and so on. The players would purchase their own tanks and so-on, as well as their classes, but the base building was something set up by the commander, strategies and so on. The engineer class could build small turrets and walls and things like that. One map there was even a platform on a roof where you could place a barracks and surround it with walls to prevent it dying to tanks. http://store.steampowered.com/app/17740/ this is the game I was wondering if something like that would be at all possible in the future for Renegade X? I realize it's a totally different style of game to renegade, which is all about using tactics based on the pre-made maps and bases (RTS mode would require totally different map designs), but what do you think? Despite how assy it looks, it was actually a pretty interesting concept.
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