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[NE]Fobby[GEN]

Totem Arts Staff
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Posts posted by [NE]Fobby[GEN]

  1. I've just learned to shoot slightly ahead of the infantry - shoot a step ahead of where he's going rather than where he is.

    But even if it were client side hit detection, you can't join a UT3 server with cheats for the same reason why you can't join with skins.

  2. ^ It's because Renegade had client side hit detection, so when you'd hit someone on your screen they'd actually get hit, as long as you see it. Unfortunately this is the same way cheats worked in Renegade - if you see the enemy (through a wall for example) you could hit them. That's why in Renegade X, even when your ping is lower, you still feel a delay with your projectiles while Renegade did not have one.

    We're gonna see if we could change that in the UDK version, at least for instant hit weapons.

  3. QUOTE
    Also, there is one thing I want to add onto what you were saying. The shotgun is hard to read. However, despite that fact, it doesn't have enough power. In Renegade, if you got up to point blank range of an enemy (his back is turned or he is afk or something) and shoot him with a shotgun, it should kill him in one to two shots depending on the character. In Renegade X, t takes like 4 at point blank range to kill a free character and it doesn't feel like all the shots are hitting. It doesn't necessarily need visual feedback, more like an audio feedback.[/b]


    Actually I was just spawn killing right now with the shotgun and I was killing free infantry in 1-2 hits. The reason why it seems like more is because of the server-side hit detection system which, depending on your ping, can slightly delay a shot.
  4. The past 3 releases and the next release are essentially (collectively) just the first phase of Renegade X releases. There'll be a bit of a space afterwords, where we'll try to be filling with events to keep the mod active. But treat the UDK version as a "re-release" of the mod, because it'll be a big step.

  5. Havoc89 suggested we do something like this every week, which is a good idea, but I think as soon as Dev Night becomes a regular/weekly thing, it will lose its special status. If it were every week, we wouldn't be able to advertise it weekly on other venues without it getting redundant, and eventually only the same group of people would come every week.

    We do plan on organizing another Dev weekend or two this month though, as well as some other events we'll be unveiling soon.

  6. ^ Just lower your graphics setting. If it's on the lowest and your FPS is still lagging, then you're not meeting the minimum specs.

    Anyway, there are people playing Renegade X, but not all the time. For about 6-7 hours in the middle of the day we get between 10-20 players, and between 0-6 players in other parts of the day. So not too many people yet, but depending on the time, you can get a good game in.

    We also get higher numbers on weekends. During our last Dev Night event we had about 40 people playing for a few hours on a couple of servers.

  7. That's right!

    Are you creative, hilarious, or just plain lucky? Well, Renegade X is holding a three category contest that everyone is eligible of winning. Have you got what it takes to win Best Screenshot, Best Wallpaper, and Best Video?

    Prizes!

    The team will then choose the best submission from each category. Each winner will receive a free Command & Conquer 4 beta key!, supplied by our friends at EA. Your submission will also be posted on Renegade X's official ModDB page here: http://www.moddb.com/mods/renegade-x

    We may add more prizes in the coming weeks, so be sure to check back here before the contest is over.

    So what are you waiting for? Be creative! Get ingame, take some screenshots, videos, and make a wallpaper - and may the best contestants win!

  8. QUOTE (epicelite @ Nov 23 2009, 07:14 PM) <{POST_SNAPBACK}>
    Is the next update going to have the new standalone mod engine thing?[/b]


    You should probably read the latest news post a little closer:

    QUOTE
    The process could take months, so our plan is to release one or two more versions of Renegade X for Unreal Tournament 3 in the near future (so don't worry, C&C fans, your UT3 did not go to waste wink.gif). We will then spend as much time as it takes trying to port everything to the UDK and building some of the coding from scratch. It may take some time, but in the end, a standalone version of Renegade X is entirely possible, and by the time that happens, you can expect a lot of new, cool features.[/b]


    We're aiming for a release sometime next month, and afterwords we'll be porting to the UDK.
  9. QUOTE (L0rd0wnt @ Nov 24 2009, 02:57 PM) <{POST_SNAPBACK}>
    Maybe people aren't playing because of the garbage balance.

    There's only so much artillery BS you can put up with you know.[/b]


    The Artillery in 0.4 is the same as it was in C&C Renegade, and the MRLS was upped to balance out with it. Both are used now more than in the original, but that's because ramjets have not been introduced yet.
  10. I'm glad you're enthusiastic about this all, and don't take this the wrong way, but I didn't say I liked the idea. The idea of a commander-based C&C mode is a very old one, discussed originally in 2003 after the release of Renegade on the Renegade, Reborn, and RenAlert forums. It has its flaws. So it's got quite a history. What I meant by my previous post is that this team can't exactly fulfill every idea thrown at us. We've got 3 coders, and we still need to:

    a) Fix numerous things in the mod

    B) Add core Renegade elements

    c) Port the mod over to the UDK

    d) Add more core elements

    e) Add new planned features & game modes

    So we've got a lot on our plate before we can be making extra game modes for people. Keep in mind that the fanbase of this mod is not that large, and most people will be playing the main C&C mode before even considering other modes. So for ideas like this and others, we'd need a much bigger team and community, and right now we don't really have that.

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