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RadicalEdward2

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Everything posted by RadicalEdward2

  1. Any solution? Or something that would have to wait until another patch?
  2. Good to be back but, hopefully the issue will be resolved at some point because I would hate to have to sign out every time I want to exit the game.
  3. I just reinstalled Renegade X today and everything seemed to be working well until I needed to exit out of the game from a match. I'm not entirely sure what changes could have been made since I last played the game maybe a year ago but, the freezing is pretty severe in the sense that I can't CTRL+ALT+Delete or Windows key my way out of the game (completely). I initially tried Windows keying my way out but nothing happened. Then, I tried good ol' Ctrl+Alt+Delete to get the Task Manager open but, I was only able to start up the Task Manager but, not actually interact with it. For some unknown reason, the game took priority over the screen even when attempting to click on the Task Manager. After trying to start the Task Manager a second time, I instead had to resort to clicking on the Start menu so I could hard shutdown the game with a Sign Out because I couldn't even 'X' out the game or minimize it to access the Task Manager. I don't have any screenshots of this because I couldn't access anything else while the game was 'active'.
  4. I know I've been gone for a while but, in my absence, I've made over 20 maps. Here's some of the Renegade maps I remade and an original one I made as well. Under (classic) It's essentially Under based on a mix between the layout from the original version and the X version. Helipads are disabled by default to give it a level of authenticity. The Renegade X version still needs some work cause the Bio Lab is kind of broken (visceroids won't spawn properly). I added starting area Tiberium as suggested earlier. Field I added Tiberium patches to the starting areas to make the initial productions less sluggish. It's based more on the original than the newer versions with the only really big differences being the lake and the tunnels. The lake introduced in the X version looked nice so I tried adding it to break the monotony of endless cliffs. The tunnels are a bit of a mix between the original and the ones from an earlier build of X. I put Oil Derricks where the Silo would be and even brought back the barn. Whiteout I did it. I made Whiteout. Added a bunch of outside area details and even added the Comm.Center from the newer version. I couldn't include the tunnels because... it's not possible to implement them. It was easier with Under because the locations of the tunnels didn't overlap with terrain that's crossed above ground. I also made a 2v2 version. Fields of Green I won the Free-for-All category with this one. It's basically a sadistic version of All That Glitters from Red Alert. Instead of all the ground being destructible cash, it gives you space cancer. Badme I made Badme to cater to the part of the fandom that enjoyed the political and world-building aspects of the Tiberium universe. I did this by recreating the actual real-world town of Badme which became the subject of a land-dispute between Ethiopia and Eritrea in 1993 and led to a war in 1998. I used this real-world history to my advantage because it turns out that Eritrea (the country that Badme is attached to) is under the control of the GDI while all of the surrounding countries (Ethiopia included) are actually NOD-occupied. I always found maps that tried to make parallels to real-world events interesting (like the Berlin Wall in City Under Siege from Red Alert 2 ). I definitely had more fun making this map than any of my previous ones because I actually went through the effort of replicating Badme and the region its located in using Google Satellite images. It's not 100% accurate but, it's close enough with the assets I had to work with. The parallels to real-world events add a layer of immersion to the map. I'm planning on making more maps like this in the future Let me know what you guys think!
  5. So I happened to find this old gem from a Renegade Forum from 2007. http://www.renegadeforums.com/index.php?t=msg&goto=301136& I think it's crazy thinking this dudes dream of adding airstrikes to Renegade would finally come to fruition more than half a decade after he posted about it. I wasn't part of the old Renegade scene so I don't know how long the "add Airstrikes" topic was a thing amongst the community. Regardless, still a cool find that I stumbled upon while looking up screenshots of the airstrikes in RenX.
  6. Thanks for the help. I will check it out.
  7. I'm still really new to this. I just downloaded the dev kit and I want to start making maps but, I can't find any application files in the folders. Can someone help me out with this?
  8. I saw you mentioned a map competition, could you send me a link for that? I just read through your notes, I think making two versions would be a pretty good idea. My lost Field map faithful and even included the concrete walls. Walls was really my first try but, I finished Field later on (before losing the file) so I made Walls as literal as possible with its scaling like the old Renegade trailer where it zoomed in on the image of the GDI base to show how it would look in-game. From a gameplay standpoint, I would admit Walls scale in Dawn would be an absolute nightmare so I might make a second larger version. As for Under, I think it's okay in terms of what I could accomplish with the older game's lack of tunnels but, I could try making a version without the alternate path. I intentionally made the tunnels as narrow as possible because I didn't want the action to stray away from the center field. So I kept the tunnels just narrow enough to fit vehicles but, at the same time made it cramp enough to that anyone trying to move a rush-sized force through it look absolutely insane if it consisted of anything other than infantry. I learned this from my Field map where GDI tried to do B-lines through the immediate connecting tunnel with Mammoth herds even with the one or two rocks I placed to deter them. I wanted to make the paths as narrow as 1x1 but, it led to some pathfinding trouble for the AI so I scrapped that idea early on. Also, funny thing you mentioned the small starter Tiberium fields for the start area. There actually was in the iteration before I published the version on the site (lol)! I removed it because I had a was afraid people would give me backlash for "babying" the starting area with some immediate access to resources before depending on center field. In fact, those large debris patches next to the starting points was where both of the starting Tiberium used to be. I saw that you mentioned adding a Blue Tiberium field to the cliff where I put the little house but, I actually had that in the original version of the map I made for the original Red Alert (not OpenRA) in the form of a gem field. I decided against including it in the posted version because I felt it was have taken away strategic value from the main Tiberium field. Plus, I wanted to emulate the frustration of defending Harvesters because I felt that was part of what made Under interesting. As for all the other notes you made, I already saved them in a notepad file for quick reference since you're literally the first one to give me in-depth feedback and I plan on reading through whatever I didn't mention later (:
  9. Thanks. Glad to hear! Let me know what you think once you've played them. I'm also remaking Tiber River Valley from Tiberium Wars. I know there's some stigma towards that particular installment to the series but, I just love the idea of exploring where everything (Tiberium-related) started since it never was actually visited in-game outside of being mentioned once or twice in previous games. I'm trying to make an almost carbon copy of it's layout (down the placement of trees and buildings) to see what the area might have looked like 60-70 years ago (Tiberium Wars takes place in 2047 and I never intend on playing Twilight). I've even watched a few playthroughs with OpenRA open on the side to make sure everything matches up. Eventually once I run out of Renegade maps to make, I might try remaking Red Alert 2 and Renegade X maps and maybe even some re-imaginings of Tiberian Sun maps (in a style similar to the Tiber map).
  10. No one's really commented yet but, here's Under. I put all of the notes I have for it on the download page which you can find HERE I don't know if anyone's really checking out this post but, apparently people are downloading the maps. I'm going to possibly work on Field next or I might try making some of the community-made RenX maps at some point.
  11. Had to make some hotfixes for Walls because the AI blocks its own main gate and traps itself. So I had to widen the gateways. Please download the latest version HERE Sorry about the double post but, it was an important hotfix.
  12. A while back (maybe two years ago), I posted some recreations of maps from Renegade for Red Alert. I recently discovered the magic of the Tiberium Dawn OpenRA map editor and came up with a new idea for a personal project for myself. Now that I have access to a map editor for Tiberium Dawn, I'm going to try to recreate maps from Renegade in OpenRA (Tiberium Dawn) to see how they would play if they were in the original C&C. So far, I've only made Walls and it actually plays relatively close to how it does in Renegade and Renegade X. I originally also had Field done (tunnels, the old barn, everything) but, the file and it's backup managed to delete itself before I could upload it. Eventually, I'll try to make it again but, for now, here's a link for Walls. Walls Also, here's a screenshot of a Flame Tank rush. NOTE: Had to make some hotfixes for Walls because the AI blocks its own main gate and traps itself. So I had to widen the gateways. Please download the latest version HERE
  13. I noticed there's a new map called, Tunnels. It keeps getting voted on for the next match but, whenever the switch starts, it takes the game back to the main menu and starts downloading the level. Can't a version of it just be added as part of the update? By the time the map's loading speed starts picking up, the game cancels the download stating that "connection to the server was lost" when in reality, the game just took so long to install the map that it timed out because the match on the said map was already over; moving the server onto the next match which just happens to be on a map that's already included with the game. Any chance this could get fixed at some point? Because as of the past two updates, Tunnels has just served as a way of crowd control for full servers. I still don't have any idea as to what it looks like.
  14. My main concern with the secondary fire is because sometimes its safer to ricochet grenades than expose your entire body to enemy fire (especially when you're trying to flush out NOD trying to attack a GDI MCT). On my other note, it would make sense to have the Grenade Launcher crosshair for the Artillery right? I'm surprised it's gone this long without being changed. The only reason it has the standard crosshair is because in the original Renegade, the Artillery didn't have arcing shots and instead just shot straight at whatever was being aimed at. In RenegadeX, the artillery actually loses altitude the further the volley travels; making the standard cross-shaped crosshair pointless.
  15. Yeah I think I'm just getting paranoid with new updates (I've been dealing with Heroes and Generals bad updates syndrome) so I'm probably just getting nervous when I see new changes. You guys still know what you're doing. The AR is probably just wonky for me cause I'm a horrible shot but, the secondary fire for the Grenade Launcher definitely seems like it does less damage than the primary fire. With that said, the camo has grown on me but, I think NOD should retain their standard colors on temperate maps like Lakeside, Goldrush, Mesa, Island, that one new map with the bunker in the middle, Mountain, and potentially City (if that's still a WIP). GDI camo makes sense though since they're essentially the cliche army men faction.
  16. Yeah taking a look back in-game, the desert camo for GDI looks nice cause it actually looks faithful to the FMVs. The forest one on NOD definitely is a big NO though. The snow one actually looks okay too. I might have only seen it on a handful of damaged vehicles which is why I thought it looked bad. But, Forest is definitely a bad look for NOD. On the topic of Grenades, I still think the NOD Artillery should have a crosshair with range tick marks like the Grenadiers (since the Artillery's projectiles are entirely trajectory-based.
  17. So I've been gone for maybe a month or two and I was wondering, whose idea was it to camouflage everything? I get you guys want to make the game "realistic" but, the point of Renegade is it's not realistic. The fact that none of the vehicles even retain their signature colors is kind of off-putting. The reason they weren't camouflaged in the original game was to emulate the art style of the original Tiberian Dawn. Brotherhood of Nod vehicles especially shouldn't be camouflaged. Their signature motif was their clashing black and red color palettes. I understand vehicles like the Stealth tank having camouflage paintjobs but, that's about it (with the only other exceptions being the Humvee and the Hover MLRS). The game honestly looked better in the previous update when the vehicles looked like they were being affected by their surrounding environment; tanks covered in snow and bits of ice on the snow levels. Instead of splashing all of the vehicles with paint buckets, why not continue building off of the weather battered designs? Those actually looked cool. From the last time I played, the only existing weather worn vehicles in the game were the snow variants. When I finally returned to the game, I was actually excited to see what the devs did for the forest and desert variations of the vehicles. What I expected: Forest: GDI: the iconic gold/tan look with muddy brown and green treads or tires. The only vehicles with camo being the Mammoth and the Humvee. NOD: red/black with muddy treads and tires. The only vehicles with camo being the Stealth Tank and the APC Desert: GDI: It was fine how it. NOD: Again, the red/black but, with a slightly eroded look from kicked up sand and dust and a bit of tan smudging from sand clinging to the vehicles' plating. Snow: Everything was already given a snow redesign with frost and snow covered treading and tired. They didn't need the Dalmatian treatment. Urban: For the love of god, don't touch anything. When I first saw the camouflage designs, I honestly thought it was joke. I kept telling myself, "Maybe they only gave camouflage to GDI vehicles since they're pretty much the equivalent to GI Joe." And then I saw a Buggy and a Flame Tank smeared with brown and green. I actually cringed and died a bit inside. I thought someone jokingly smeared all the vehicles with feces and mud and said "this looks fine". Also, why camouflage aircraft? Green and brown does not conceal aircraft in the sky. Plus, it took this long to get NOD their delivery vehicle to not be a GDI Chinook, why smear it with green and brown now? I can't be the only one that thinks this, right? I'm not trying to give an attitude with this feedback either. It genuinely looks bad from both a gameplay and visual aspect. Aside from that, the only complaints I have gameplay-wise would be the Infantry assault rifle seems like it was weakened to the point that the pistol probably does a better job and the grenadier's grenades have an even smaller blast radius and don't actually cause damage unless they directly hit someone or something.
  18. I just saw this thread now and I haven't really been on in like a year because of computer problems. I looked through some of the comments and wanted to just wanted to put in my idea. I really like the map but, the middle area needs some fleshing out. It seems too barren. Maybe they could be something like a creek and some trees (like the backpaths of Lakeside) in the grassy infantry area. The creek could run the length of the no man's land from the GDI tiberium field to the Nod tiberium field. The areas where vehicles can cross could explain all the muddiness around the map (especially in the vehicle parts of the no man's land. A while back, I remember there being a night time version. Is that still a thing? Just wondering.
  19. I really like the map. It reminds me of Exile from Halo 4. That's not necessarily a bad thing. I just thought the map had a similar look and feel.
  20. Yeah pretty much. From what I've heard, a lot of the staff migrated to Petroglyph after EA downsized the devs in the Westwood sections. Kind of makes sense considering how amazing Star Wars: Empire at War was. That game is by far the greatest Star Wars themed RTS I've ever played (especially with their take on Galactic Conquest which I would have loved to have seen a global version in the C&C Red Alert and Tiberium universes)
  21. I'm glad to see there's still people around. Just wish it was the same for the custom map making community. I've been looking around but, a lot of the existing sites for custom Red Alert 1 maps are either closed down (can no longer be updated), phased out RA1 maps in favor of focusing on solely RA2,3, and C&C3. Since I don't have the cash to create my own website, I might just make a tumblr dedicated to publishing my custom maps.
  22. I'm still not sure if anyone even plays Red Alert 1 anymore but, I'm still having a lot of fun experimenting with the editor. I made two new maps, a remake of Field and my own original map. Here's a link to check out Field: https://www.dropbox.com/sh/fs5qeyyw05a3 ... Q3HLa?dl=0 Here's a link to check out my original map, Jungle Fever: https://www.dropbox.com/sh/bwd66u77m3oy ... J7I3a?dl=0 Let me know what you all think
  23. I felt like more than the number I suggested would be a bit too much (especially considering the number of players that log on depending on the time of day). But, then again, I get how there would be concerns with how if players would ready dedicate time to sitting in a lone defense tower as life support. In response to Bananas comment, the funny thing is, you would be surprised the lengths a team would go to keep their faction afloat if the match goes well into several hours but, if half a team can repair a dying Refinery MCT for hours on end, I wouldn't put it past them to stand around inside an AGT/Obelisk for long periods of time either. Also, being able to temporarily reactivate the base defense is more of an option than a requirement but, it helps on maps like Mesa and Under where one second, everything is fine until the power plants shut down and then players either rage quit or stop caring because their fate was set. Having the opportunity to reactivate the Obelisk/AGT at the expense of available manpower feels like a better resort than having the crippled team deploy a mine field around a building that (ironically) can no longer even defend itself.
  24. Right now, there's a server that keeps duplicating itself with the same IP. All of them are Lakeside with the ip 95.91.202.231 All of the them also have the same tongue and cheek name "Fun Server with Bots" but something else that trails off about DDOSs
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