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Redline

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Everything posted by Redline

  1. Anything to get that conversation started of course. I will continue edits to address your concerns. Everyone just likes to talk about doing something and not making progress or real attempts. Pvt msg me email address' plz? Later on I will pvt msg djlaptop a more "approved" version.
  2. Okay reworked the PR bit. Also removed forum bit. If you want me to mail an official letter sure I ship things all the time for my business. Sending just 1 signature confirmation letter to EA won't work in my opinion. It's about knowing the right people, and talking to those people. Connections...its all about who you know. DJlaptop says he might be able to get this to the right people or atleast be taken more seriously than the average joe since he is involved in the industry.
  3. @DJlaptop It would be really great if you could drop off a printed version of this letter. This is only version 1 & I will make further edits as requested. Be sure to explain the situation to whomever you give this letter to. ALSO GET AN EMAIL from someone at EA if you can! Edit 2 done. __________________________________________ To whom it may concern, 7+ years ago Totem Arts struck a deal with EA to allow development of Renegade X, an HD remake of the Command & Conquer Renegade Game. Since EA owns the assets to the defunct WestWood Studio, it was stipulated that this game must be for free & cannot be on steam. After nearly a decade the 100+ developers & community map makers that volunteer their time have created something to be proud of. The original developer who struck the deal with EA is no longer working on Renegade-X & we have lost all means of communication with EA. Totem Arts wants Renegade-X to be a chance for EA to support Indie Games & create a great PR story of a game that had the odds stacked against them. I humbly request the right person at EA 1. Establish a permanent channel for the main Totem Arts developers to contact EA for further negotiations. You may contact the developers at [email protected] or call ___-___-____ 2. Allow Renegade-X to be released on Steam for free of course. Being a stand alone title has forced Renegade-X to suffer through DDOS'ers, Hackers, and Abusers. However, the community has never been stronger & it is growing. 3. Continued goodwill towards providing a great gaming experience for Command & Conquer series fans. 4. Discuss the potential for monetary support or a kickstarter to further fund the development of Renegade-X, or lend official EA studio help to support this game. Sincerely, A Renegade-X Fan
  4. Well...thats a good idea. Except now they are being flooded with letters this week due to that video lol. Can someone 1. Get 2-3 mailing addresses of the exec's from that video that we should contact and post them here. 2. Write up a formal letter requesting SOMEONE, ANYONE from EA would post here. Be sure to explain the plight of not being on steam or origin, and being free to play. Or email us back at "[email protected]" or your own email if your a dev. 3. Rally the mass' of renegade-x to all tweet at these exec's and send letters at a SPECIFIED DAY AND TIME when we are all ready to go personal army 4chan style.
  5. At this point I just asked for contact info of the right department. I gave a little background info about the agreement with EA in the past. I am familiar with the original agreement. From what I know there is no contact between EA & Totem Arts. This is my attempt to get Havoc/RypeL, and any other lead devs the opportunity to speak with a real person from EA. EA specialist team got back to me. Essentially they said we don't know anything or how to deal with this. "If you have legal questions consult your lawyer and have them contact us through the appropriate avenues". Spoken like a true politician, a fake answer with no useful information.
  6. So I got in contact with EA's Origin support team (most likely outsourced to India). They have escalated my questions regarding getting into contact with EA's legal department to their specialist team. So now we wait 1-2 days to see what they email me back. I also contacted Chillingo (EA distribution arm for Origin) as possible route to reach EA's legal team. Worth a shot I suppose. There are no other methods/phone numbers/support lines that I found through intense googling to contact EA.
  7. Cliffside needs a minimap. it will be a little more difficult due to tunnels and the cave but I can help a bit there.
  8. okay well no beachhead then. I just need to wrap up the endgame camera and I don't have anything else to do on cliffside....besides balancing after a real 20v20 test mapping is a love hate thing for me. I want this shit map to be done. "Ready to go" is also a relative term when it comes to map making.
  9. Cliffside and beachhead were tested this weekend. testing sessions only help with glitch spots, visual bugs, and terrain smoothing. The only proper way to test a map is a straight up 20v20 real people gameplay. Only way to get some real balancing data. never played crashsite, but again it was tested. Sometimes u gotta let it out in the wild to learn what needs to be improved. If a map is broken as fuck after we try it for real on the CT server then just remove from rotation.
  10. Its been too long since we had new maps. I say we put the pedal to the metal. UNLEASH THE KRACKEN...I mean all the maps!!!
  11. "8 second delay on refills/buying free infantry" My god. This is going to make everything better. Also I'm going to try to push version 1.3 of CliffSide tonight. I'll send ya a msg yosh. Maybe include in patch?
  12. EMP Pulse. Takes a few seconds to setup. Plants like a nuke. Goes off in 30 seconds. Disables AGT/OB for 7-10 seconds? Think of putting it outside under/field bases. Then u rush in. Would help break stalemates. Cost??? 3000??
  13. I do like the idea of engineers just going full suicide. For balance maybe when they initiate self destruct mode there is like a 3 second warning or display indicator that the engineer is gonna go boom. Perhaps they move a little slower too when they do this.
  14. yeah 1.2 should be fine. Even if there are some minor changes with the landscape and some static meshs it don't matter much. Overall layout is done.
  15. Version 1.2 Edit: *Fixed the link put wrong file before* https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: -Massive overhaul of harvesters. They work 100% now. Thank you Ruud for da help -Production lighting -Smoothing some things out
  16. Okay will fix .ini and recompile lights...even though it says on my UDK is fine. I'm still using the old SDK though.
  17. Gonna need one for cliffside soon.
  18. Its finally here! Version 1.1 of CNC-CliffSide is ready to play. https://drive.google.com/file/d/0B_nllW ... sp=sharing I'm on standby for today & tomorrow ready to crank out version 1.11 with any gameplay fixes, balancing, glitch spots, or anything else to be taken care of. Please provide screenshots. KNOWN ISSUES: -I still have to add tire track decals I just added a few infront of GDI WF for testing. -End game camera is 50% finished and may be a bit short/glitchy. -Piece of landscape to be smoothed in front of NOD cave entrance -Harvesters get stuck after first load dump.
  19. Yeah ren-x really really needs another texturing/animation artist.
  20. If a map takes on avg 100-200 hrs to create fully. Why wouldn't we spend an additional 2-5 hrs to fix some gameplay issues. There are always limits of course, but honestly I could fix half of fields issues in 30 minutes. I'll take a look at it when I'm done with Cliffside.
  21. I say rotate barracks 180. Rotate airstrip too. Make an additional infantry path from bunkers to hon/wf doors. I personally like the singular vehicle path but feel infantry needs more ability to sneak.
  22. Yes. You can however donate to constructivetyranny.com for server hosting costs considering doctorbong helped saved this game with his anti ddos efforts i'd say he deserves it.
  23. Thanks dakuja. Although the version you tested is very old. I have to delete & replace all my buildings anyway so no worries. All the other issues you posted about with the pics have largely been solved. still tweaking gdi harvester path in though.
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