Former Developers Havoc89 Posted March 20, 2014 Former Developers Share Posted March 20, 2014 Hey guys! So it's been a couple weeks after the launch of Renegade X but don't worry we're not done yet. There are still many updates coming your way, and today we are giving you the details of the first update. There are a huge number of changes, and one in particular which changes the composition of the way the game is built. Originally we were going to release it as a patch, however this bigger change is too big of a change and is really not worth it create a patch since it will end up being just as big as the full version. So there will only be a full version instead of a patch. Below is the complete change list of what is to come in Open Beta 2. This update will be released very soon, and your game will notify you when it is available to download. Open Beta 2: Change list Balance / Gameplay Fixes: Airstrike Deploy time increased slightly Airstrike Beams are more visible Airstrike Reduced damage and splash damage Airstrike Price increased to 800 credits Fixed not losing Sidearms in MP Fixed hitting left Alt (walking mode) and releasing it while in ADS allowing you to go back to normal speed while staying in ADS Fixed Stealth Tank kicking up dirt after it has been shot once (till it fired and cloaked again) Gun/Rocket Emplacements now have the same health as an MRLS/Arty Gun/Rocket Emplacement now has a longer respawn time Gun/Rocket emplacement damage and range Fixed bolt action reload weapon fast firing bug Fixed bots being able to see cloaked units Fixed being able to lock onto cloaked units Artillery's projectile speed increased to counter arch's impact on difficulty Mammoth Tank speed reduced Stealth Tank missile range reduced MRLS Lock Tolerance reduced Machine Pistol has infinite ammo Machine Pistol damage reduce slightly Railgun / PIC have faster rate of fires All bullet firing vehicles have faster bullet projectiles Mammoth Missiles use a different particle effect Mammoth Missiles damage reduced A cloaked Stealth Tank can be seen from further away Guard Tower projectile travels faster Added a GDI/Nod version of the SMG/Machine Pistol so that GDI/Nod have colour coded bullets like AR Fixed C4 that destroyed a vehicle also damaged the ejected driver Reduced default deathcrate probability to 0% Grenade damage & splash radius reduced Grenade equip & reload times increased UI: Fixed an issue where above medium texture settings would cause graphical lighting issues. Added bobbing intractable arrow over targeted units Changed "E to enter" to show over the interactable arrow Enemy nickname can hide behind dynamic objects Added proper localization strings for Rx_Game. Primarily, this shows "C&C Mode" on the loading screen instead of "Team Deathmatch" Added GameVersion, MapName to servers fetching for server list Now server list (in game) will only add servers that are same version as game Fixed PT not closing when in PT while the map ends Fixed one frame lag on targeting box Defenses controlled by AI no longer show enter-able arrow Enterable arrow, intractable message, and showing your own player name are all now toggle-able via ini Implement ping, and map name as well as mapImage in the server browser Fixed the issue on joining the wrong server in server browser ingame after sorting Reworked parsing the resolution list. Fixed ingame menu's "suicide" Added ability to target purchase terminals and MCTs Added tips when parachuting, or targeting Tech, or Enemy MCTs. These can be toggled Gave everything its own unique DamageType, so that the specific Weapon/Vehicle used can be identified Fixed up some death messages showing the wrong icon. (Does not fix Headshots or RunOvers) Fixed dying while in PT screen didn’t close the PT and then buying something spawned you at the middle of the map Chat message duration is now three times longer and chat line count is now twice as much Implement a dllbind to check which graphic card adapter the player use. This is be used for checking adapter specific settings such as FXAA and MLAA settings, APEX, etc Added a temporary column for scoreboard for ping values. Ping has been implemented ingame scoreboard Added a header for server name in scoreboard UI Video settings will now exit its settings window once it is successfully applied its settings Fixed the missing Tiberium Autorifle icons and Tiberium Flechette icons for previous and next weapons in HUD Fixed the GDI PT shortcut issue where using the Chinook hotkey purchased an Orca and the Orca hotkey did not work User messages (names and chat messages) displayed on the HUD can no longer be parsed as HTML Can now donate via console using name matches with "donate" command Maps: Fixed collision issue with Refinery which allowed you to place a beacon in a non-disarm-able place next to the silo Weapons Factory ramps now have a collision piece which prevents beacons to be placed in non-disarm-able location Islands: GDI can no longer base to base from their vantage point GDI MRLS can no longer bombard Nod ref from their side of the field Added invisible barriers at both GDI/Nod vantage points Reduced screen dust effect Walls: Fixed vehicle collision blockers which were deemed invalid. GDI base cannot be entered through use of exploit anymore Landscape LODs faster for increased performance. Slightly moved pyramids over for extra visibility Fixed GDI right side collision issue Whiteout: Added tunnels (Work in Progress) Field: Updated lighting Map made slightly brighter Reduced fog effect on field Lakeside: Disabled blurry post process along the river Removed all dynamic level events Various fixes and updates New rock textures Mesa: Disabled screen rain drop effect Fixed super loud lightning sounds Reduced fog values by 50% per emitter Goldrush: Moved GuardTowers to cover more ground. Added more armour to (sniper) watchtowers. GDI bridge is now a tighter chokepoint. Hand of Nod is now more easily accessible to GDI infantry End of the Nod bridge has gained some cover for GDI / Nod to utilize to balance with GDI bridge Nod can no longer bypass GDI bridge and go straight into the river Performance: Disabled speed tree leaves and fronds on all graphics settings, as they seemed to be causing crashes for some users, and we don't use them at all Doors no longer replicates open/close states. It's completely simulated locally now Vehicle seats now replicate properly Others: Crashing on map change reduced considerably if not removed entirely. (No internal test crash was reported) Fixed check for endgame announcement. Parachute, boink, and credit flow sounds now have proper sound classes and should have their volumes be adjusted when the appropriate volume setting is tweaked Added new Automatic Rifle animations and sounds Added ping functionality Reduced intro volume Fixed a critical bots bug where it was possible to crash the server Removed Building Repaired EVA sound for the time being Added bBotsDisabled server parameter and added it to the server settings info list Increased vote time to 30 seconds Changed voting system so it should be easier to pass/fail votes. Hacks that allowed entering the enemy PTs should not work anymore Removed the reward message stuff so there should be no UT3 announcer Added "recordDemo" command that lets you start a 2 minute long serverside demo without having to be logged in as admin Added the ability to see player IPs in Demos Added a ClientList command that displays Player ID, IP, SteamID, Team and Name of all connected clients - Can be used in-game by logging into admin/moderator then using "AdminClientList" - Can be used remotely by executing "LogClientList" Added the ability for us to globally ban IPs and IP masks aswell as Steam-IDs Changed MaxPlayers default to 40 Added a random team swap option for use with clanwars until auto-league integration is up Added a delay between allowing name changes No two players can have the same name Added a server-customisable message filter Added log message for player name changes Temporarily removed Rcon Whitelist and Banning due to UDK bug giving the wrong IP '\n', '\t' and 'nbsp' in Chat Messages or Names now get replaced with a normal space Updated log messages to be nicer to parse, tokens are separated by nbsp New soundtrack collection available. We've updated our original soundtrack with brand new music. You may check out the entire album on , or download it from one of the mirrors below: Official mirror Kickasstorrents mirror That is all for now, keep your eyes out for the update very soon. Link to comment Share on other sites More sharing options...
H.D. Lovecraft Posted March 20, 2014 Share Posted March 20, 2014 Excellent work, I look forward to all the changes. Any word on if new maps will be added soon? I heard rumors of Complex being in this patch? Link to comment Share on other sites More sharing options...
omega79 Posted March 20, 2014 Share Posted March 20, 2014 sweet news Link to comment Share on other sites More sharing options...
SFJake Posted March 20, 2014 Share Posted March 20, 2014 The railgun - PIC had a rate of fire buff (all fine) but the actual weapon switching glitch was not fixed..? Or was that missed in the patch logs? I also wonder how long it will be before 64 players is back... Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted March 20, 2014 Author Former Developers Share Posted March 20, 2014 Complex will not be in this update no. It is planned for the next. The Railgun/PIC weapon switch rapid fire issue has been fixed, it was possible with the sniper rifle as well as they are all "bolt action reload" classified weapons. Hence this change: "Fixed bolt action reload weapon fast firing bug" Link to comment Share on other sites More sharing options...
WhisKeY Posted March 20, 2014 Share Posted March 20, 2014 "•Added a random team swap option for use with clanwars until auto-league integration is up" Grateful for that, but what do the 2 have to do with each other? Whether manual or auto, we still need random team sides lol. Good work btw Link to comment Share on other sites More sharing options...
A-Rodge Posted March 20, 2014 Share Posted March 20, 2014 God almighty, you guys are making it hard for me to get my paper done. This looks simply beautiful Link to comment Share on other sites More sharing options...
ARC_trooper Posted March 20, 2014 Share Posted March 20, 2014 All hail the mighty Devs for creating this awesome game! (and making it better!) You guys rock. Can't wait to test the new "patch" out! Ps: Did you also fix the glitch in Walls where you can ride a vehicle onto the side? (Not the thing where Nod could jump its way into GDI) Link to comment Share on other sites More sharing options...
vlatkozelka Posted March 20, 2014 Share Posted March 20, 2014 Keep 'em comin Link to comment Share on other sites More sharing options...
iran Posted March 20, 2014 Share Posted March 20, 2014 Looks nice. Can't wait. Link to comment Share on other sites More sharing options...
fraggoth Posted March 20, 2014 Share Posted March 20, 2014 Niiiiice. Great Stuff! Link to comment Share on other sites More sharing options...
Manuel857 Posted March 20, 2014 Share Posted March 20, 2014 Awesome job! Link to comment Share on other sites More sharing options...
iTweek. Posted March 20, 2014 Share Posted March 20, 2014 nice! Link to comment Share on other sites More sharing options...
Antisymmetric Posted March 20, 2014 Share Posted March 20, 2014 Super excited, thanks for the change log! Has the GDI skirmish menu option been fixed? It's small but, ever since I noticed it, it really bothers me. Link to comment Share on other sites More sharing options...
Terekhov Posted March 20, 2014 Share Posted March 20, 2014 This looks fantastic, y'all are awesome. Could we get a donate feature that acts like the old Renegade !donate command though? Namely, you can type part of a name as long as it's unique, and it'll donate to that person? Having to search through a list of numbers (which sometimes reaches off the screen) that isn't sorted by name is very annoying. Link to comment Share on other sites More sharing options...
Evono Posted March 20, 2014 Share Posted March 20, 2014 as much as i heard Complex and under will be in the first Content Update . not in the first Patch. Link to comment Share on other sites More sharing options...
DeadlyCobra Posted March 20, 2014 Share Posted March 20, 2014 Wow thats a huge list of fixes, nicely done. I also second what Terekhov said, I miss my !donate command Link to comment Share on other sites More sharing options...
mcc Posted March 20, 2014 Share Posted March 20, 2014 Thanks u guys 4 the great news about Beta 2 & most of all: BIG THx 4 bringing back the GDI vs Nod Experience Soundtrack rockz, btw. Keep up the good work! Link to comment Share on other sites More sharing options...
Xpert Posted March 20, 2014 Share Posted March 20, 2014 Ya I seriously prefer !donate over the current system. It takes too much time. Other than that, I'm looking forward to this patch so I can finally touch up my bot! Link to comment Share on other sites More sharing options...
FakenEh Posted March 20, 2014 Share Posted March 20, 2014 [insert generic excitement meme here.] Also, unless I missed it while reading, did this patch fix the exploding vehicle crash? Link to comment Share on other sites More sharing options...
testman Posted March 20, 2014 Share Posted March 20, 2014 >Grenade damage & splash radius reduced Why don't they just replce them with snowballs? I really don't like how every explosive weapon in this game has almost no splash damage. Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted March 20, 2014 Share Posted March 20, 2014 >Grenade damage & splash radius reducedWhy don't they just replce them with snowballs? I really don't like how every explosive weapon in this game has almost no splash damage. This would make explosive weapons *quite* effective against infantry. It's simply overpowered. Link to comment Share on other sites More sharing options...
Terekhov Posted March 20, 2014 Share Posted March 20, 2014 >Grenade damage & splash radius reducedWhy don't they just replce them with snowballs? I really don't like how every explosive weapon in this game has almost no splash damage. Just use the Tiberium Auto Rifle if you want damage from splash.Actually, a bit of a sore spot here. I can understand it needing to have some splash and DoT because of its slow velocity, but when people are almost exclusively firing at the ground to kill with it, I think some modification is needed. Buying the TibAuto at this point is basically saying "I can't/don't want to bother aiming at anything, so I'll buy this which saves me the trouble." With the flechette, you at least have to aim the gun to kill people. The TibAuto has some very good uses (Hotwires searching out stealth black hands/stealth tanks being a prime example); I think if you lowered the DoT time and/or damage, it would be more reasonable in infantry combat for the price. Link to comment Share on other sites More sharing options...
Kil Posted March 20, 2014 Share Posted March 20, 2014 Could we get a donate feature that acts like the old Renegade !donate command though? Namely, you can type part of a name as long as it's unique, and it'll donate to that person? Having to search through a list of numbers (which sometimes reaches off the screen) that isn't sorted by name is very annoying. Wow thats a huge list of fixes, nicely done.I also second what Terekhov said, I miss my !donate command Ya I seriously prefer !donate over the current system. It takes too much time. There is a console command for donate, press F5 then type "donate name 800" where name is a partial match on the name (like private messaging). Make sure you use "donate" and not "donatecredits" because the latter requires you to use player id (which you can get by typing PlayerList, so you can resort to that if the persons name is weird). "donatecredits 257 800" Link to comment Share on other sites More sharing options...
RoundShades Posted March 20, 2014 Share Posted March 20, 2014 I approve of most of these updates. Good job Totem Arts. Ones I don't necesarily like, are removing default probability of death crate, all of the airstrike nerfs while I am glad about 80% of them, and some other things. Overall, I will gladly accept all the updates, as some are at my 49% approval rate and in no way bother me while the rest are at 100% absolute approval. Link to comment Share on other sites More sharing options...
Xpert Posted March 20, 2014 Share Posted March 20, 2014 Ya I seriously prefer !donate over the current system. It takes too much time. There is a console command for donate, press F5 then type "donate name 800" where name is a partial match on the name (like private messaging). Make sure you use "donate" and not "donatecredits" because the latter requires you to use player id (which you can get by typing PlayerList, so you can resort to that if the persons name is weird). "donatecredits 257 800" Good to know! Link to comment Share on other sites More sharing options...
Dielan Posted March 20, 2014 Share Posted March 20, 2014 Why can't we pay you guys? Take my money!! Link to comment Share on other sites More sharing options...
Malt Posted March 20, 2014 Share Posted March 20, 2014 This pleases me. Link to comment Share on other sites More sharing options...
Mrcod Posted March 20, 2014 Share Posted March 20, 2014 Hell yeah! All of these changes are excellent. I'll be getting right back into the game now that the major bugs look to be fixed. Link to comment Share on other sites More sharing options...
Rockfire Posted March 20, 2014 Share Posted March 20, 2014 You fixed the collision problem on both sides of walls right? Link to comment Share on other sites More sharing options...
Fr3EdOm Posted March 20, 2014 Share Posted March 20, 2014 Curious as to what the door fix translates to in English: Doors no longer replicates open/close states. It's completely simulated locally now Crossing my fingers that this relates to the buggy animation / too-slow-for-sprinting aspects. Link to comment Share on other sites More sharing options...
twig123 Posted March 20, 2014 Share Posted March 20, 2014 (edited) I've noticed a couple bugs as well, it's not clear if they were addressed in Beta2: Is there a set location for exiting vehicles? In original Ren you would exit vehicles on a specific side every time. (Ex: APC would exit the back). In RenX it seems to be random. Also, after exiting a vehicle, the weapon icon shows a pistol for every item until you cycle weapons. Weapons purchased (flichet, tib auto rifle) are retained between deaths and even between maps. After Airstrikes (believe nukes/ions as well) are used, they are still shown when cycling weapons, but are not selectable. Need separate key bindings for vehicles. Flying and trying to use "C" to go down is just awkward. (I'd rather bind 'F' to 'sprint' for flying and have 'LShift' for Down when flying) Flying movement speed (Up/Down most notably) is horribly slow compared to Original Ren. Arty shells fall too fast (appears this may have been addressed) Believe weapons need to be balanced further, but don't have any specific examples. **GUI for standalone server config/setup** (tis all I can think of off hand) Edited March 21, 2014 by Guest Link to comment Share on other sites More sharing options...
Kil Posted March 21, 2014 Share Posted March 21, 2014 Curious as to what the door fix translates to in English:Doors no longer replicates open/close states. It's completely simulated locally now Crossing my fingers that this relates to the buggy animation / too-slow-for-sprinting aspects. You won't get momentarily stuck on the door due to lag any more. You fixed the collision problem on both sides of walls right? Nod being able to get in the sides of GDI base? Yes. Link to comment Share on other sites More sharing options...
tekgunman Posted March 21, 2014 Share Posted March 21, 2014 Is there a set location for exiting vehicles? In original Ren you would exit vehicles on a specific side every time. (Ex: APC would exit the back). In RenX it seems to be random. You exit wherever you are looking at. Link to comment Share on other sites More sharing options...
Valor Posted March 21, 2014 Share Posted March 21, 2014 Too much notes, might be easier to focus on what hasn't been fixed yet. Besides 64 player not fixed what else is conspicuously absent from this patch? And yes, I'm also concerned about whether both GDI and Nod side entrances on Walls were fixed, the notes only mention GDI's. Link to comment Share on other sites More sharing options...
SFJake Posted March 21, 2014 Share Posted March 21, 2014 I had no idea there was one on the Nod side but there appears to be one: The GDI entry were so easy to spot, but I never saw that one mentioned before. Its not nearly as big a deal at least, since Nod is the one with stealth. Link to comment Share on other sites More sharing options...
DoctorB0NG Posted March 21, 2014 Share Posted March 21, 2014 Good work devs! I'd say about 90% of the gripes I had were addressed in this patch. Sent from my Nexus 5 using Tapatalk Link to comment Share on other sites More sharing options...
dommafia Posted March 21, 2014 Share Posted March 21, 2014 This is glorious and defo has me coming back to play tomorrow, if released. Link to comment Share on other sites More sharing options...
twig123 Posted March 21, 2014 Share Posted March 21, 2014 Is there a set location for exiting vehicles? In original Ren you would exit vehicles on a specific side every time. (Ex: APC would exit the back). In RenX it seems to be random. You exit wherever you are looking at. Thanks for the clarification. However, I would still prefer static exit points from vehicles (Like original Ren had). I can't tell you how many times I've jumped out of a vehicle to repair it and been straight in the line of fire, then have to run around the vehicle to be safe. Link to comment Share on other sites More sharing options...
DoMiNaNt_HuNtEr Posted March 21, 2014 Share Posted March 21, 2014 Cool stuff. SO I guess the flamethrower wasn't deemed underpowered then? Too bad, I really think it could use a bit of a buff. Maybe have a tank on the character model's back which the flamethrower is attached to so you don't have to reload, but you still run out of ammo? Same thing for Chem warrior. Link to comment Share on other sites More sharing options...
goztow Posted March 21, 2014 Share Posted March 21, 2014 The bug where you retained weapons after map changes is fixed indeed. Link to comment Share on other sites More sharing options...
Megakoresh Posted March 21, 2014 Share Posted March 21, 2014 So when the patch becomes available, i just launch the game and it will update automagically? Link to comment Share on other sites More sharing options...
goztow Posted March 21, 2014 Share Posted March 21, 2014 I think the game will notify you that you need to download the new patch at renegade-x.com/download . The reason is that this is a fully new version, and not just a patch. Link to comment Share on other sites More sharing options...
ARC_trooper Posted March 21, 2014 Share Posted March 21, 2014 Does that mean we have to uninstall Beta I and re-install with Beta II? You fixed the collision problem on both sides of walls right? Nod being able to get in the sides of GDI base? Yes. There's also the glitch where you can ride a vehicle (and i've seen one or two infantry do it aswell) at the right side. The right side if your standing in front of it and looking at the base. There Nod can drive its way into the GDI base and on the other side GDI can ride into Nod's base. However Nod's sneaky way in was more exploited thus far, glad that's fixed Link to comment Share on other sites More sharing options...
Ramon Posted March 21, 2014 Share Posted March 21, 2014 so um, i have trouble downloading the soundtrack from the first mirror Link to comment Share on other sites More sharing options...
Agent Posted March 21, 2014 Share Posted March 21, 2014 Oh, that's not so much, it'll be done before you know it! Link to comment Share on other sites More sharing options...
dommafia Posted March 21, 2014 Share Posted March 21, 2014 Does that mean we have to uninstall Beta I and re-install with Beta II? I would assume so. They are also updating certain graphics settings that were causing issues so I would assume it would be best to start fresh. Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted March 21, 2014 Share Posted March 21, 2014 Does that mean we have to uninstall Beta I and re-install with Beta II? I would assume so. They are also updating certain graphics settings that were causing issues so I would assume it would be best to start fresh. yep. but it doesn't really have to do with the graphics settings, though. Link to comment Share on other sites More sharing options...
disorder Posted March 21, 2014 Share Posted March 21, 2014 [*]Artillery's projectile speed increased to counter arch's impact on difficulty Did you mean Arcs? I'm confused. Link to comment Share on other sites More sharing options...
omega79 Posted March 21, 2014 Share Posted March 21, 2014 The Projectile of the arty is traveling in an arc ... because that makes it slightly harder to aim they did increase the speed of the projectile (not sure how that will change anything on "difficulty") Link to comment Share on other sites More sharing options...
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