I told you I'd make this a regular thing. [And by that I mean you now will regularly have to reset your resolution because the UDK is fighting me on that]
And here we have it, folks of X-Nation, the final hours of beta 5.002 are upon us, and with it comes bright promises of a new official map, and two custom ones being included to break up the monotony of CnC: Walls X.
First on the menu is the official map, created by the same guy who did Whiteout, we have CnC-Valley. It is an infantry-only map, and the first infantry only map that's not deathmatch, and has no Refinery (only silos)
Second off we had community member Dakuja's map, CnC-Eyes added to this release. This is a full blown AOW map, with plenty of space, full base defenses, and lots of elevation changes, and multiple entrances into each base.
And lastly there is Training Yard, a very small intense map that uniquely features several weapon pick-ups scattered throughout the map.
No screenshots are provided for Training Yard, and it will likely have to be updated to a later version after this patch, due to an update that happened when it was already in the patch files. (It's far from unplayable, however)
On the horizon for 5.004, we have an updated Training Yard, and potentially more custom maps on the way.
We'll also be looking into the C4 refill bug, and several other problems, though there's no ETA on those, since as of now nobody 100% knows why the game sometimes just doesn't want you to have all of that junk inside your trunk.
Additional Content -------------------
Added CnC-Valley, by HappyConscript
Added CnC-TrainingYard, by Thommy
Added CnC-Eyes, by Dakuja
+Added a legitimate team surrender option to the vote menu (opt 3), so now it's actually up to the enemy team getting kill-whored, and kept afloat by the 2 people that love repairing a single structure, to decide whether the map should actually be over.
Bug Fixes ----------
-Fixed reload bug where manually reloading a vehicle multi weapon (Orca/Mammy/Apache) would cause the player to not be able to fire until the reload timer for the weapon with the longest reload time was finished. (Basically the no-fire bug for the Orca/Apache) Not to be confused with the misfire bug, which still persists.
Map Changes -------------
+Added trees along the newly added blocking volumes to make it obvious that you cannot pass through. This way invisible walls are "justified" to some extent.
Islands: +Fixed, a way to get on the arch off of the GDI sniper perch
Mesa II: +.... it's playable again... to the extent it always has been.
-Tiberium Flechette Rifle - Reduced mag size to 35 - Uses a similar recoil spread model as the autorifle so to not be pin point accurate through out the magazine - Reduced range from 5000 units to 3600
-AirCraft now have a variable to distinguish them from light armor, and certain weapons now damage aircraft more than they will light armor
+The Missile Launcher/SAM/AA Turret/LCG/Chaingun/Vehicle Machine-guns (Buggy/Humvee/APC)/ Gunner's rocket launcher, the Volt Rifle, the laser rifle, and ALL tank shells now have a damage bonus vs. aircraft. The Wolverine and TS Buggy also have a modifier vs. Aircraft armor. [This way aircraft go back to being glass cannons when rushing... and actual AA units can be clarified. It also means we my eventually be able to get rid of snipers as being AA which makes no sense to this day]
-The Tiberian Sun Buggy now does reduced damage to heavy armor and buildings. It does slightly less to light armor, however it does have a damage modifier vs. aircraft.
-Chinook's health increased from 400 to 500 to make it less of a slow, big target that has the same health as a gunship.
- Fixed mesa map image in the ini file.
-"Kick" and "KickBan" RCON commands now properly kick bots.
-Added "Rotation" RCON command.
-PT Icons are now dynamic and renders from the content packages. (Which inadvertently breaks the Commander Mod X.x)
-Rx_VehicleManager: * Harvesters no longer spawn if no Refinery exists.
-Rx_Controller: * Fixed an annoying "Accessed None" warning when using a radio command while dead. ---------------------
Added a building armour percentage option to the DefaultRenegadeX config file. The percentage of a building's health that IS NOT armour can not be repaired. Once armour is completely broken through, the building begins taking irreparable damage.
Used to slightly increase the effects of long-term siege, and not completely negate a rush that almost kills a building because 3 or 4 AFK Technicians happened to be in it.
Setting this to 0 makes buildings behave as normal.
For servers: the default setting is 60.
That's all for now, and as always a manual download will be made available for those who have issues with their launcher.
Well hello hello, good people of the Renegade X community. It is your incredible, not edible, Yosh here to inform you that I, the Incredible, not edible, Yosh have more-or-less taken over patching for RenX.
With that established, I'd like to introduce beta 5's first patch, 5.002. It covers a list of issues, and in all honesty is a fairly large patch (about 400-500MB depending on whether you're updating from b4 or b5). This is due mostly to the number of map changes involved.
Now what you actually care about: the changelog:
Renegade X Beta 5.002 changelog ----
Bug Fixes (The important one):
-Deployed actors (such as timed C4 and beacons) now update their location to all clients after a small amount of time. This has seemed to fix the dreaded glitched C4 issue. Floating mines are still possible if you put them on a closed door, HOWEVER, floating mines should now be just as easy to disarm as any other mine.
-Corrected crates giving the wrong messages when an enemy picked up a spy crate
-Fixed multiple typos in crate pick-up messages and the purchase menu.
-Players can no longer enter vehicles while being abducted by the alien abduction crate.
-Player Sprintspeedmultiplier is now replicated. This should fix the issue where people were locked in the sprint animation and did not face where they were shooting. (No more Chem-Troopers releasing toxic clouds from their butts)
-The Tick tank now takes reduced damage while burrowed.
-Missile Launcher +Lock-On time cut to between beta 4 and beta 5. +Lock-On range increased from 6000 to 7500, which gives it at least a good 100-150 extra feet
-Added a server-configurable option (StartSpawnTime) to crates to only enable certain crates after a certain amount of time has passed, so no more teams winning due to a Hover MRLS 12 seconds into the game.
+ Added a solid world border (stop people getting out the map)
All flying maps:
+Fixed issue were you could get stuck under the WF ramps (The one-way-trip place for nuke beacons)
+Added a vehicle blocking volume to the tib tunnel entrance (stop vehicles getting in to the inf only area)
+Added rocks to the top ridges near the Barracks and Hand of Nod that prevent Apaches and Orcas from being able to safely camp behind the ridges and fire on the aforementioned structures.
+ Fixed 2 ways to jump the Left GDI Refinery Wall
+The rocks you could simply walk/fall through should now be fixed. They had no collision in certain spots.
+ fixed a way to jump over a wall to get to the Nod Airtower
+ fixed a way to get on top of the big bunkers with out using the ladders (both bunkers)
Default music volume is now 20%-30%. [Will work on not having volumes reset every patch]
Launcher configuration file updated. (There is no actual launcher update).
Now that I've taken over for patching, I'll try to make it a more consistent thing, as opposed to these ridiculous wait times in between updates for even small things.
This patch should drop within the next 48 hours. I am only giving servers time to prepare before unleashing it. It may or may not drop before the Pick-Up-Game, so if you plan on partaking in that, I would suggest looking out for it.
Renegade X is a free First/Third Person Shooter with RTS elements. Players fight for two unique teams, manage their own economies, choose from over 30 weapons, 20 vehicles, and call in nuclear strikes, Ion Cannons, and airstrikes, and much more. Renegade X is for all players - lone wolves, team-based gamers, tankers, snipers, rushers, turtlers, and all others!
The Renegade X SDK allows you to create custom levels, mutators, and mods on the Unreal Development Kit using our framework. You'll have access to all of our assets and tutorials for free.
Those who have Renegade X Beta 4 will simply need to open the Launcher, and you will receive an auto-patch that will download the full update.
• 6 new vehicles: Hover MRLS, Titan, Wolverine, TicTank, Recon Bike, and Buggy. These vehicles are only available in crates, and they are not purchasable. The vehicles are also available on our SDK. • Improved auto-patcher for quick and easy game updates. • New crates, including alien abduction, Time bomb, Speed upgrade, and more. • Oodles of SDK upgrades and fixes. • Configurable air-drop times for server hosts. • Spies no longer show player names to enemies • A destroyed Refinery now gives 1 credit per second to players, and a captured Silo gives 0.5 credits per second. • Tier one characters (Officer, Rocket Soldier, McFarland, and Chem) are now purchasable and doubled in price when the Hand of Nod and Barracks are destroyed. • Secondary weapon upgrades price changes. • Map fixes and changes. • Tons of balance changes and fixes!
We are happy to announce that Beta 5 will be the final Renegade X beta. This is the last phase of beta testing. The next version of Renegade X will be the Full Version! It's been a few months since our last beta version, and we've been tinkering around, polishing up, and planning for the future. Totem Arts has been developing this game for about nine years now, and it is almost ready for that One-Point-Oh. We will be announcing its final release date soon.
That being said, Totem Arts will still be supporting the full game upon release. The SDK allows our community to build their own server mods, total conversion mods and custom maps. The autopatching system allows us to make easy and continual upgrades to the game. We have also appointed a group of Community Developers who will receive the support and direction of Totem Arts. We plan on making one more big community announcement in the very near future, and hosting a cash-prize Renegade X clan tournament upon the release of the full version.
Although we have a pretty stable playerbase, we are looking for ways to increase our exposure. If you have any ideas, go ahead and post them on this thread. You can do your part by sharing our updates with your friends, uploading videos, e-mailing gaming websites, and messaging popular YouTube gamers. We're doing our part, but keep in mind that this is a free project, and we can use any help we can get from our community!
We and our community have been actively discussing ways we can improve the RenX experience. Join the discussion, we're listening and involved: viewforum.php?f=13
Our SDK has thousands of downloads, and we are already seeing some cool custom maps and mutators being developed. Check those out here: viewforum.php?f=165
today we would like to announce that we have formed a new group called "Community Devs". This group of players is supposed to help us to gather and compress all the meaningful info that is posted in the forums or voiced in game. They are given the chance to shape the next patch list with us and to have a heavy influence on it. The idea behind it really is that the experienced players present us with whats needed most so that we can focus our time on integrating the changes instead of being caught up in long and demanding balance discussions. Getting the community more involved is a vital part and important for the future of Renegade X. We will also put the Renegade X code up on GitHub soon. More info on that will come later next week.
The current group of Community Devs consists of:
Bananas DoctorB0NG Glacious Goku HaTe yosh56 BroTranquilty
We currently decided that this amount of people should be enough for now. But who is in this group will change based on their activity (It's not yet decided how the recruitment process for new members should go but we will have info on that when needed).
Being in this group means having a big responsibility regarding the future of the game. Please all try to support them.
If you have any other ideas about what we could do in terms of integrating the community more, then please let us know in the comments.