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  • Take command of the toughest most deadly vehicles!
    Take command of the toughest most deadly vehicles!
    Strike with precision using orbital Ion Cannons and Nuclear Strikes!
    Strike with precision using orbital Ion Cannons and Nuclear Strikes!
    StrFight together to overcome every obstacle.
    Fight together to overcome every obstacle.
    Take part in the most strategic Infantry and Vehicular battles.
    Take part in the most strategic Infantry and Vehicular battles.
    Go guns blazing with the most diverse arsenal at your disposal.
    Go guns blazing with the most diverse arsenal at your disposal.
    Fast paced action keeping you at the edge of your seat!
    Fast paced action keeping you at the edge of your seat!
  • Happy 16th birthday C&C Renegade, and happy 4th birthday Renegade X

      Started by Havoc89,

      Wishing you all a happy 16th birthday to C&C Renegade, and a happy 4th birthday to Renegade X!

      Renegade X started off way back in 2006 as an idea. It was clear that there was not going to be a sequel to a game that was a big part of my life. C&C Renegade was the "failed game" with the not-so-special singleplayer campaign that was completely overshadowed by titles like Medal of Honour, Halo, and Battlefield 1942. But Renegade had a unique multiplayer formula that most reviewers seemed to have ignored. Perhaps C&C Renegade was no good for 56k players, or for players connecting to servers from different continents. Hosting online games was too difficult, unless you wanted a 4 player server on your computer, and the game was virtually unsupported just a few months after release. Renegade 2 was dropped, and by 2005, EA gave the community control over the server browser and the forums.

      Despite the poor sales, the sub-par graphics, the mediocre singleplayer, the slow internet speeds, and the lack of support, players recognized that Renegade possessed a hidden gem. C&C mode was enough to feed a thriving community for years, and beget many custom maps, skin and model packs, an anti-cheat system, custom community patches, serverside mods, more ambitious mods, total conversions, and even indie games.

      But we, as a community, found ourselves at an obstacle. C&C's expansion into the FPS and MMO genres had long been ceased, C&C4 was a complete and utter failure, and the very existence of the Command & Conquer series was threatened, with no new games in the foreseeable future. Renegade was one of the most active (if not THE most active) C&C multiplayer games, and now it's safe to say that the game is on the brink of death. Entire communities are gone (CnC Den, CnC-Source, Planet CnC, hundreds of clans and gaming communities). Things were not looking great.

      Out of that moment came an opportunity. Renegade X started off as a simple, amateur mod for Unreal Tournament 3, being worked on by a bunch of teenagers. It was our dream to export C&C mode to a newer engine to attract a larger audience and give a significant graphical, audio, physics, and gameplay boost to Renegade. In 2009, we released several incomplete beta versions of Renegade X, which were mostly designed to be strict remakes of the original game. We had good and bad experiences, but overall it was a positive step towards our maturity as a team and an increase of our skills as artists and developers.

      Now, we're a full-fledged indie game. Our audience are those older gamers 25-45 who have been left behind by the game industry. They miss the dynamic sophistication of C&C Renegade as a PC game, and they have been hooked on our free game for 4 years.

      Renegade X is not a direct remake of C&C Renegade. Yes, you will see familiar maps, characters, weapons, and vehicles - the fundamentals of the game are the same. But, no weapon is identical to the way it was before. Certain vehicles play quite differently. A moderate amount of recoil and weapon spread has been given to guns. The graphics, audio, and physics have received a complete overhaul. Secondary weapons and new items have been added. Capturable buildings have been added. There's so much that is different - but keep in mind that we are die-hard Renegade fans, and we are very careful with the things we change. I played vanilla Renegade from the demo (November 2001) till about 2010, so I understand those who are most resistant to change. But, this is a new game, we are a new team of developers, and we're more interested in making a spiritual successor to C&C Renegade than simply redoing the game exactly as it was. There will be people who don't like our game, and that's fine. W3D Renegade is still alive and very playable. Just come in with an open mind and tell us what you think.

      This immense opportunity comes with a great responsibility on our shoulders. It is our job to deliver the best game possible, and with your help, we believe we can give Renegade a pulse.

      Since the beginning, Renegade X was a community project. This is our game, it belongs to all of us. We're paving a way for players, communities, and even developers to go, and we're not asking for a dime.

      It's time to rock and roll!

      - FobbyGen



    Renegade X: Patch 5.331 Released

      Started by yosh56,




      Server Update: RELEASED

      Client Update: RELEASED

      Feedback and bug reports can be addressed in THIS TOPIC.


      TL;DR Patch Notes

      +Shotties got some speed... and updated maps  [5.340 Mini-Patch]

      +Tokyo Drift wasn't even a good movie. Got rid of it.  [5.333 Mini-Patch]


      +Fixed the GDIron Curtain [5.332 Hotfix]


      +Fixed cruise missiles killing through buildings

      +Evened out stats on offensive commander buffs

      +Received a swanktastic new intro





      5.340 Mini-Patch Changelist


      +Shotgunners: Increased speed to 100 from 95. 

      Bug Fixes

      +Updated infantry speeds for shotgunners and LCG's to reflect changes



      -Fixed map package

      ++Updated CnC-Cliffside; Updated CnC-Outposts; Updated CnC-Eyes

      5.333 Mini-Patch Changelist 

      Bug Fixes

      +Vehicles should actually start driving again when EMP'd while empty, then re-entered 

      +Vehicle turn rates and speeds should be replicated more accurately to clients, so as to remove some weird choppiness added in 5.3

      +EMPs no longer give excessive erroneous +VP messages on clients 



      -Out of map spots fixed
      -Rocks that could fit beacons inside them fixed
      -Spawning in the air fixed (comsetic issue that was around since beta 1)

      5.332 Hotfix Changelist

      Bug Fixes

      +Fixed GDI's Offensive Initiative power giving 1000% Defense instead of 10%

      +Fixed the loading screen for maps that have no loading screen

      +Fixed command target elimination text in multiplayer for commanders not being coloured right, or saying CP 

      5.331 Changelist 




      +Commander EMP/Smoke bomb:

      -Increased health from 20 > 300 so they don't explode because they were stared at awkwardly; Increased mass so they don't get blown around so much by AA

      +Cruise Missile:

      -Damage to buildings increased from 30% > 50% 


      +Offensive Initiative:

      -Stats evened out to +20% ROF/REL/DAM; Damage resistance increased from 0% > 10% 


      +Peace Through Power:

      -Stats evened out to +20% ROF/REL/DAM; Speed increase from 7.5% > 12.5%

      +Laser Chaingunner: Base speed increased from 0.8 > 0.85 

      Quality of Life

      -You are automatically commander in Skirmish

      -Increased the maximum transparency of commander waypoints


      -Updated intro with @IonTech's contribution 

      -Lowered the brightness of the cruise missile's smoke trail

      -Updated Cruise missile death icon

      Bug Fixes

      +Fixed static commanders overwriting both commanders with one commander at match start

      +Fixed the Cruise missile killing through buildings

      +Potentially fixed Medium Tank explosion causing freezes

      +Fixed a bug with defensive VP modifiers not always applying when they should

      +The quick-kick menu should work/display correctly now

      +EMPs now check based on if a vehicle's collision box is in their blast radius instead of just their location 

      +Fixed the M2 Bradley's name being blank when Q-spotted

      +Fixed support vehicles (A10/MiGs/Cruise Missiles) showing blank when Q-spotted




      -Rock climbing Fixed


      -Strip elevator working correctly now
      -Blocked off a Nod base to dam sniper spot

    Renegade X: Patch 5.32 Released

      Started by yosh56,



      Server Update: RELEASED

      Client Update: RELEASED

      Feedback and bug reports can be addressed in THIS TOPIC.


      TL;DR Patch Notes

      +Fixed EMPs on vehicles

      +Fixed the plane flyover sounds for the Mig/A10 

      +Fixed Cruise Missiles not being scary enough




      5.32 Changelist 


      +Losing a building increases a team commander's CP tick rate by +1  





      + Increased commander's defensive buffs from +25% resistance to +30%

      + Increased commander's defensive buff cost from 600 > 800CP

      +Damage Resistance crate: Decreased effect from 33% to +20%  

      +Cruise Missile: Increased damage modifier vs. vehicles/light armour from 25% > 40% ; Increased Health from 50 > 100 ; Armour type changed from LIGHT to HEAVY ; Can now damage buildings if they impact them (they still airburst, but clever placement can still hit buildings) 

      +SAM/AA_Tower:  Damage vs. HEAVY armour increased (Which hopefully will not come back to bite anyone] 


      -Grenade Launcher: Reduced MCT multiplier from 1.75 > 1.30 

      Quality of Life

      -ALT+C works for opening the commander menu

      -Steam API re-enabled by default

      -Moved Initial CP and Maximum CP values to Default/UDKRenegadeX.ini

      -Added 'setcommander' RCON command

      -Added 'GIVECP' command 



      -Fixed the Tac rifle's ammo display

      -Updated Nod's voice over for the Unity Through Peace buff

      -Commanders are limited to 2 messages displayed at one time mid-screen, and both of these slots reside beneath the other mid-screen texts

      -Commander's messages are a very light shade of pink to stand out better

      -Updated Cruise missile explosion effects 

      -Cruise Missiles state when they've been intercepted and destroyed


      Bug Fixes

      +Infantry damage resistance is now added to their initial armour bonus (so FLAK would be +30% + Damage resistance vs. explosives) 

      +Fixed friendly fire on buildings 

      +Fixed harvesters simulating credit dumps for the enemy team

      +Fixed harvester attack/destroyed messages 

      +Fixed Cruise missile indefinitely sounding off

      +Fixed Rate of Fire not updating from buffs mid-firing 

      +Team credits should be visible with 'V' again

      +Swapping teams with somebody else as a commander now remembers to remove your commander status

      +Fixed some scaling on the mid-screen messages

      +Fixed support vehicles (I.E Cruise Missiles) not updating their health on clients 

      +Fixed commanders not being marked for their team when inside a vehicle

      +Fixed the Missile launcher not locking on to commander support vehicles

      +EMP'd vehicles can no longer just sprint out of being EMP'd 

      +Fixed Mig/A10 flyover sounds in netplay



      -Fixed floating ramp behind GDI Bar 

      - Fixed end game camera clipping issues

      - Blocked off all tunnel entraces with vehicle blocking volumes

      Field X:
      - Adjusted Post Process settings inside the tunnel
      - Adjusted Post Process to have a bit more of a sky bloom effect
      - Added Sun Lens Flare
      - Vehicle Camo changed to default Gold/Red instead of forest
      - Adjusted the water colours/reflections to not look like night time
      - Lowered brightness in the Tunnel's post process
      - Removed light cone meshes on the bunkers since it day time and the lights are off


      - Removed lava volumes on cliffs

      - Removed some floating rocks from the river

      - GDI learned how to pour a foundation for their power plant

      - Fixed package that had been overwritten

      - Airstrip lights have collision



  • Renegade

      Renegade X By Totem Arts

      • 68603
      This is the installer for the Renegade X game client. If you're installing Renegade X for this first time, this is the file you want.  
      Renegade X is a free Tactical Shooter that brings the Command and Conquer FPS experience to Unreal Engine 3. Renegade X is developed by Totem Arts, an independent group of Command and Conquer fans from around the world dedicated to bringing the world of C&C to you, up close and personal.
      Players will be able to join up to 40 players and fight for two unique teams - the Global Defense Initiative (GDI), a UN international military force committed to world order and peacekeeping, and the Brotherhood of Nod, a messianic international terrorist network that aims to push humanity into the next stage of human evolution.
      Originally set to be remake of Westwood Studios' Command and Conquer: Renegade, Renegade X has evolved into the spiritual successor to the 2002 classic. Renegade X recreates and modernizes the game's unmatched multiplayer mode.
      The objective of the game is to destroy your enemy's base while protecting your own. Players will be able to manage their own economies, choose from over 30 weapons, 15 vehicles, and call in Nuclear Strikes, Ion Cannons, Airstrikes, and much more. Each team will have a base of operations that composes of several key structures. Each structure has its own purpose, and when a structure is destroyed, the affiliated team loses the benefits it once granted.
      We believe that this game mode - Command & Conquer Mode - can potentially revolutionize the FPS genre. It is the gem that went unnoticed for many years. Now is the time to uncover it.
      Minimum System Requirements:
      Windows XP SP2 (or any newer version of Windows) 2.0+ GHz processor 2 GB system RAM SM3-compatible video card 12 GB free hard drive space Recommended System Requirements:
      Windows Vista 64bit SP2 (or any newer version of Windows) 2.0+ GHz multi-core processor 4 GB system RAM NVIDIA 200 series or higher graphics card 20+ GB free hard drive space
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