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Forum: Mod Release Forum
 Topic: Renegade Unleashed 4.96 Mod/Server Package
Renegade Unleashed 4.96 Mod/Server Package [message #493475] Sun, 21 April 2024 19:51
BlazeDragoon is currently offline  BlazeDragoon
Messages: 135
Registered: April 2004
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https://i.imgur.com/hFtpzQ9.png
https://i.imgur.com/9seyV5r.jpeg
Introduction:
Renegade Unleashed 4.96 is an updated version of a classic mod I started way back in the mid 2000s, with the key idea of adding more variety to Renegade while still keeping it feeling... well Renegade. This is done in many ways including whole new vehicles/infantry/weapons, giving alternate firing modes to existing units, or maybe even buffing a unit that is generally considered not very good. I'm releasing this as a .pkg but if you run a dedicated server you can convert this to a 'server package' and include the maps into your normal rotation! This requires TTFS/TT. There are some readmes including in the 7z/zip including an example tt.cfg and da.ini settings.

New Units:
There are... 19 new GDI Vehicles(including alts), 17 new Nod Vehicles(including alts), 12 new Nod Infantry, 12 new GDI Infantry, and a new Beacon. These units fill a lot of roles, including support, infiltration, damage, anti-air, sniper-resistant and more! A picture is worth a thousand words they say, so check the hud screenshots to see all the existing units. A few example are below though!

Locke/Kane: Highly expensive "Leader Units". As their price might indicate these are strong units and are very expensive. However, they are worth it. They have their own unique Railgun/Rocket launcher. The generate credits for the whole team, and the poorer the player is the more credits it will generate every second for that player. They can't be one shot from full health by basically anything. They cannot drive, or be run over.

Mammoth Mk2: A classic C&C Mech with a large Health/Armor pool of 1400/1400. The coolest thing about this though is each gun attached to it can be individually manned. This allows for 2 back gunners, 1 front gunner, and the driver for a total of 4 people all gunning the vehicle at once!

Advanced Infantry: Tired of getting sniped? These infantry have tank armor! No more getting one shot by snipers. They carry a slightly better Laser Rifle.

Stealth Generator: A stealth tank that while weaker at combat, stealths all units within it's radius who are not actively firing. Great for sneaking up on enemies.

Equipment Menu:
There's an equipment menu that you can access by holding alt while clicking the refill menu now. While this recent addition is a little lite on options, it's still very handy. Granted you're willing to pay for the options. Anyone can get a weak repair gun, or buy a few non-refillable proxy c4 to plug up a hole in your defenses. Great for when you have an expensive unit and a Hotwire or Tech won't do it.

Examples of default Renegade unit changes:
Many of the units were given alternate fire modes, which are intended to give more options without being a straight up better option. A small example is the Volt Auto Rifles secondary "overcharge" fire mode. It does 20% more damage and it's range reaches much further. This comes at the cost of 3 ammo per shot, causing you have to reload much more often. Some units such as the Flamethrower were buffed slightly. You can see a full list of vanilla(default Renegade) changes in the VanillaChanges.txt included in the archive.

Map Changes:
The map changes in this mod are mostly intentionally lite to keep this still feeling Renegade. Also I'm kind of lazy. There are however additions to try to make certain areas on maps a little more desirable. I've included Tiberium Extractors which can be captured by "Hacking"(repairing till full health) them to capture them. Causing your team to generate more credits similar to a Tiberium Silo in many other maps. Tiberium Strike beacon spawns, small health/armor spawns, Emplacements, and other various little/bigger changes to make use of more of the maps.

Improvements/Fixes:
Thanks to some included mods such as Mortalc13's Improved Weapons and Fixes, the mod looks and has some nice visual and functional bug fixes. All back and third person models now use first person models which look much better, along with having many other minor visual fixes. This includes function fixes such as Proximity Mines not going into the roof of certain doorways where they cannot be seen or disarmed.

Credits:
I've received A LOT of help in making this mod. I'd like to make a quick shoutout to @Mortalc13 /Demonic for helping with the last two versions, and the massive improvement to quality the mod has made in the short time frame these versions were worked on.. If you're interested in who else has helped out through the years you can check the Credits.txt included with the mod archive.


Thanks and enjoy the mod:). If you have any questions/concerns please don't hesitate to ask. I can also be found on discord @ Deathproxy

https://i.imgur.com/03P4p7U.jpeghttps://i.imgur.com/GkFaDUz.jpeghttps://i.imgur.com/zAtUVTi.jpeghttps://i.imgur.com/usNsdgS.jpeghttps://i.imgur.com/PSWPyof.jpeghttps://i.imgur.com/mzEtUtB.jpeghttps://i.imgur.com/8SUi7ay.jpeghttps://i.imgur.com/8MQsgBx.jpeghttps://i.imgur.com/QYJfOGf.jpeg


Forum: General Discussion
 Topic: Server opinions
Server opinions [message #493473] Sat, 20 April 2024 12:49
Xylaquin is currently offline  Xylaquin
Messages: 254
Registered: December 2004
Location: Scotland, UK
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I'm sure the server owners have been debating some of the below points in the server section, but for us non-server owners... what would your ideal server look like?

If I ran a server it'd be pretty vanilla, with a few quality-of-life additions. I'm not quite certain of the ideal player count, probably somewhere between 32-64.
It wouldn't be a marathon server, I'd probably make it 45-60 minutes. I find marathons a drag if they last longer than that.

Maps
All the stock maps, including Walls and City non-flying just for the change of dynamic, plus a few non-stock maps. The rotation would be reviewed each month, drawing on statistics showing which maps are skipped and which maps are particularly popular. At the start of each round players are asked if they want to skip the map or not, on my server they would be forced to vote (I've seen far too many skip-map votes fail because the threshold is never met!)

Customisations
  • No custom sounds - the novelty wears off, the text wastes space in the chat feed and the custom sounds are rarely relevant to what's being discussed or going on.
  • Trial having no kill feed - when you've got over tens and tens of players on the server the kill feed just gets in the way of the chat feed... and when I think about it, when do you ever need the kill feed? If I kill someone I'll see it or hear it (BOINK!) If lack of kill feed proves detrimental, then plan B would be to segregate it to a different corner of the screen.
  • HD purchase terminal icons - they look good, perhaps they should even be patched into the game itself for all maps

Voting
In addition to the map skip vote at the start of the match, players can call a vote during the game as well.
  • vote skip - if later in the game they decide they want the match to end.
  • vote mute - if you initiate this vote against someone on your own team, and the vote succeeds, that person won't be able to use F2 or F3 chat. If a mute vote is initiated by the other team (or vice versa) and the vote succeeds, then the person won't be able to use F2 but won't be cut-off from their team. Mute lasts 12 hours.
  • vote kick - if you initiate this vote you must also type a reason. In game mods get a third option when the vote happens: overrule.
  • vote map - initiates a vote on what the next map should be
Overflow arrangements
At the time of writing, RenCorner is the main server people play on and has a 50 player limit. They've set the playercount to show 51 in the server list so you think there's a slot left, but when you join you get redirected automatically onto W3D Hub's server. I get the idea behind this overflow trick, but because Renegade's online playerbase is usually just above the 60 mark, you never end up with more than 4 or 5 people on the overflow server. At most they'll stay for a few minutes, then try join RenCorner again.

I'm not sure how I'd tackle this one. Possible solutions I can think of at the moment:
  • At first I thought having the player count at 40/41 would mean the overflow gets 10 extra players... but it really depends on how quickly players are showing up to the server.
  • If all the UK/EU players went onto a UK/EU server, and the numbers were split that way, you wouldn't have everyone trying to cram into one server, plus pings for us UK/EU lot would be halved!

    The problem with this idea is... there's already EU servers there that we're not joining because they're empty. I figured that most players aren't loyal to the server, it's just a case of going where they see the numbers: so what if I launch Renegade earlier than I'd normally do and join an EU server... then as more players load the server listing they'd join and as a result I've managed to shift this evening's players onto a different server. This tactic requires more than one person though, and it doesn't favour me in the UK since the EU guys are one or more timezones ahead- they join the server list earlier by default.
  • The best solution ofcourse would simply be to get a bigger playerbase. We're working on that...



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