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Renegade X: Multiplayer (Open Beta 3) RELEASED!


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Posted

New link, sorry for the inconvenience. Blame shai.

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Posted

I'll have servers up for this tomorrow night. after 8:00 pm.

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Posted

I'll have servers up for this tomorrow night. after 8:00 pm.

 

Need any moderators?

 

Gumby

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Posted

Always

I'll be on once my download finishes , which might be when Renegade-Z comes out :P

Posted
Changelog Renegade X Beta 3
 
Optimizations:
- Weapon Texture resolutions have been reduced to a max of 1024x1024.
- Unnecessary textures due to shader optimization such as Gloss maps and reflection maps have been removed.
- 3rd person weapon meshes now only have a single material slot for a single draw call.
- All mesh LODs for 3rd person weapons have been updated.
- First person arms mesh now uses a combined single texture map / material for less draw calls. At the same time this also fixes the stealth effect on the arms not working right due to more than one material.
- Optimized all characters (draw calls, textures & shaders).
- Gold Rush & Mesa II: - optimized collision, reduced lightmap sizes, optimized certain LODs, smaller filesize.
- Optimized silo light map sizes.
- Added a PT scene specific C-130 which is cropped and has much smaller light map size,
- PT actors moved server side, and replicated to clients
- Opening/Closing PT is now completely client-side

Fixes:
- No longer uses seamless loading. Could *possibly* fix crashing at game end.
- Fixed a few shader issues with hovercraft, gunboat, and C-130.
- Fixed issue with version check not evaluating the version number correctly.
- Fixed shotgun and ramjet reticles always showing as yellow.
- Fixed the air vehicles being purchased in non-air maps using the key press.
- Fixed being able to heal over Max Armour.
- Fixed a bug where if a player tried to enter another player's locked vehicle directly after it was produced, it would stop driving and not clear the spawn location.
- HUD now actually calls the clean-up functions and also made it clean some extra references. Possible crash reduction.
- Fixed the PT UI memory crash.
- Restore enemy minimap blip visibily when targeting.
- 1st person reloading animation no longer gets overridden by sprinting animation.
- 1st person sprinting animation should now automatically play after switching to a different weapon whilst sprinting.
- Fixed clients not seeing and hearing Airstrike aircraft if the Airstrike target area was out of sight.
- Fixed being able to continue to repair 100% Friendly Tech Buildings.
- Fixed Apache rockets being fired from the gun socket when playing as a client on a dedicated server.
- Fixed Missile Launcher first person clipping through camera in some resolutions
- Main Menu map will no longer show aspect ratio bars
- Fixed lighting on the mammoth tank in the main menu
- Fixed an issue that would cause spy crates to not set the spy flag if it changed your pawn (ie, going from non-SBH character to SBH and vice versa).
- Fixed not being able to heal armour if the heal had 0 armour.
- Fixed potential occurrence of being able to heal someone who is dead if they still had some armour when they died.
- Fixed issue with beacons destroying buildings that they are very far by using the bounding
- Fixed issue where player’s weapon ammo count did not update after leaving vehicles
- Fixed infinite reserve ammo infantry weapons not showing as infinite in multiplayer.
- Fixed respective ammo counters not updating when switching to a weapon with 0 usable or reserve ammo
- Fixed SBH not lighting up properly when getting shot while cloaked
- Fixed Stealth tank not lighting up properly when getting shot while cloaked
- Fixed Stank often being and staying visible from any distance after getting shot



Tweaks:
- Added 60 second per-client cooldown for calling votes, so grievers can't prevent others from calling votes.
- Vehicle explosions no longer do damage.
- Added TeamDonate command.
- Entering 0 into a Donate command now donates all credits.
- Slight change to the client list output to make it easier for people parsing.
- Restored playing Building Repaired sound. Building repair sound will not play if the building hadn't fallen below 85% health. Building repair sound replay cooldown is set to static 10 seconds versus 6-10 range.
- Remove one thread frame lag, hardware physics, and speedtree in the settings, as they are not usable and performance hogging.
- Hud Game Time now shows Elapsed Time if in a no-time limit match.
- Added disallowed nicknames to Rx_Game. Very short names, or names containing certain reserved values are not allow (e.g. "-----").
- Added 0.5 second delay to re-access purchase terminal to disallow refill spam. Updated hud indicators to show non-accessible PT while the delay in in progress to avoid confusion.
- Updated sniper, ramjet and shotgun reticles.
- Going to first person in vehicles now zooms in for precise long shots.
- Camera shows map overview at end of match, instead of "winning" player.
- Scoreboard is now delayed about 10 seconds after the game is over.
- Player main HUD will now be removed before the scoreboard is shown after the game is over.
- Removed legacy building damage system which operated within the levels
- Added new building damage system which is handled entirely within the actor classes
- Updated base weapon shader to include a global simplified cubemap reflection, and also improved specularity by interpolating sharpness based on Fresnel to make highlights appear sharper with harsher facing angles which improves first person specularity considerably.
- Updated various weapon first person positioning
- Rocket Launcher, Missile Launcher, Grenade Launcher, Flak Cannon, and Heavy pistol now have proper explosion lights
- Ramjet Rifle has updated impact effects
- Current weapon will no longer perform weapon switching on the same weapon while reloading. this is to prevent a glitch on the arm mesh being visible.
- Ramjet and sniper now have dots on their reticle
- Artillery now has an ordinary tank crossair because of the reduced arch
- Updated explosion particle effects
- Barracks now has an improved interior, and now goes red at destruction state, it also has proper damage material changes like the other buildings
- Carbine and Tactical rifle now have a subtle more aim-able firing animation when aiming down sights
- renamed reduced gore to enabled gore to avoid major confusion.
- Carbine and Tiberium Auto Rifle will now be unequipped on the back of the character rather than the where the pistol is holstered.
- Enabled post process in the system settings for very low preset settings
- Removed the HTML filter from EVA messages as they don’t seem to get fully parsed as HTML
- Spotting an SBH will now give a "Spotted SBH near X !!!" message instead of just the usual "Spotted 1 infantry near X"
- Previously you could never use spotting on an SBH when it was cloaked. Now you can do a spot message for a short time after it got hit even when its cloaked
- Enemy Beacons as well as friendly Beacons can now be targeted with 'Q' to display a message about their location for your teammates
- Upgraded the new DeployedActor building hit detection to more accurately support the varied shapes of buildings.
- Added vehicle blocker volumes at the doors of the WF to prevent vehicles from being able to drive inside it on all maps
- Orca's engine sound volume reduced to match that of Apache's



New:
- Replaced old java launcher with a brand-new WPF launcher. Pretty UI, update checks, community banners and more!
- Added new shotgun first person animations.
- Added new Marksman Rifle first person animations.
- Added new Tiberium Flechette Rifle model, animations, and sounds.
- Missile Launcher has new sound effects.
- Missile launcher has new first person animations.
- Silos now broadcast team EVA/Cabal sounds on Capture and Loss.
- Settings options menu can be accessed through the pause menu.
- Scoreboard system in pause nenu.
- Chat system in pause menu.
- GDI bought some less blurry siding for their barracks.
- Donate menu in pause menu.
- Added new end game camera fly through & music sequences
- End game scoreboard vote menu UI now displays timer and next map
- Added new Black Hand Sniper / Laser Chain Gunner character model
- Added Option "Use Classic Ren Team Color Names" in the Input settings for both Frontend and Pause Menu.
- Renegade player info (namely Score and Credits) are now saved between reconnects.
- Added EVAPrivateSay, a server command that allows the server to privately message a player as "EVA". Comes in a lighter, more cyany blue.
- Added Anti-Tank mines in the weapon section (non-refillable)
- Added EMP Grenades in the weapon section (non-refillable)


Balance:
Autorifle:
- Rate of Fire reduced to match classic renegade.
- Damage vs armoured vehicles increased.
- Projectile speed and range increased.
- Headshot damage increased.
- Spread increase, max spread, and base spread reduced.

Shotgun:
- Shotguns can now do headshots.
- Shotgun headshot damage multiplier reduced to 1.5.

Missile Launcher:
- Alt fire no longer tracks targets.
- Missile launcher building damage tweaked to be almost equal to gunner's rocket launcher in terms of damage per second against buildings.
- Alt fire projectile speed increased.

Tiberium Flechette:
- Reduced based spread and spread increase per shot.
- Range increased.

Flak Cannon:
- Reduced damage of both primary and alt fire
- Reduced projectile speed
- Reduced splash damage of alt fire

Flame Thrower:
- Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile
- reduced range
- reduced damage vs infantry to compensate for volumetric projectile

Chemical Thrower:
- Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile
- reduced range
- reduced damage vs infantry to compensate for volumetric projectile
- removed gravity influence
- Updated projectile effect

Chaingun:
- Rev up time reduced with quicker rate of fire.
- Rev down time increased slightly.
- Projectile speed reduced.
- Maximum range increased.
- Now fires armour piercing rounds which can damage heavy armour and has small radial damage on infantry.
- Increased horizontal recoil.
- Spread increase, and max spread reduced.
- Removed ADS.

Laser Chaingun:
- Spread increase, max spread, and base spread reduced.
- Rev up state fires shots in the same time.
- Max range increased.
- Horizontal recoil increased.
- Head shot damage increased.
- Removed ADS.

Laser Rifle:
- Spread increase, max spread, and base spread reduced.
- Max range increased.

Grenade Launcher:
- Damage radius reduced slightly.

Heavy Pistol:
- Head shot damage increased.
- Maximum rate of fire increased.

Silenced Pistol:
- Spread increase and max spread reduced.

Volt auto rifle:
- Spread increase, max spread, and base spread reduced for both primary and alt fire.
- Increase maximum range.

Airstrike:
- Deploy time reduced slightly.
- Blast radius on increased slightly
- Damage increased slightly

APCs:
- Now fire armour piercing rounds similar to the chaingun.
- Projectile speed reduced.
- Projectile range increased.
- Rate of fire increased.
- Spread increased.
- Reload time increased.

MRLS:
- Range increased to match Artillery's range.

Humvee/Buggy:
- Now fire armour piercing rounds similar to the chaingun.
- Headshot damage increased.

Apache:
- Doubled missile count
- Reduced missile damage slightly
- Increased missile reload time to compensate for increased pay load
- Increased gun ammo count
- Reduced gun reload time
- Increased vehicle health slightly


Orca:
- Now fire armour piercing rounds similar to the chaingun.
- Head shot damage increased.
- Bullet Rate of fire increased.
- Bullet Damage reduced slightly to compensate for increased ammo and rate of fire.
- Doubled missile count
- Reduced missile damage slightly
- Increased missile reload time to compensate for increased pay load
- Increased gun ammo count
- Reduced gun reload time
- Increased vehicle health slightly

Chinook:
- Now fire armour piercing rounds similar to the chaingun.
- Projectile range increased.
- Headshot damage increased.

Artillery:
- Projectile speed reduced.
- Artillery projectile gravity pull reduced to give less of an arch.
- Artillery explosion blast radius increased.

Medium Tank / Light Tank:
- Recoil shake reduced.

Light Tank / Medium Tank / Mammoth Tank
- Range increased slightly.
- Explosion blast radius increased slightly.

Flame Tank:
- Added new volumetric projectiles that will damage targets within the volume instead of a traditional projectile
- Increased turret turn rate

Mammoth Tank:
- Increased vehicle speed
- Increased vehicle turning rate
- Increased missile range
- Increased missile damage
- Increased missile reload time

Characters:
- Reduced hitbox radius.
- Stealth effect has more clarity but has the same distance reveal radius
- Added a dynamic offset to the third person camera when aiming very high/low, so that the crosshair isn't obstructed by the player model (in like 96% of cases)
- Updated character rag doll physics to be less limber and stiffer with less collapsing into itself



Maps:

Walls_flying:
- Added vehicle blocking volumes to all 8 wall infantry ramps (stop vehicles getting on top of the walls)
- Added extra blocking volumes to boarders (stop players climbing the rocks)
- Added vehicle blocking volume to the middle of the hill (stop aircraft from getting stuck on the walkways)

Whiteout:
- Fixed some spots were vehicles could get in to the infantry only paths

Field:
- Updated minimap on field so that the silo is not a barn

Islands:
- Fixed collision bug on GDI tunnels.

Goldrush:
- Removed floating Tiberium crystal

Volcano:
- Bran new remake of Volcano

Xmountain:
- Remake of the UT3 RenX fan map by Kenz3001 remade by Kenz3001 himself!
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