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OWA

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Everything posted by OWA

  1. Let me know that the image extension is and I'll try and fix it.
  2. Good to see you guys poking around here. It's been way too long! Hope you're both well!
  3. For me, a game engine facilitates game functionality. If Game Engine A has all of the functionality that a team needs to make it's game, but Game Engine B has none of the functionality, but features better graphics and physics, then Engine A is the clear winner, because it already has a large amount of the key pieces in place to make the game that the team wants to make. If you chalk it up to W3D vs UDK, W3D has all of the functionality there already, whereas UDK (even with the Renegade X SDK) does not.
  4. The servers being empty has little to nothing to do with the engine imo. Exposure of the game as well as the balance of the game are way more important.
  5. No this strictly isn't C&C or W3D Hub news, but it's something legendary that occurs only once a year! Following a tradition that has occurred for a number of years now, June is end boss month. But what does this mean? Nobody knows how it started, but the celebration of End Boss month is actually over 10 years old. Started in a dark corner of the internet one day, this event aims to celebrate those dastardly foes that threaten the world with destruction, kidnap our princesses and just act plain evil! So how do you participate in end boss month? Well I'll tell you! Comment below and tell us who your favourite end boss is and why. Also change your avatar to that end boss to join in on the forum tomfoolery! My end boss this year is Sephiroth from Final Fantasy VII. Who's yours? Show your support for your favourite baddie below!
  6. I made that trailer, so we can use it.
  7. I'll grab you on skype sometime man. We're just in the middle of adding a load of mods to the new wiki in order to make it more user-friendly.
  8. I used to work on this mod! Great to see it back around. Last time I heard Assassin over at C&C source had it.
  9. Your assumption is actually really funny, because I've actually written a thesis for my Masters degree in Games Design (I can screenshot it to prove it if you don't believe me) about putting vehicles into UDK, which resulted in this video right here: Basically, I used uscript and hated it and then came to the conclusion that Renegade is much easier to do what I want to do in. We've got rather a lot of different unique gameplay mechanics in both games, so I'll list a few. All Projects - Veterancy - The Purchase Sidebar - Flying infantry Tiberian Sun: Reborn - The Underground Logic - The Mobile Sensor Array logic - Deployable vehicles (like the tick tank, artillery and Juggernaut) - Replenishable aircraft that make use of helipads to resupply - Amphibious units Apocalypse Rising - Remote Controllable Vehicles - Terror Drones - Veterancy - Flying Infantry - Deployable Infantry (GI, Guardian GI) - Deployable Aircraft (Siege Chopper) - Minor and Major Weakpoints - Reinforcement Bays (once the war factory/barracks has been destroyed players can use the reinforcement bay to buy units to stay in the game, this building does not count towards base destruction) - Prism Towers focus ability - Tesla Coil charging up with Tesla weapons in low power situations - Mirage Tanks - Prism Beam refraction - Country-specific unit picker (Picks a random country at the start of each battle and grants units accordingly) All of these features would be a terrible amount of effort to reimplement for very little gain to us. We already have all of these things working in Renegade, so why switch? There is the lure of a better toolset and better graphics sure, but I don't think that moving to the RenXDK even for an interim version would benefit us. We'd lose more time that would be better spent either on Renegade or on UE4. However, if people want to come and adapt our games, then they are welcome to apply to join us. It's all about supplying the demand and if people demand it that much then they will come and make it happen. In all fairness, you guys are around 3 years too late for me to be excited about this.
  10. I've split the offtopic posts into a new thread. Please continue!
  11. Any self respecting programmer should be smart enough to understand that learning a language that can't be applied to more than one thing is pretty useless in the real world. When you say that programmers should know more than one language, then yeah sure you're right there, but that language shouldn't be uscript. Javascript, C++, C#, Python and Lua are all infinitely more useful languages to know than uscript. Hell, even HTML is more practically useful than uscript. Whilst uscript is useful for UDK, times have changed and game engine technology has advanced. UDK is old and is slowly becoming very niche. Why should we move from one niche to another when the current Unreal Engine offers far better tools and a programming language that aligns with our own? Even though all the of the basic game-mode logic is in place, the fact of the matter is that Renegade is incredibly simple when compared to something like AR and TSR. The code that drives our units is better suited to an engine with better tools that uses the same language. Even if uscript is 90% like C++, that doesn't stop it from being completely obsolete thanks to UE4. You're not really selling this very well for me here. If you want to get a team together and apply to join us, then be my guest. I'd be all for accommodating this project if enough people want to work on it and the rest of us agree. It would be mutually beneficial if the two projects were to work alongside each other if such a thing were to happen because we have a good infrastructure that could be made use of. However, it's not really sporting or honourable of you to underhandedly start up a mod of the same name with the blessings of people who don't even work on the project anymore. At least have the decency to call it something different and make your own assets if you plan on going it alone.
  12. Whilst that does look great, none of us here really wish to invest the time in learning and finding others who know uScript. When Unreal 4 was release, uScript has now become a dead language because C++ and blueprint are simply better. The things that Wally said were not uninformed at all, we just don't wish to fight with a bad scripting language like uScript to reimplement complicated features that we already have working perfectly well. It would take a lot of time and effort to port over Reborn to the RenXDK for very little gain. Our programmers don't wish to learn uScript and since UE4 makes use of C++ (that every self respecting programmer should know), it's a much more viable development platform. Also for a free game like Reborn, there's not really all that much wrong with the Renegade Engine itself. Graphics can be made better and the vehicle physics are arguably better than Renegade X's (tank stacking anyone?). I'll leave you with this image as to what we're working on in the Renegade engine and you'll see how far we're pushing it.
  13. Arena was an F2P multiplayer-only upgrade of Kane's Wrath for the asian market. That game later became C&C4. A "skunkworks project" as some developers would later go on to describe it as.
  14. Pretty interesting, although Plasma is a Nod technology. I'd be tempted to suggest a Sonic, Mini Firestorm or Ion grenade instead.
  15. TeamWolf and I met Greg Black in London and he said that Tiberium didn't pass quality standards and was essentially a bad game. He'd played one of the last builds that they'd made and it wasn't looking good at all. I think C&C4 came out just because they had the tech already established, so it was easy to heavily mod RA3 and ship it out quickly for easy money. Too bad that the game sucked! So rather than attempt to fix it, they just scrapped it :unsure: No matter how bad a game is, you can pull it back if you put some effort into it. That's the problem these days with bigger game companies, it's all about the profits and if the game happens to be really good and innervation then that is just a happy coincidence. Whilst this is true in the modding and indie scene, it's not so true in the AAA scene. Game companies need to release games to be able to pay all of the staff that work on them. If they see a game that's not looking like it's going to be good, they are likely to cut their losses and work on something that will sell rather than take a needless risk. Companies generally don't work like that because they need to sustain themselves. Which is partly the reason why Tiberium got canned. Better that they cancel the game rather than fire the entire dev team for making a mess that didn't sell well.
  16. TeamWolf and I met Greg Black in London and he said that Tiberium didn't pass quality standards and was essentially a bad game. He'd played one of the last builds that they'd made and it wasn't looking good at all. I think C&C4 came out just because they had the tech already established, so it was easy to heavily mod RA3 and ship it out quickly for easy money. Too bad that the game sucked!
  17. Well said Andrew. We're all working together to create games that are unlike anything else that's out there. The w3d engine helps us to do this with it's unique quirks. The infrastructure that aim to build around our games should hopefully keep them alive and running for another good 10+ years. A website and wiki hub paired with a brand new stats system as well as a wealth of new maps and content for TS Reborn should help us to achieve this. Also when Apocalypse Rising hits it's first public release then we should bring in another wealth of new players. We're really on track to building a community that we can all be proud of.
  18. More sentimental than anything, although I think that TerrorTowers has an Amiga.
  19. I have an Amiga copy of this on my desk at work! I bought it from a charity shop for 50p!
  20. What if the mines are in an infantry tunnel like the one on Field?
  21. We recently broke 1 Million sales for the game so we got some fancy plaques! I'll post a picture when I get mine! Cheers for playing and I'm glad you liked it!
  22. I don't like where this thread is going if I'm honest, so I feel like I should step in. The forum database sits in a pretty grey area to be honest. I had access to the credentials for it, so I don't think that it really constitutes as stealing. A good chunk of the content on it was ours as well as APB's so both sides had a claim to it. The two leaders of BHP at the time, Chronojam and I, had equal claim to it in my mind, so splitting it off and getting rid of the bits that weren't ours was well within our rights. Particularly as no formal contract was written up at the inception of BHP. It is true that you could release all of the Reborn source assets and all that the Reborn team could do is get mad about it, but at this stage in the game there's no real reason to. If you want to make this project, let's open up some dialogue and talk about it rather than acting like kids who don't want to share their toys. One of the points of this community is that we start sharing knowledge to make our games better. If you want to go ahead and make Reborn X, then come and work with us and we can probably help you out with it a bit. UDK may have been overshadowed by UE4, but if you know uScript like you say you do, then that shouldn't be an issue at all. People are still making great games for UDK and it's a solid engine. We are working on some UE4 stuff in the background, so if you wanted to take a bash at that with us then that's cool too. But lets not fight each other when we're aiming for the same goal: an awesome Tiberian Sun FPS experience. There is a reason why I made sure that I had all of the old Red Alert 2 FPS mods gathered up before we really kicked off AR. I'm personally pretty excited to see what you've done so far, so I think that if we could work on a collaboration rather than alienation, we'd all be a lot better off as a community. Those are my thoughts anyway.
  23. Sorry that this announcement is a bit late guys, but we're organising another game night that is set to kick off tonight at 8PM (GMT)! We'll be playing some more Unreal Tournament 2004 like last time, as well as maybe kicking into some OpenRA or other free games that everyone can play! If you have some free time, make sure to stop by for a game or two and say hi! We'll hopefully see you on the battlefield!
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