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I'd say it depends on a lot of factors, like the size, scope, overall quality and replayability of the game. Personally I'd be willing to pay more on a game in which I could lose myself (be that random-generated, procedural content, high modability or plain old "it has a **** ton of possibilities!").
I'd be willing to pay more even on one of those text-based roguelike games if done right.
The yellow ones, they look as if they have a black contour around them.
XD That was like 5 years ago. Thats a Soviet impression on recycling. Conquering the world takes a great toll on the environment, and the USSR cares alot about the wellbeing of its future.... Ehm... Member states.
Sorry, the lighting must be making it hard. Its on the Soviet side of the map, as you walk straight ahead from the Soviet spawner. It should be on your right, about where the car wrecks are. Its the Nod beacon model.
Thanks for your feedback !
The telegraph poles were supposed to have a "falling down" anim, allowing you to run over stuff with your tank. You should've been able to pass through them. I'll fix them.
That Vulture spawner shuffles through various vehicles. The Nod buggy however, shouldn't be there. It should have been : Vulture, Rhino, Tesla Tank.
Oh, just a heads-up : there's a nuke beacon sitting around outside the soviet base. It should leave radiation damage after it blows up but that's probably broken too :|
Still, I'd like to know if the anim has any performance issues.
To be honest, I tried running a recruiting campaign back in the day, but just about everyone was already too busy with their own projects.
This project has turned out to be more than just a mod; its like a never-ending experiment, a creative workbench of sorts on which I could build new ideas and improve old ones.
But don't worry, I'm not letting myself get carried away, this project will go on, even if Gabe Newell himself will have to rename Valve Time to BogdanV Time !
Ok, maybe that was a bit exagerated...
Thanks! I'm glad there still are people interested in the project!
As for switching engines... well, that was my idea of a joke. I tried looking for alternatives. Its always good to keep in touch with technology, but no, there won't be switch. Not in the forseable future anyway.
Switching engines means that I'll have the "bonus objective" of coding the wonderful C&C Mode from scratch and that by itself will set this project back a fuckton of years.
Well, its still in development and the weapons list isn't locked down (sadly xD). Also, this mod aims to tie RA2 to C&C1, and since the GDI Minigunner carries a version of the M16... oh and there was a M16 model in a Renegade cut content pack made by Westwood.
Because its more than just a bloody map! You can't cover everything in one map now, could you ?
Indeed, I shouldn't have stressed too much on the "smg" label, but, as wikipedia points it : "AKS-74U (U – Ukorochenniy) carbine, which in terms of tactical deployment, bridges the gap between a submachine gun and assault rifle."
So tactically, its a smg-assault rifle hybrid. Otherwise, its a carbine.
Well, this mod is set between on a fictional timeline, between RA2 and TD, so, the presence of the Guard Tower is justified.
Yeah, the texture's screwed on the electrodes. It will be redone more than likely.
Yep. All FX will be dynamic of course.
Well, the model's quite old. Looking on it now it does look jellyish. No worries though, it will be optimized or remade, depending on what's best.
As for the usage of the model, well, as I said in the description, it will probably go to Commando type units (like Boris maybe ? ) .
Well, it seems that according to Ishmael, they never intended to bridge the gap between RA2 and the tiberian storyline so I'm going on unexplored territory with my storyline.
Thanks for the comments and for the original render images.
TBH, the Scavenger faction will be featured in the way that by reusing/salvaging derelict material from the RA2 Era will you be able to survive. Production of new units will appear but not too often.
Also, if anyone of you has additional reference material story-wise, that would be cool because I found very few interviews and commentaries from the former Westwood devs related to the background of Renegade 2.
Meh. It's quite an old story actually (3-4 years ago! ) which I'll more than likely rewrite all though the turn of the main events would probably be preserved.
HINT: Cars can burn too...
It's just a replacement.What you see isn't the final FX effects. In fact, there are no special effects made for the Iron Curtain atm.
Indeed. This was a good and interesting game. I always loved how the SP was organized with the map of Arrakis made into a war operations map where you could see the enemy's troop movement, plan your own assaults, move your armies on the map and decide what enemy to strike first. Kind of like RoN meets Westwood's Dune universe. The only thing I didn't like is the lack of your average Westwood win/loose CG movies (which we could see in C&C1 and C&C2 if I remember correctly) for missions that weren't followed by a FMV.
The only thing I'm wandering is why has this game been placed on moddb ? As far as I know, Westwood never released any kind of editors for this game. Basically, without reverse-engineering, this game is UN-modable.
Well, more than likely it'll be remade. I looks kinda' "fat" too.
ok, thanks for the info
...and some writings on the lower right side of the faces. after all, what more should I write on a wooden crate ?
It is planed . But first, we will release a multiplayer version to see how things work with the game. And if the mod will be popular enough, we will certainly release a single player soviet AND allied campaign. I'm really trying to create a immersing and a as-realistic-as-possible world in which players can live a epic story of how the once mighty USSR, falls to pieces in a last desperate attempt of eliminating their arch-enemy, the US.
I know that the models look almost like the ones from RA2, but this mod isn't trying to bring RA2 to Renegade, but to try and bridge the gap between the Red alert Universe and the Tiberian one, so, its action is in a post-RA2 war as for the image of the models, I'll try and make them look as if they are from a post-RA2 Era. Practically there'll be the same units from RA2, but rusted/deteriorated, more like resurrected scrap than operational, freshly made stuff. Also, to reflect this era, the mod will be orientated to a more survival type of battle, tactics like "guns-a-blazing" being completely wasteful.In fact, this word, wasteful will hang quite heavy in the balance, meaning that wasters will be the first to die, dragging their team with them. So, "stop-think-shoot" will be what we want to achieve with this mod. This mod will in no way be a "Rambo-style" shooting game.
OK people, enough crawling with the mod ! Its time for the community to know of our existence ! As leader of the Renegade2 Mod, I ask everyone that likes our mod to spread the news about our existence and if you are good at modeling/coding/texturing/skinning/mapping and want to help us out, please contact me here or via PM. As for testers and vehicle riggers, I'm afraid we have nothing much ready for you. When we will have enough stuff and a test map for a alpha, I will contact you all.
The name ? Well, how would I call it, WW3 ?
Looks like a guard tower in shape of the famous Hand of Nod. Probably it's a part of Nod's Barracks or a defense shaped like the Hand of Nod. Anyway, judging by the looks, its accessible on foot
Don't worry, the mod is not dead. It's just that I'm caught up in exams at the moment. I'll try and resume work on the summer.
Then why the mod's name, the information from the images and other stuff are in english, if this mod is entirely in czech language ? Either you make this mod czech from top to bottom, either you make it in english, either you've got the wrong place to host such a mod, because only czech people (quite few) that know english (very few in numbers) wil be able to play this mod(because the site is an english one and the title of the mod is in english - just to name a few) , and from this scarce number, probably only 1/4 of them will like the mod and play it. Here's an example (the numbers are random, not necessarily real) :
total number of czech players that have a PC, a internet connection, Half-Life 1 and had heard of mods :
from this number, take off those that don't know english : 20-4=16.
let's say that a quarter of these guys like the mod and are willing to play it : you'll have 16/4=4. Thus, by making this mod half english, half czech, you'll end up by losing A TON of potential players. Practically, you've just signed your mod's death warrant, because players are "the spice of life" for a mod.