This member has provided no bio about themself...
For Luna directly, no. But possibly later in an alternate version or future moon setting. The problem is, it's hard to balance things out.
Crank up the 16x antialiasing and whatnot then =P The next version has widescreen support, if part of your $4k is the screen itself.
We'll give you the minelayers and the shotguns. It's up to you to lay the ambushes.
(real answer: Tanya's rate of fire has been subtly reduced in a way. And you can now lay 80 mines that are stronger, and detect infantry from farther)
I am not sure if you noticed, but this year both Released and Upcoming categories for Indie Games were combined into a single running. Some people are upset about that, but it's how things happened. Last year, Upcoming ones were barely recognized... so this is hardly unfortunate!
Congratulations, AR guys. You make us proud.
You people are as bad as YouTube commenters.
Yep, they slowly get larger as time gets more critical :)
I think those have already been fixed; good eye though!
Maybe I'm just confused or not looking hard enough, but according to the images and text, "They are converted from C&C Renegade."
Basically, Volkov is going to have to make a choice:
Does he want to sit far outside a base, tossing in his 'tillery rounds? The risk there is that he has long gaps while he is reloading; the enemy can react fast, and it might be hard to time his attack with teammates to overcome repair crews. He's also a fairly obvious target for enemy snipers, although his self-healing counteracts most hits short of a headshot.
Does he want to run inside the base, infiltrate a building, and then defend his C4 charge? It's not enough on its own to kill a building, so while he's waiting he needs to keep shelling it from the inside if he wants to finish the job. But he's got to balance firing/reloading his artillery rounds with firing/reloading his anti-personnel weaponry.
Hopefully it will make things more interesting!
You might want to find out if this is kosher, taking assets from an EA developed/published game and putting them into the mod for a Rockstar developed/published game.
Also, I do not recognize that Nod soldier from Renegade.
Taken from Wikipedia--
Listed in 1UP.com's Best Free Games of 2008
Mod DB 2007 Indie Game Of The Year Second Place
Featured in Games for Windows: The Official Magazine issue in January, 2008
PC Gamer Mod Of the Month in December 2007 issue
Command&Conquer.com interview with lead producer "Chronojam"
Featured in PC Zone issue in November, 2007
Featured in Electronic Arts' "Command & Conquer TV" episode in October, 2007
Featured in Game Informer in October, 2007
Featured in eGames.de in September, 2007 (review and interview)
Interviewed by Planet Command & Conquer , September, 2007
2006 Games Convention posters, video, and demo in cooperation with Electronic Arts (posters, trailers, demo)
Mod DB Top 100, 2006
Mod DB Top 100, 2005
Mod DB Mod Of The Year, 2004 (Level Design)
Apparently you had plenty of chance to hear about it, in print magazines and online publications, plus on ModDB's Top 100 for the past four or so years :) There are some flaws and older content that needs to be updated, but most sources agree it's well worth the download.
Steam and Xfire both had a directx conflict or something of the sort, I forget the specifics. Xfire got it worked out though, if you want to use it.
The first one's free. Hell, they're all free! I can't wait to get the next version Gamma out to you guys, we're getting close. You're going to love it if you've been following along, we're essentially taking everything that made Beta fun and kicking it up a notch; plus some small eye candy boosts.
What OS are you using, and what kind of user privileges do you have? Please register on our forums at www.apathbeyond.com/forum and post in the Tech Help section, some nice people will hopefully get you squared away.
To get you started right away and bypass the launcher (assuming you have installed to default paths) you can paste the following entire command (complete with quotation marks!) into Start>Run after replacing YOURNAMEGOESHERE with your desired username:
"c:\Program Files\Bluehell Productions\Red Alert - A Path Beyond\renalert.exe" +connect 18.104.22.168:9999 +netplayername YOURNAMEGOESHERE
Do you have version 1.2.0 installed? The official server IP recently changed, please connect to 22.214.171.124:9999 instead now.
No zombies but there are ghosts on at least one battlefield.
I'm not sure for Renegade itself, but for APB you can use this link: Files.filefront.com
That's to the last full FDS package we had. All you need to do then is copy over the newer content from 1.2.0 or whatever release you want to host for. Ask on the forums if you need help.
Good luck to everybody! I hope the things I voted for make the cut.
The minimum specs are pretty low. Stolen from the xfire profile page:
OS: Windows 2000/XP (You can run it with vmware/wine for mac/linux but need vastly superior hardware to handle the emu and your other programs/os)
CPU: 800 MHz Intel Pentium III or AMD Athlon
Video: DirectX7 Compatible with at least 64MB VRAM
That's bare-bones. If you have better (you probably do), it'll run better and you can turn the settings up. A Dx7 card doesn't even support the shaders, you will want more hard drive space for downloading maps and taking screenshots, and you probably want double the RAM and CPU so it'll load and transition fast.
I only have a 64MB video card myself and it runs fine.
We actually considered this for a while and bounced the idea around while trying to find a way to make the Soviets more effective during the early minutes of larger maps. We settled for giving them Supply Trucks that can be used to great effect to get infantry to the enemy base really quickly, and you can even pack them full of shock troops (great against aircraft also) late-game.
Good suggestions, though!
Source engine has a lot of problems for multiplay given what I've seen and experienced in other modifications. Especially when it comes to vehicle combat or things like rocks/chairs tripping players or just fading out once they're 10 feet away for slower computers. It's funny when you're hiding behind a tree or barricade, but that sniper across the street on his old laptop can see you just fine!
We also don't want to start everything from the ground up again. To also answer the other guy, it's a few years old and a lot of assets and gameplay has been redone, especially recently. The original engine we're working with actually dates back to around 2001. There's a lot of code and development here to add in things such as shaders for example (which we've purposely kept non-flashy), on a rather lightweight engine we can freely release. Why restart as "just another HL2 shooter?" just so some players can simulate having everything wrapped in plastic? =P
By the way, screenshots or videos I personally post don't really show things off well; I've got AA disabled, shaders off, bilinear texture filtering, low 800x600 res, etc.
It's really hard to tell.
We're working at it pretty hard although we took some time off for the recent holidays. A new internal version (just for our testers) should be out soon, though. Lots of new code is going in and a lot of the game's balance has changed, so this version is taking us quite a while.
Try downloading it again using something such as FlashGet
During initial concepting, it was going to actually be a subject/verb/predicate system; [ctrl1] Attack [alt2] Enemy [ctrl-alt6] Ore Truck. It was too spammish and a little awkward.
The next incarnation of the whole vocalization system is like what we had now, but with a few changes. You still had too many area or setting specific commands, and not enough things your whole team might need or want to know.
Messages regarding buildings, or ore trucks under attack, are now all going to be automated and will repeat-trigger frequently enough to keep you updated of changing conditions.
Medics can put out fire and cause nearby infantry to gain a temporary health regeneration effect, all in one go :) It'll balance out the fire on infantry maps like that.
I unfortunately got less of the attack than I had hoped recorded there, but yes, I already had taken a few shells and was at critical health when the final shots whizzed up and lit me on fire, giving quite a kick to the screen.
These might seem little minor features, but they add a lot of feel and personality to the fights that was definitely missing.
There's a pack of buildings for map makers in the Fan Projects section of our forum.
Yeah, you gotta wonder how it's rated 8.1 when they never update and nobody even plays anymore (not even their own staff or testers). They ARE still doing work behind the scenes, but even among their own staff they don't always share updates as to what's being done...
Check the forum if you lost the server information