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Renegade X End of Year Update

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Just before 2009 ended the Renegade X team posted a massive update that covers such things as ModDB's Mod of the Year voting, the return of Havoc, Power Plants, plus a brand new wallpaper. And the best part of all, version 0.50 of Renegade X will be released on Sunday, January 10th, 2010. This will be the fourth release candidate.

 

As mentioned, Havoc will be returning in version 0.50 and so are the Power Plants, here's some previews.

 

renx_havoc.jpg renx_pp.jpg

Click here for the full update that includes the results of Renegade X's best screen shot, video, and wallpaper contests. The same update can be found on the Renegade X forums (registration required).

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Excellent detail, but that just doesn't look like Havoc...

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I'm sure they covered this somewhere before. They wanted to give Havoc more attitude, a more tougher look or something.

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I'm sure they covered this somewhere before. They wanted to give Havoc more attitude, a more tougher look or something.

Oh, I didn't see that. I think the original Havoc looked just fine for his role.

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Oh, I didn't see that. I think the original Havoc looked just fine for his role.

this :P

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Actually he does look a lot like the original Havoc:

 

havoccomparisonalt.jpg

 

Though whenever you make a character, you always make him expressionless. That way, when we animate facial expressions in the future, it's easier to work with.

 

havoccigaralt.jpg

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The original's nose is slightly narrower, his eyes are greener, his eyebrows are more defined, his lips less defined, and his chin looked harder.

Like I said, the new one has excellent detail, but it just doesn't look like Havoc.

If you want my opinion, I prefer the original. If you didn't want my opinion, too bad, I gave it anyway.

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renxwallpaperhavocsakur.jpg

Fantastic wallpaper!

 

Good to hear about the next patch, and I guess it's good news about the stand-alone developments. What's involved?

Right now, it kinda feels like I'm playing a standalone game already - because there is nobody online when I try to get a game.

;)

 

I don't really care one way about the new Havoc, but of course the obvious disclaimer is you're comparing an image from boxart to an in-game model.

You should compare ingame models before you start complaining Nmenth... y'know "apples with the apples"!

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lol nice wallie. Can't say I approve of the leaning on her rifle like that though. :P hahah

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of course the obvious disclaimer is you're comparing an image from boxart to an in-game model.

You should compare ingame models before you start complaining Nmenth... y'know "apples with the apples"!

The reason for that is the original in-game model is lower quality graphics, hence the point of Renegade X's existence. Since the box art is a higher detailed model, it makes perfect sense to use it as a basis and goal to be achieved.

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The funny thing is the Havoc on the Renegade box never looked like Havoc in the game game anyway ;)

 

screenshot5.jpg

 

And in the end, Renegade X is such a fast paced and action orientated game it doesn't really matter if Havoc looks different now.

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The funny thing is the Havoc on the Renegade box never looked like Havoc in the game game anyway ;)

 

And in the end, Renegade X is such a fast paced and action orientated game it doesn't really matter if Havoc looks different now.

There are slight differences, but I'd still have to say the original is closer to the box art than the remake.

 

You're right, it doesn't really matter, as in it's not going to ruin the game, but I think a better Havoc = a better game. Why stop at 95% perfection when you could have 95.5% perfection?

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What's involved?

Learning a "new" software development kit (I say new in quotes because its mostly the same, we just have to figure out all the stuff that has changed since it is a newer version) importing all of our art again, making a lot of new art (basically anything we used from UT3 has to be remade, like cliff rocks, trees, etc.), redoing the maps (we can import some of the stuff from the existing maps, but some of it needs redoing, especially the lighting since the UDK uses a newer [and much moar sexier] lighting system), and import and overhaul our code (some of which needs to be rewritten). The redoing of code is probably what will take the longest, since some of the native classes from UT3 don't exist in the UDK and might need to be written from scratch. After that, remaking all the little props we can't reuse from UT3 is what will probably take the second most amount of time. Re-importing all the art we've already done should be relatively painless in comparison.

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Looks good. How about making that wallpaper 1920x1200? :D

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Learning a "new" software development kit (I say new in quotes because its mostly the same, we just have to figure out all the stuff that has changed since it is a newer version) importing all of our art again, making a lot of new art (basically anything we used from UT3 has to be remade, like cliff rocks, trees, etc.), redoing the maps (we can import some of the stuff from the existing maps, but some of it needs redoing, especially the lighting since the UDK uses a newer [and much moar sexier] lighting system), and import and overhaul our code (some of which needs to be rewritten). The redoing of code is probably what will take the longest, since some of the native classes from UT3 don't exist in the UDK and might need to be written from scratch. After that, remaking all the little props we can't reuse from UT3 is what will probably take the second most amount of time. Re-importing all the art we've already done should be relatively painless in comparison.

 

Wow. I am surprised at how much needs to be redone.

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