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Re: Design of a new, free renegade-like game [message #434450 is a reply to message #434392] Mon, 09 August 2010 22:21 Go to previous messageGo to previous message
[NE]Fobby[GEN]
Messages: 1377
Registered: July 2004
Location: Canada
Karma:
General (1 Star)
It's all about the difference between client-side hit detection and server-side hit detection. A lot of older games had client-side, and newer games have server-side. There are exceptions.

Server-side hit detection:

+ Excellent way to thwart client cheats

- Hits must be registered with the server; a laggy server = shots are made an X amount of time after pulling the trigger, depending on the ping.

Client-side hit detection:

+ All shots register instantly

- Client cheats are easy to make, use, and are difficult to get rid of completely.

Back on topic
- - - - - - - - - - - - - - -

Like a lot of others are mentioned, to me, the best part about Renegade is the base systems. I think a lot of us are bored of Deathmatch, Capture the Flag, and all of those other overdone gamemodes. C&C mode allows dynamic gameplay to take place. The teams that work together are rewarded; the ones that don't watch their buildings are punished and crippled. I love how each building has a roughly equally devastating, but different effect on the team.

I wish you the best of luck on your project. The UDK is a fantastic engine and you'll have fun modding it. If your team needs anything, talk to us, our team (Renegade X) can help you out in any way we can.


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Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!

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