Dark Clan Forum

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
  Show Posts
Pages: [1]
1  RypelCam / Tactical Ops / Re: Tactical Ops Demo Manager 3 by UsAaR33 with extensions by {GkC}Poema: Commands on: Thu 12.11.2015 20:19:57
VirtualDub converts images to video with the default frame rate of 10fps. You can change this to any framerate you want in video>framerate.

other suggestions?
It is easier to handle and will give you audio for your movie aswell, if you use any screen capture software like AMD GVR, Shadowplay, Fraps or similar.

Someones still making a TO movie ? Really ? Cool stuff bro afrodd.gif 

Well about recording it: As far as i remember it we used MovieUnreal to capture screenshots at a fixed framerate. Its actually contained in the downloadlink of the first post in this thread. Open up the MovieUnreal2002.zip in there and you will find a Readme that explains its usage. So it was really about using demomanager+rypelcam+movieunreal+virtualdub.
Though these days you really can use any video editing program other then virtualdub to transfer the screenshots to video. Virtualdub was mostly used for that as it had a speedadvantage when PCs were still shit at video editing so that the Virtualdub performance mattered.

Also you can use Fraps or likewise to record and that will be easier then using movieunreal, though capturing screenshots still can give you a better quality. With MovieUnreal you can also capture more then 30 fps per second so that you could create smooth slowmos with it. Also MovieUnreal doesent care if you are recording on a toaster or a monster PC. You could still set it to record 200 fps per second, it would just take longer on a slower PC. With Fraps you will have to lower res etc if your PC cant handle recording at realtime otherwise.  But ya: it doesent record sound. So sound was always a problem and needed to be recorded separatly. ... ah ye, fun times  Grin

2  Guests Area / Other Games / Renegade X Open Beta Released on: Wed 26.02.2014 18:42:49
Hey friends,

some of you know me as founder of RypelCam but im also the Lead Programmer on the UDK Game Renegade X and it comes with great pleasure that i can announce that the Open Beta of Renegade X can now be downloaded for free. This will always stay a free game but cause it is not bugfree yet we still call it an Open Beta. Of course it also includes RypelCam with the new features added by VegasKill and Rattlesnake. Thx a lot again to you guys for still working on RypelCam! Hope to see you on a Renegade X server sometime!

If you have feedback for the game id like to here it, just post it in this thread. Without further ado here is our Release Post:

Renegade X: Open Beta has been released and is now available for download!

Renegade X is a First/Third Person Shooter with RTS elements. Players will be able to fight for two unique teams, manage their own economies, choose from over 30 weapons, 15 vehicles, and call in nuclear strikes, Ion Cannons, and airstrikes, and much more. Renegade X is for all players - lone wolves, team-based gamers, tankers, snipers, rushers, turtlers, and all others!

Renegade X is FREE! It is a non-monetized game - Renegade X is straight-up free.

DOWNLOAD HERE: http://renegade-x.com/download

More mirrors will be added as time goes on. You are free to upload and distribute the Renegade X Open Beta, as long that the download numbers are made available to us at the end of every month for the remainder of the year.

Special thanks to Westwood Studios, Electronic Arts, Epic Games, the UDK Community, the C&C Community, my wonderful and inspirational colleagues at Totem Arts, and our loyal fans for their continued support!

System Requirements


Windows XP SP2 or Windows Vista
2.0+ GHz processor
2 GB system RAM
SM3-compatible video card
4 GB free hard drive space

Recommended :

Windows Vista 64 SP2
2.0+ GHz multi-core processor
4 GB system RAM
NVIDIA 200 series or higher graphics card
Plenty of HDD space

Setting-up Game Servers

A tutorial has been posted for those who are interested in setting up Renegade X Game Servers. You can find all of that information here: [LINK]

Tips and tricks

- 'F': makes you switch to a first person perspective with characters AND vehicles as well
- 'V' or 'F2': Hold it and it will change the upper right corner scoreboard to show harvester health, player credits, player locations and which players on your team are currently engineers
- 'N': Toggles on night vision on some weapons
- Shift: Use shift to sprint (there is also vehicle sprint)
- 'Q': Target a structure, friendly or enemy to initiate spotting or status messages like "Building needs repair". Hold 'Q' down and hover over multiple enemies, then release 'Q' to spot all of them in a single spot message. (In later updates the spot messages will sometimes also display type of spotted vehicle and type of spotted class.)
- ALT/CTRL+V: Opens up a vote menu where you can vote for changing maps, adding bots and more
- 'TAB': Opens Scoreboard
- 'K': Toggle upper right scoreboard mode between viewing all and only viewing yourself
- 'F3': Chat
- 'F4': Teamchat
- 'U': Private Message

- The silo techbuildings (like the one in the middle of CNC-Field) can be captured by shooting their Master Control Terminal with a repair gun
- Hit "Esc" to change teams or suicide
- Airstrikes: To initiate an airstrike buy it from the PT then zoom and target an area. While zooming hold down the left mouse button and rotate the mouse. You will see that the visible indicator then also changes rotation. So with it you can define from which angle the airstrike should come in.

Story and Game Mode

The image below covers the basics of the game's teams, structures, special items and characters, and other important information needed to play Renegade X.

To learn more about Command and Conquer mode, check out the short tutorial video below:


A basic Renegade X leaderboard is up. You must be logged into Steam while playing Renegade X for your statistics to be tracked. Renegade X does not require Steam.

The leaderboard can be found on our main page, here: http://renegade-x.com/leaderboard

Future Content

The content below will be released through patches and new versions of Renegade X.

-More multiplayer levels
-More tech buildings, including a caputrable Repair Facility and Communications Centre
-Clanwars ladder
-More items
-New gamemode(s)
-Glitch fixes
-Custom map and mod support
-More to be announced on a later date!


These are some ingame shots of our game:

Thanks again for checking out Renegade X!. This is a special moment for all of us. We have been working on Renegade X since 2006 - we started off as an idea, then we became a mod, and now this is a full-fledged indie game. We are very satisfied with how the game has turned out, and we can't wait to see you all ingame. Let this game be a testament that dreams can come true, because at one point, Renegade X was only the dream of a few ambitious teenagers and young adults.

 It was clear that there was not going to be a sequel to a game that was a big part of my life. C&C Renegade was the "failed game" with the not-so-special singleplayer campaign that was completely overshadowed by titles like Medal of Honour, Halo, and Battlefield 1942. But Renegade had a unique multiplayer formula that most reviewers seemed to have ignored. C&C Renegade was no good for 56k players, or for players connecting to servers from different continents. Hosting online games was too difficult, unless you wanted a 4 player server on your computer. The game was virtually unsupported just a few months after release. Renegade 2 was dropped, and by 2005, the community was given control over the server browser.

Despite the poor sales, the sub-par graphics, the mediocre singleplayer, the slow internet speeds, and the lack of support, players recognized that Renegade possessed a hidden gem. C&C mode was enough to feed a thriving community for 12 years, and beget many custom maps, skin and model packs, an anti-cheat system, custom community patches, serverside mods, more ambitious mods, total conversions, and even indie games. Renegade was one of the most active (if not THE most active) C&C multiplayer games.

Now, Renegade X a full-fledged spiritual successor to the original Renegade. Our audience is massive, and every major gaming website and magazine is talking about Renegade X. Our trailers are some of the most popular C&C-related videos ever released. Old players are coming back to check us out, and old clans and communities are reforming. Our audience are those older gamers 25-45 who have been left behind by the game industry's dumbing-down of multiplayer games as of late. While the industry focuses on tablet, mobile, and gimmicky console games, there is a whole generation of lost PC gamers who have been left behind. They miss the dynamic sophistication of C&C Renegade, and they are all interested in trying out our free game.

Renegade X is not a direct remake of C&C Renegade. Yes, you will see familiar maps, characters, weapons, and vehicles - the fundamentals of the game are the same. But, no weapon is identical to the way it was before. Certain vehicles play quite differently (Artillery, MRLS, Mammoth Tank, Apache, Orca, Transport). A moderate amount of recoil and weapon spread has been given to guns (and you'll see why). The graphics, audio, and physics have received a complete overhaul. Secondary weapons and new items have been added. Capturable buildings have been added. There's so much that is different - but keep in mind that we are die-hard Renegade fans, and we are very careful with the things we change.

We look forward to your feedback, and remember that Totem Arts will always be there for the community. We will be putting out more game info and strategy videos for new players in the days and weeks to come. We'll also be fixing any of the game's problems, adding new features, adding new maps and gamemodes, making more player-friendly menus and settings, and simply be there for all those who need technical support. We are the biggest fans of our own game, so you'll find us to be very open and accessible.

3  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Fri 13.07.2012 12:53:25
Very interesting fixes Vegas, you rock  afrodd.gif

Im planning to make use of the newest version pretty soon in a new trailer for the upcoming MP version of the game im working on (http://www.renegade-x.com/). I will put your name as well as RattleSN4K3´s name in it to advertise your work a bit  wink2.gif 
4  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Thu 12.01.2012 19:31:06
Nice work. I think this can be a very usefull feature  afrodd.gif
5  Guests Area / General Discussion / Re: Tribes: Ascend on: Mon 09.01.2012 23:45:55
Tried it for a few hours aswell and found it quite nice. I was a huge fan of the Q3 Rocket Launcher and how you had to position your shots in advance, which is quite the same in TA so i like that.

About RCam: Guess we wait till they release a patch for demorecording and then we could try contacting them to see if we could get RCam in somehow even if there is no mod support.
6  Guests Area / General Discussion / Re: Tribes: Ascend on: Tue 03.01.2012 18:25:28
As already said it doesent seem to have demorecording yet but i just found a quote made on 03.12 confirming that demorecording is comming to TA:

"spectator mode, demo mode, votekick and improved "cheat reporting" features are coming very soon, which will give the community better ways to help weed out cheaters as well. Private servers will have additional self-policing features."


Looking forward to checking that out. Would be cool if we could help them out with a RypelCam version and i would try to be there to help out on that. The game seems to deserve it.
7  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Wed 15.12.2010 23:15:25
 wasted ... guess i wasent quick enough. i just posted a news about 3.06 on rypelcam.net... will post 3.07 tomorrow.

rypelcam.net is somehow online again. It is barely functional though and i wouldnt have mind if it would have died, but i dont really make that call (i already asked the webmaster once to put the site down, but he refused tongue). So i published 3.06 on that site aswell. I dont really care where its published though and if Vegas just wants it published and discussed here or whatever -> Just let me know. Im also trying to give Vegas admin rights on rypelcam.net. If you decide to want to post news etc there Vegas.
8  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Sun 12.12.2010 22:34:44
@joaoFCB: Looking up some discussions about rewinding demos and some tests: negative.
If I interrupt the demo stream, all the players are disconnected and just keep standing still or run against walls, like a disconnect from an online server.If it was possible to make a mod like rcam, it'd probably also work out to rewind demos, somehow. But honestly, I'm not able to code such a feature.  msnembarr.gif

Yes after i could get RCam to work i thought their might also be a way to do rewind. That was also a dream of me ofcourse and had high priority. I never got close to achieving it though.
9  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Sat 11.12.2010 00:35:37
@ Rypel: The compliments go to you, Rypel. wink2.gif
Looking at the 'camcontrol' section, I wonder how you could get started to program these functions.

A peripheral question: what game was the cinema 4d export intended for? Rcam for counter strike?


The glory for the 3.06 version all goes to you and dont you dare to forget again to put your name in the readme next time msn011.gif

Because you asked about the camcontrol-section heres a little history-lesson on Rcam:
I took the math for the camcontrol section straight from university where we had a course about spline-functions. That was a kind of lucky coincident that really started rypelcam.
At that time i was already a huge fan of UT-Movies and fraggmovies in general, so while our teachers talked about all the smooth shapes and forms you can define with this math
i was ofcourse thinking about camerapaths :D
So i had the math and knew how to use and shape it. The problems however were that i had never done a UT-Mod before so i didnt know where to start. And the second problem was a mental problem:
"If noone has incorporate something obviously usefull like this into the UT-Engine by the 4 years it was already out, it should be impossible, right ?" The main problem and thing that seemed impossible at first was to figure out a way to load and control a mod in a demo, because normally you load mods into a server but not into a demo, so i didnt find any info on if and
how that would be possible. So it took me a while to figure that out.

Ehm oh yes the cinema 4d export -> Mostly i was more interested in trying out new things then into cleaning up the code, so the code contains some messy parts and some dead/old experiments
like the c4d stuff. It was intended as an additional feature for the UT/TO-Rcam. I actually also gave a
Counter Strike version a try but that is a different story -> I had an early version but it had to be programmed quite differently then the UT one and so it couldnt have been just a little
project for me and although a Counter Strike version might have had quite an impact because Counter Strike was very big at that time i didnt want to put so much time into a counter Strike
because i hated the game (at that time you had to either love or hate Counter Strike and its community. I was a more traditional fps oriented guy so Counter Strike players were enemys Wink).
I played mostly TO(Tactical Ops) in that time, but i considered that much different then Counter Strike because you dont die so fast there and have more of a fight.
Anyways: The c4d export stuff was an idea from another moviemaker i was friends with at that time. That guy helped a lot in testing the early RCam versions and in developing ideas.
He was quite skilled in c4d so he came up with the idea to combine a c4d scene with a Rcam scene. We considered this to be the "next big step" in terms of enhancing movies. In fact i still think
that this would be the next natural step in the evolution of fraggmovies, but its quite complicated. The idea is to recreate a RCam path in a 3D-software like c4d and this way add c4d effects to a Rcam scene.
In fact the way that guy was doing it in our tests was that he imported thr RCam path into c4d and then exported the c4d path into Adobe Aftereffects. With that information he could do
some cool 3D effects with the raw RCam footage. I dont really know how he did it but it looked pretty cool.
So why did we stop going that way ? -> Well he got pretty ambitious with that idea, but the effects took a lof of time, creativity and dedication to make so he kinda got too ambitious and he lost
motivation and never finished that movie he wanted to incorporate the effects in. After that i could have pushed the c4d idea more and onto other moviemakers, but seeing how complicated the
c4d and Aftereffects stuff was i though it might be better to bury that for the time because i really feared that other moviemakers would get consumed by the idea "i have to have this effects
in my movie or otherwise my movie would suck!" and then drop their movieproject in the end because they realise they dont have the time and knowledge to make such c4d effects. I find a good flow,
sync and cutting much more important then effects so i didnt really push that c4d idea. But now you know whats the story of it. And if you think it might be time to experiment with that again,
go ahead. I can tell you that i have seen it work and that it can produce otherwise impossible visual effects, but noone should make the error to consider it that important to learn c4d to make a good UT movie. You can make a good Mvie without that just fine.

10  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Fri 10.12.2010 21:19:23
Just wanting to say: Im very happy that you continue this afrodd.gif

Programming takes dedication and time but it can become quite a joy to see something you just programmed actually work  Crazysmile1
11  Unreal Tournament 3 / Expansions, Mods and Mutators / Re: rcam3.05 - change timed path start with excel © VegasKill on: Fri 05.11.2010 19:18:18
 gogo VegasKill  afrodd.gif Pretty interesting stuff here popcorn  Grin
Pages: [1]
Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
© 2008-2019 | design by radarfox | webmaster VegasKill