Help Rekoil Get the Greenlight!

zeroy

Senior Member
Joined
Oct 20, 2004
Likes
2
Location
Louth, Ireland
#1
Great project and I could not think of a better team to help promote on Valve. Just wanted to point out you have to be logged into Steam and then use the "Rate" up button on top to vote. Not very user friendly for valve. : Rudedog


Hi folks,

Valve/Steam unveiled Greenlight today, a rating system for new submitted games to get on Steam, please help Rekoil by rating it!

Full description of the game with video/screenshot on the site:


Trailer:


Vital Statistics


  • 10 maps on launch
  • Over 40 weapons
  • 10 game types currently under development
  • 5 customizable classes
  • Highly customizable server setups and gameplay
  • Dedicated servers & public server files
  • A focus on providing the best execution of core shooter game play to date
  • Full modification support and promotion from Plastic Piranha
  • Full E-Sports support and promotion from Plastic Piranha
  • Developed for PC


Thanks for your support!

-Rudedog here, make sure you log into Steam and vote by clicking the thumbs up
 
Last edited:

ibleedv20

Senior Member
Joined
Feb 2, 2008
Likes
3
#4
Rated it thumbs up. Played an early build and the avatar movement was crisp and tight.
It's great to see a group of guys from the community develop a game that is classic in every way.
Good luck to the Plasctic Piranha team.
 

DPGmaximus

Senior Member
Joined
Feb 20, 2006
Likes
0
Location
Phoenix, Arizona USA
#5
I rated it on steam Zeroy, and I will be posting this info on my clan site, and even tell people I come across to give it a good rating so it will get the recognition it deserves on Steam!

The game looks great Zeroy! Looking forward to playing it when its released! :salute:
 

zeroy

Senior Member
Joined
Oct 20, 2004
Likes
2
Location
Louth, Ireland
#6
Thanks guys!

What you see here is what we [modders and players] were told to go and do... your own game with all we like (which is in fact less i guess) - Rekoil is at PAX this week and so you should see a lot more of it in terms of gameplay, etc...

Any questions let me know, I'll answer what I can.
 

sgTsTuFz

Senior Member
Joined
Aug 30, 2004
Likes
7
Location
Coralville, Iowa
#8
So, one of the big issues with the AAA titles out there today, is hit detection/registration. Now having played the fps games since Quake 3, I gotta ask - What is Rekoil doing about hit dectection ? is it server side or client side ?

And can you explain the decision to go with either server or client-side hit detection ?

Another issue that I have a question about - ping - and how its measured in game. I'm tired of answering clanners'/players' comments/complaints about current ping status in say ... a BF3 game. Ping is not being measured the same as it used to be in these newer games, like say .... a BF3 game. Can you shed any light on this element as it will be deployed in Rekoil ?

Keep it coming, there's plenty of us that want that pure shooter, and can we please get rid of the bandwidth hogging instant stats ?!?!!!!

I want to play, I don't want to stare at graphics/numbers :p

Oh, where's my I Rated Up sticker ?
 

zeroy

Senior Member
Joined
Oct 20, 2004
Likes
2
Location
Louth, Ireland
#9
What is Rekoil doing about hit dectection ? is it server side or client side ?

And can you explain the decision to go with either server or client-side hit detection ?

Can you shed any light on this element as it will be deployed in Rekoil ?
I will get you those answer asap, the programmers are at PAX right now so cant get that until next week.

Thanks for the support.
 

zeroy

Senior Member
Joined
Oct 20, 2004
Likes
2
Location
Louth, Ireland
#10
Answers directly from our Prog team :)

So, one of the big issues with the AAA titles out there today, is hit detection/registration. Now having played the fps games since Quake 3, I gotta ask - What is Rekoil doing about hit dectection ? is it server side or client side ?
>> Mainly Server side! There is also a client side simulation to reduce lag. Anything long range is server side due to bullet drop.

And can you explain the decision to go with either server or client-side hit detection ?
>> A must have to counter cheating and bullet drop feature

Another issue that I have a question about - ping - and how its measured in game. I'm tired of answering clanners'/players' comments/complaints about current ping status in say ... a BF3 game. Ping is not being measured the same as it used to be in these newer games, like say .... a BF3 game. Can you shed any light on this element as it will be deployed in Rekoil ?
>> Ping/Latency is the time it takes for you as a client to contact and receive a response from the server by sending a small a packet of data. So if your ping is 100, it took 100ms for your machine to communicate with the server in a two way conversation (=round time). Rekoil shows that number on the scoreboard.
 
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