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CyborgSans changed their profile photo
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I like the current set up of the Vigilante, it can shoot vertically (excellet degree of rotation), it has the range of the SPAAG, it is much more accurate, and does more damage than the SPAAG. It can kill snipers in the field with ease. It also melts tank armor beautifully (2x more than the SPAAG). I just won't pay 6000$ for a tank that has the same hp/ap as a 500$ apc. It would be perfect if it wasn't one shotted by a 400$ artillery.
- Last week
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Zippo used to be great a few years ago, then it got nerfed to basically being pointless like a bunch of other tanks. It should have a slight damage increase against infantry just for the sake of using it against infantry(even though you got MPs with AA12s and AVREs for that). Repair APC for GDI sounds nice but you pretty much never see battleships get repaired. Mortar APC would be extremely OP since you can deploy it at very long ranges and do loads of damage to buildings and infantry. You could get a handful of them to go around maps and shoot from outside the vision range of Nod. Vigilante will be around 2-3 times cheaper(last I checked) in the update and I think the damage gets increased. The downside is that it's not very accurate at longer ranges. If there's lots of air around you should buy a Chapperal, it's nowhere near as good as the Geko(which can fire without a player inside) but it's pretty tough and it has an AI turret that will automatically attack air, even stealth choppers. It does decent damage against Banshees. If you get another player to join with a Type 87 for support then you're pretty much immune from air.
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1.) Reduce Zippo tank's reload time by 30% (it doesn't do much to buildings or tanks, and has thin armor) 2.) Give Repair APC and Mortor APC the ability to travel on water (its in the name amphibious) A) Nod has an amphibious Repair APC they use to repair battleships, MRLS husks on the water, and steal Naval Yards (so why not give GDI one?) B) Nod has the Nona which is a Naval Mortor with twice the health (range won't be an issue since Nod has a lot of counter artillery, so I don't see why not) 3.) Give the Vigilante either A.) 400hp/400ap to help it kill banshees better (It's too fragile, for 6000$). Why? Well, the SPAAG is currently the better AA choice, because its cheaper, has more ammo, 2x more hp (able to take the abuse of a banshee), and lastly its reload time is almost the same as the Vigilante. -or- B.) An armored deploy like artillery, so it can take the abuse of banshees as a stationary AA turret.
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DevilsDivision changed their profile photo
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Changed Status to Fixed
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Characters don't instantly lower raised weapons when sprinting
moonsense715 commented on Pushwall's issue in Release
@ ChopBam Fixed in the latest scripts build, you can close this ticket once the game has been updated to it. -
I have released a new version of the W3D and W3X export tools. These are now built to work with 3DS Max 2023 and contain various fixes. This pack contains: W3D Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3D files W3X Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3X files W3D Viewer - A model viewer for W3D files W3D Dump - A tool to open W3D files and see the contents The source code to to the W3D Exporter, W3X Exporter, wdump.exe and memorymanager.dll Read the readme.txt file for details of how to install the plugin and notes about how to use it. Please test this and please report any bugs to me so they can be fixed. If you have any questions, you can find me here, on the w3dhub discord, on the 3rd Age discord, the SAGE Engine Modding discord or various other C&C discord groups.
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Alx_Novoros changed their profile photo
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***To developpers:Toggle crouch/Run for Vanilla RG***
Einstein replied to LT777's topic in Red Alert: A Path Beyond
To clarify, 4.8 is part of what we internally call the 4.x engine family, whereas 5.0 and 5.1 are "branches" of the 5.x engine family. Without going into too much detail, the primary difference between them is that the 4.x family is aimed at maintaining compatibility with Renegade and other mods that use the traditional Renegade structure under the hood. The 5.x engine family is more custom, which allows us to more freely and easily develop new features, but also breaks compatibility with Renegade, which is why we maintain these separately. Sometimes features are developed on one branch, and then are ported to another, but the implementation might have to be different due to the differences in the engines. Hope this helps. - Earlier
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Mehmethan changed their profile photo
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This is 3bdo changed their profile photo
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***To developpers:Toggle crouch/Run for Vanilla RG***
ChopBam replied to LT777's topic in Red Alert: A Path Beyond
Scripts 5.0 and 5.1 are versions of scripts that ship with newer W3D games than Renegade, such as RA: A Path Beyond, RA2: Apocalypse Rising, and Battle for Dune. -
***To developpers:Toggle crouch/Run for Vanilla RG***
LT777 replied to LT777's topic in Red Alert: A Path Beyond
Hi ChopBam, Unlikely to happen, ok. But, I didn't find any 5.0 script you referring to. gone to : https://www.tiberiantechnologies.org/downloads And 4.8 is the last version so far.I don't see any 5.0 version. Or is it a particular version of yours? -
View File Master Chief [ARCHIVE] Armed with a Volt Rifle Master Chief takes on his toughest challenge yet. Autism. [A MAJOR shoutout to @ Mortalc13 for getting this to work. He not only did so, but also added some shine to the Armor and helmet.] Replaces Mobius Power Suit. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) The HUD.dds files go in the TTFS Folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) Submitter Threve Submitted 03/05/2023 Category Custom Textures
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Version 1.0.0
8 downloads
Armed with a Volt Rifle Master Chief takes on his toughest challenge yet. Autism. [A MAJOR shoutout to @ Mortalc13 for getting this to work. He not only did so, but also added some shine to the Armor and helmet.] Replaces Mobius Power Suit. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) The HUD.dds files go in the TTFS Folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) -
Those handy presets at the right side that weren't showing up before and are showing up now--expand the folder Munitions, and then you'll find the various Ammo, Explosion, and Weapon presets inside their respective folders. You can double click on a preset to edit its settings. To save, go to Presets --> Save Presets (same thing I shared above in a screenshot). You could also Export presets if you want to test it in game. What these functions do is generate a new objects.ddb for you. It will need to be in the game's data folder to have any effect, and naturally its presence will make your game incompatible for online play in the official servers. It is of course also possible to edit them for custom maps and then you wouldn't need to edit objects.ddb.
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View File P22 Pistol [ARCHIVE] Some peice of shit pistol. Might work better if you throw it at someone. Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Submitter Threve Submitted 03/04/2023 Category Custom Textures
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Version 1.0.0
10 downloads
Some peice of shit pistol. Might work better if you throw it at someone. Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) -
View File Nod Droid [ARCHIVE] A Star Wars Separatist B1-Series Battle Droid that replaces the Raveshaw Mutant. Unfortantely he has no idea how to drive a vehicle and refuses to be crushed. They're in position and answers every question with "Roger". A major shout out to Society/Aprilwar for getting it rigged to work with Raveshaw in-game. mortalc13 also helped to modify the W3D File to make it work in-game. The textures have been upscaled and PT Icons are provided as well. Install the Data files in your Data folder ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Install the TTFS files in your TTFS folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. Submitter Threve Submitted 03/03/2023 Category Custom Textures
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Version 1.0.1
10 downloads
A Star Wars Separatist B1-Series Battle Droid that replaces the Raveshaw Mutant. Unfortantely he has no idea how to drive a vehicle and refuses to be crushed. They're in position and answers every question with "Roger". A major shout out to Society/Aprilwar for getting it rigged to work with Raveshaw in-game. mortalc13 also helped to modify the W3D File to make it work in-game. The textures have been upscaled and PT Icons are provided as well. Install the Data files in your Data folder ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Install the TTFS files in your TTFS folder C: > Program Files (x86) > W3D Hub > games > ia-release > IAFiles > InterimApex > ttfs >files (TTFS Folder) Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. While I have tested this out in-game I bear no responsibility or will provide updates to this file. -
How are you converting them for use in Mammoth? There's no .lvl file in the .mix files. The only way I know of is using the ancient LevelRedit program and as far as I know that hasn't worked for many years. In any event, only the example level files are supported for public use in the SDK, for now. Oh I just assumed that they were in the *.mix. No, they're stored in the global presets. Oh, how do I go about modding those? Well I hope I can transfer some of my HL2 mapping experience to W3D.
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How are you converting them for use in Mammoth? There's no .lvl file in the .mix files. The only way I know of is using the ancient LevelRedit program and as far as I know that hasn't worked for many years. In any event, only the example level files are supported for public use in the SDK, for now. No, they're stored in the global presets.
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Alright everything now mostly works, however I have a few questions: how do I build the global object database? What about extracted levels? How can I get the database for those? One of the reasons why I wanted to try out the sdk is to try to rebalance weapons in a way that I see fit and it looks like that weapon rules are stored on per map basis am I correct? Also after taking a closer look at the presets I have so many questions but that's for another thread :P
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@ LeonardMT I got the levels working on my end of the SDK and have pushed the update to GitLab. Is that something you can try downloading again and see if loading the levels works for you now?
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View File Half Life 2 Pistol [ARCHIVE] Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) Submitter Threve Submitted 03/02/2023 Category Custom Textures
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Version 1.0.0
9 downloads
Note: This is an ARCHIVE'd file from another Renegade Website. I did not originally create this. Only uploaded here for Archive purposes. I bear no responsibility or will provide updates to this file. Please do not modify this file or use it for malicious purposes in-game. Install by putting the files into your data folder. ThisPC > LocalDisk C: > Program Files (x86) > W3DHub > Games > ia release >Data (DATA FOLDER) -
Hey Leonard, I'm actually experiencing the same problem if I open the example .lvl files using the SDK Mammoth. I suspect it's related to the JSON revamp that took place within the last couple years, which completely changed how the database files are read and stored. This was never truly tested with the SDK, so we'll be looking into it and pushing a solution once we find it. Thanks so much for pointing it out!
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NOD_HAVOC changed their profile photo
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Good day, lads. I'm thinkin about hosting my own server with bots at Interim Apex mod. I want to host an Internet type of hosting. So I suppost I need a dedicated server config fo that. After surfing a Internet ocean of useless infomation Im not found anything what can help me out. If our forums have a same topic - can you point me into comments? Much appretiate in future.
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Alright I moved the sdk to C:\a-path-beyond-sdk-master\ and Mammoth to C:\a-path-beyond-sdk-master\LevelEdit\mammoth.exe, redid the Associate_Mammoth_with_lvl_files.bat and made my mammothpath.ini to this: [Game Path] GamePath=C:\Program Files (x86)\W3D Hub\games\apb\release And now it looks like Mammoth is linked up: However it's now crashing with a .dmp when trying to open anything even hostile waters crashdump.20230301-072644-r12592-n1.dmp