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Greetings, one and all! We've just released update 2.1.1 for TSR to the public, and it should be available for download right now! This update is little more than an engine update to fix some crashes that were happening with lower end PCs and the spectator mode. In addition, by popular community request, we've also added some chat sounds! These were pulled directly from Tiberian Sun and Firestorm itself, along with a few extras voiced in-house! This will bring some extra fun to the games, while remaining on brand with Tiberian Sun itself! The list is as follows: You may be wondering why there's no balance changes this time around, and that's completely fair! Truth is, we're in the early stages of a major balance rework, and we felt that you guys deserve better than half-measures in the interim. In that vein, we'd like to officially announce that the next version of TSR will be 2.2! The goals of this update can be summed up as "Units Old, Units New, Features Borrowed, Tiberium Blue*." Some of the details of this have already been mentioned publicly, but if you missed them, fret not! We'll be keeping you in the loop as development proceeds, as we're excited to show you how the battlefield of the Second Tiberium War is set to change forever! Until then, see you on the battlefield! *NOTE: The "Tiberium Blue" part was just to complete the rhyme. At this point, we're not promising the implementation of explosive blue Tiberium... yet. Our abilities grow by the day, and it is a big possibility for the future!
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SavageWolf changed their profile photo
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SavageWolf started following Change Display Name
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Hi FRAYDO. I know I made a post about changing my name a while back. Is there a chance I can still change it or do I need to remake a new email to have a different name. I joined the W3D Discord server as well. Reach out to me asap when you get this msg. Thanks
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Game Night Battle for Dune: War of Assassins Game Night
cyberarm posted an event in Community Events
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Bazzite OS is an immutable Linux distro, so file paths and permissions are different from standard SteamOS. On Bazzite, PortProton or Wine prefixes are usually located in user-specific container folders (e.g., `~/.var/app/...` or `~/.local/share/...`), meaning hardcoded paths like `/home/deck/...` won't work out of the box. ### Why I used PortProton & How to find your working setup: 1. **Easy Prefix & Runner Management:** I chose PortProton because it allows you to quickly create/configure Wine prefixes (like `DOTNET`) and switch between different Proton/Wine builds with a few clicks. 2. **How I found the working combination:** - First, I installed the Native Linux W3D Hub Launcher and downloaded the game (e.g., Tiberian Sun / Renegade). - Before tying everything to the launcher, I tested launching the game's `.exe` directly inside PortProton. - I experimented with different Proton versions and prefix settings until I found the exact combo that ran the game smoothly without bugs. - Once I had that working combination, I took its prefix path, DXVK environment variables, and Proton binary path, and put them into the `mywine.sh` script. - Finally, I pointed the Native W3D Hub Launcher settings to execute `mywine.sh`. ### How to adapt this for Bazzite + GTX 10xx (Pascal): 1. **Find your actual paths:** Open Konsole in Bazzite and check where your PortProton installation and prefixes actually live. Update the paths in `mywine.sh` accordingly. 2. **Test direct `.exe` launching first:** Use PortProton to directly test your game's `.exe` first. On GTX 10xx (Pascal), some Proton/DXVK builds might crash due to driver quirks. Find the Proton build and prefix settings that work for your GPU. 3. **Write your script & link it:** Once the game runs fine standalone, put those specific paths/settings into `mywine.sh`, make it executable (`chmod +x mywine.sh`), and set `/path/to/mywine.sh` in the Native W3D Hub Launcher settings.
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Well it's been another bunch of busy months and much to my surprise PC Gamer UK & US decided to publish a special report on my Civ2 Heroes 2 mod (posted earlier in this thread) and also covered my other Civ2 modding work such as the CnC scenario above and my up and coming Red Alert 2, Dune 2, and Sid Meier's Alpha Centauri scenarios for Civ2. So I guess I better hurry and release another mod below heh! This time is another big one, the Red Alert 2 Siege of New York scenario! :) RA2 Final Dev Diary 07 – Sounds, Videos, GUI, Diplomacy & more for the Civ2 C&C Red Alert 2 Scenario: In this final seventh dev diary we overhaul and finalise all the sound effects, videos, GUI colours & backgrounds, diplomacy, and city building icons with RA2 assets. https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/final-dev-diary-07-sounds-videos-gui-diplomacy-more-for-the-civ2-red-alert-2-scenario . RA2 - Civilization 2 Red Alert 2 Siege of New York Scenario Release: Yes I’m finally also releasing my C&C Red Alert 2 Siege of New York Scenario for Sid Meier’s Civilization II Gold (MGE). This project was a rather ambitious attempt to recreate and expand upon the first Allied siege of New York mission from Red Alert 2 using assets from RA2 and some of the best fan projects out there, all entirely within Civ2! https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/civ2-red-alert-2-scenario-release
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OWA started following RA2:AR - Update 0.9.0.15
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Hi everyone, here's another small update for AR. We're still on a bit of a development hiatus at the moment, but there was a showstopping crash that was affecting some of you out there, so we've decided to push a small patch to address that and also add some quality of life improvements. Take a read below to see what's in this update! Update 0.9.0.15 The changelog for update 0.9.0.15 is below: That's all folks! Head over to the discord for all of out latest updates. Please leave your feedback on Discord as always. - @ OWA, @ moonsense715 and the AR Dev Team
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Yea. TheGh0stShip/RenegadeVita: Evidence-led native ARM PlayStation Vita source port of Command & Conquer: Renegade.
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That isn't how the GPL3 license works, you have to provide source code for any modifications you distribute and you are now distributing one.
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Totally the plan as soon as I can push it a bit further. My dev workspace is a mess and I don't want to accidentally commit something that will haunt me like .env or something stupid. I've put up the original M00 Tutorial as a functional demo here - TheGh0stShip/Renegade-Vita-Demo: Native Renegade Vita M00 Tutorial demo: setup guide and Dev134 VPK
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v79today1 changed their profile photo
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Oh dang, that's kinda neat! Nice share.
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untilIt's a game night!
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Git repo? I don't see your work in the fork network of the EA release and I normally keep an eye on that for any useful developments for OpenW3D.
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Вот как я решил свой вопрос. Может кому то пригодится. [Guide] Launching W3D Hub Games on Steam Deck via Native Launcher + PortProton Script This guide explains how to hook the Native Linux W3D Hub Launcher directly to PortProton's Wine/Proton binary using a lightweight runner script, allowing you to launch games like Apocalypse Rising with full DXVK hardware acceleration. Prerequisites: - Steam Deck in Desktop Mode - PortProton installed on your system (specifically using the DOTNET prefix and PROTON_LG_10-28 binary runner) Step 1: Create the Runner Script (mywine.sh) 1. Open a text editor (Kate or KWrite). 2. Paste the custom launch script (configured specifically for PortProton's DOTNET prefix and PROTON_LG_10-28 build): #!/bin/bash export WINEPREFIX="/home/deck/PortProton/data/prefixes/DOTNET" # Enable DXVK (Vulkan translator from PortProton) export WINEDLLOVERRIDES="dxgi,d3d9,d3d11,d3d10core=n,b" exec /home/deck/PortProton/data/dist/PROTON_LG_10-28/bin/wine "$@" 3. Save the file as mywine.sh (e.g., /home/deck/mywine.sh). 4. Make the script executable via Konsole: chmod +x /home/deck/mywine.sh Step 2: Configure the Native W3D Hub Launcher 1. Open the Native Linux W3D Hub Launcher. 2. Go to Settings / Game Options. 3. In the engine wrapper / custom executable parameter field, set the path to your script: /home/deck/mywine.sh 4. Save settings. When launching a game or joining a multiplayer server, W3D Hub will pass all necessary arguments ("$@") directly to mywine.sh. Step 3: Add Launcher to Steam & Controller Setup 1. Open desktop Steam -> Add a Game -> Add a Non-Steam Game... and select the native W3D Hub Launcher executable. 2. Return to Gaming Mode. 3. In Controller Settings, select the Keyboard (WASD) and Mouse template. 4. Set the Right Stick/Trackpad to Joystick Mouse / Mouse, and configure Gyro as Mouse (activated on L2 hold) for precise aiming.
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Hello everyone. I would like to play this game on the Steam Deck in handheld mode, but I just can't get it to install. If I try installing it through Proton, the launcher fails to start. If I install the native launcher, it works fine, downloads the game, and shows the servers, but when I try to launch single-player or join a server, nothing happens at all. Is there a guide available for running the game on the Steam Deck, or could someone please help me get it running? Thank you all for your time! (Apologies for any potential errors or awkward phrasing, as I am using a translator from Russian.)
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Jerad2142 started following 1.2.3.5/1.0.1.5 Release (More crime updates and bug fixes)
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This patch was not originally meant to focus on crime, but after watching people play, especially KTFF, I realized the crime system had become overpowered and broken. Crime-related changes are now the main focus of this update, alongside several bug fixes and smaller tweaks. New Stuff Added the Undervolted Plasma Torpedo Launcher It has vastly more ammo than the traditional Plasma Torpedo Launcher, but also does less than 1/10th the damage and explosive range. The only way to acquire this weapon is from Cops working for the SCPD. This was added to nerf the SCPD - the OG Plasma Torpedo Launcher was vastly OP, especially with infinite ammo. Added a Humvee for Area 69 Main reason for this addition is I decided it was weird to have military soldiers come out of a police Humvee, so now they get their own car. Basically an HD version of the GDI Humvee. This Humvee has the physics of the other hummers in the game. Equipped with a 25 round machine gun with incendiary rounds. Added more reader boards to SCPD - two in the desert, one at Eric’s Autos, and one at the Arctic Airstrip. This is an ongoing effort of the governor of San Casina to advertise more high scores and other info. San Casina has realized its catch-and-release program for criminals is not working, so it has partnered with Flock Cameras and become a security state instead of fixing the core issue. These cameras can easily be run over or shot down, and they can also be repaired by the street sweeper. Both destroying and repairing them count toward high scores. If a Flock camera stays destroyed for more than an hour and a half, the city will repair it with magic. More Crime Overhaul I redid the math for gaining crime bounty. If you’re in pathfind, you get 100% of the bounty; if you’re outside of pathfind, you only get 10%. That value is then multiplied by (wanted level+1)/11. The final formula is: (InPathfind ? 1.0 : 0.1)*((wantedLevel+1)/11)*CrimeValue[CrimeType]. I repurposed and reworked an old crime system. Originally, killing cops would call in other cops. The system has now been expanded so that any crime can call cops, and after committing a crime, you will remain noticeable for roughly 30 seconds. The crime point scaling system is multiplied by 16 to determine the distance that cops can be called from. The Arrested/Killable Icon for collecting bounties now displays properly (it requires you be on the pathfind grind for at least 60 seconds). The Pathfind detection system has been tweaked. There is now a 5-second cooldown before you are considered not pathfindable, which should reduce the chance of vehicles doing jumps being counted as non-pathfindable. This cooldown does not apply to the bounty system; you must still be pathfindable for that to count. Once you reach wanted level 5, cops can track your cell phone using previously existing logic. You can now drop your cell phone, and cops will treat that dropped phone as your last known location instead. Reworked how bounties are calculated. Bounties are now based on crime type instead of the old RNG-based code. Assault = $1,000 Murder = $10,000 VehicleTheft = $500 VehicleAttacked = $1,000 VehicleDestroyed = $2500 GenericTheft = $330 AssaultingOfficers = $5,000 CopCarsDestroyed = $5,000 MilitaryEquipmentDestroyed = $25,000 DrugDealer = $1,000 SecurityCamera = $100 Heinous Crime = $100,000 Added the Heinous crime, which is applied when killing shipping ships or AI passenger planes. Reworked how EXP and wanted-level progression work. The system now follows a smoother curve. Listed below is how many kills it takes to level up if you are seen by cops or cameras, with one kill counting as about 25 points: Level 1 – 2.6 Kills Level 2 – 7.1 Kills Level 3 – 14.47 Kills Level 4 – 25.88 Kills Level 5 – 43.36 Kills Level 6 – 69.84 Kills Level 7 – 109.64 Kills Level 8 – 169.15 Kills Level 9 – 257.84 Kills Level 10 – 389.72 Kills Here is the crime pointing scaling (Old system besides the heinous crime): Assault = 2.5 Murder = 25.0 Vehicle Theft = 7.5 Attacking Vehicles = 2.0 Vehicle Destruction = 15.0 Theft = 1.0 Assaulting Officers = 5.0 Destroying Cop Cars = 10.0 Destroying Military Equipment = 75.0 Drug Offenses = 3.0 Destroying Security/Flock Cameras = 1.0 Henious Crimes = 625.0 Two more high scores have been added: one for reaching 5 PLECOSTOMUS and another for reaching 10 PLECOSTOMUS. Remade how police vehicles spawn: Delorean, Crown Vic, Charger, and Bugatti spawn at the base wanted level. Wanted level 3+ police hummers will start to show up. Wanted level 4+ Area 69 hummers start to replace the other cop vehicles. Wanted level 5+ the Police Destroyer starts to stalk the ocean. Wanted level 6+ SWAT hummers (which have future soldiers) join the mix). Wanted level 9+ enforcers appear and replace all the previous. Wanted level 10 the police heavy APC joins the fight. Also rebalanced how weapons are spawned on passengers of vehicles via wanted levels: Civilians: 0 – food, knives and swords, pistols, 2 – shotguns and submachine guns, 3 - rifles. Police: 0 – tasers and pistols, 1 – shotguns, 2 – rifles, 3 - sniper rifles, flack cannons, 4 – gatling guns, rocket launchers. Military: 0 – shotguns, 1 – submachine guns, 4 – rifles, 5 - machine guns, gatling guns, 6 – sniper rifles, flack cannons, 7 – rocket launchers. Future Soldiers: 0 – energy pistols, 5 – energy shotguns, 6 – volt submachine guns, 7 – volt rifles, 8 – volt sniper rifles, 9 – undervolted plasma torpedo launchers. The SCPD has improved officer training. If a cop gets close enough to a target vehicle, they will attempt to extract the occupants. Occasionally, an officer may be bold enough to rush in from farther away to do the same - so stay alert. Tweaks Gatling tank is now spelled correctly, I totally didn’t learn how to spell it form C&C Generals. The Police Enforcer with the Plasma Torpedo Launcher now has a custom mounted version of the weapon that does less than 1/3rd the firepower and 30% the explosive range. Police and SWAT hummers now have more torque than their civilian counterparts (they used to be worse than the civilian variant). Hamina-class Missile Boat, Komar-class Missile Boat, Mark V Special Operations Craft, Pirate Ship, and the Gunboat now all use a much stronger armor and health type. Police Charger now has more armor - I’m not sure if it was a typo on my part but the previous instance had no armor at all. The Sea Monster is now named the Buck Ness Monster due to multiple rename requests. The Plasma Torpedo Launcher used by SCPD is now a fake version, which allows me to use LOD on it. After a lot of testing, I pinned this weapon down as a major source of client-side lag. Fixed a bug with the arrest messaging system not displaying when a player was killed/arrested and thus lost their bounty. Scrolling Marquees now show all disaster events. I’ve been forgetting to update that code for a while. Made a centralized function for detecting if AI can target an object - previously there was a ton of AI code that had different condition checks to see if they could attack a target. This slowly got out of sync over time and has lead to issues like some AI attacking players that were targeting Scuds as well as some other odd edge cases. In addition to the change above, Cop AI has been improved so it moves toward the player’s controlled vehicle or object. For example, cops will go to the Scud Launcher instead of the targeting object, or to the object holding the RC remote for a remote-controlled car. Driving police job vehicles now vastly increases the detection range of the bounty hunter job (General Camo suggestion). Cleaned up a ton of police code and simplified it for my own sanity. Bug Fixes Some ant spawners that were outside of pathfind. Red doors were updated in Renhalo incorrectly, which allowed players to fall into the void. Made some zones in the race track higher into the air, I had reports that players could jump some of them. All Police Enforcers now have proper weapon names. SCPD now properly blocks Ion Cannon Uplinks and Scud Launcher uplinks (not sure how long this has been broken for). Police Hotline now shows player bounties and wanted levels. It was still using the old bounty system, so it was never listing anyone. Calling the police hotline when you have a wanted level of 3 or higher now makes them properly triangulate you. Cops now properly arrest players instead of just standing there all brain dead. A69’s nuke will no longer chase the player into their next life, previously if you died the nuke would still show up and blast the hell out of you when you had no bounty. Destroying/Killing things with the scud launcher/ion cannon now says “X killed Y while targeting VEHICLE” instead of piloting. If an AI vehicle is destroyed by something the occupants can’t attack the occupants will no longer charge out and attempt to attack said object. Some more possible BlueHell fixes. Fixed some building specific announcements not showing up on the reader boards. Police Destroyer now marks criminals as seen if it sees them. Added a new flag and fixed two existing flags that were turning solid black due to light gen. Hovercraft should now make water sounds when hovering over the water. Cops should no longer turn on their own if they're shot by another police unit. Bomb dogs don't hesitate anymore and correctly blow themselves up on vehicles. Police vehicles with guns should no longer shoot into space/the ground, this was a bug caused by the horn logic. Crash Fixes Fixed an end game crash related to the Ogel system. Fixed a crash related to ambulances. Crash Dumps are now logging all vehicle and infantry posiiton data, I'll either make a program of feed this into an ai in order to hopefully pin down bad pathfind spots.
