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Mehmethan changed their profile photo
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Changelog For 3.8.0.2 ReleaseGeneral Fixed a crash. Fixed an issue with bots purchasing vehicles on non-forest maps. Increased LowPowerDamageScale, rounding from 16.67% extra to 20% extra, matching what the encyclopedia states. Added information about this damage scale to the "low power, defenses inoperable" message to players. This is the feature that makes buildings take more damage when a base's power is low. Updated and clarified the ingame encyclopedia (F1 screen). Upscaled TT logo for splash screen. Nerfed Tesla Coil jolt damage Chain damage: 30 to 20 Chain fragment damage: 20 to 10 Explosion damage: 180 to 90. Fragment explosion damage: 100 to 80. Radio Commands Lowered sound volume from 2.0 to 1.0. Adjusted "building needs repairs" Soviet string. Thief Increased Crowbar Damage Penalty Cooldown from 0.35 > 1 Decreased Crowbar Damage Penalty Fraction from 0.15 > 0.08 Maps Removed visible boundary stripes on a few maps. This is planned for the remaining maps soon. Fixed missing tree stumps on a few maps. Replaced the copied assets with instances on a few maps. This affects the backend work more than anything. RA_GuardDuty Brightened overhead map. RA_KeepOffTheGrass Increased mine limit from 40 to 50. Fixed collision on a tree by the civilian rar house. RA_LunarParadox Fixed mine bomber being too shiny. Fixed weapon scopes. Sorted air units into the air tab. Kovtillery projectiles are visible again. Yaktillery uses the urban texture instead of forest. Set correct rotation on Angry Tank's emitter. RA_Metro Set Floating as the primary Jukebox track. RA_PacificThreat Fixed bigcrate nullgons. This would cause camera jittering in third person view. RA_RidgeWar Fixed a vehicle wedge spot behind the Allied WF, Added Hedgehogs to mark vehicle boundary at the infantry path north of the Allied base. RA_ShallowGrave Made an adjustment to the terrain that should fix an issue with stealth shaders appearing where they shouldn't. Fixed some floating rocks and grass. RA_StormyValley The environment is now brighter. Front Soviet Service Depot is now more flush with the ground. RA_TheWoodsToday Made an adjustment to the terrain that should fix an issue with stealth shaders appearing where they shouldn't. Removed Soviet Guard Shack near Allied base. RA_ToTheCore Unfloated a tree by the church. RA_Volcano Blocked off southwest naval route completely. Moved the Sub Pen and Naval Yard to face the single naval route better. Fixed/cleaned up lava heat damage zone. Slightly narrowed so more of the outer walkway is safe. Covers middle walkway now too.
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OWA started following RA2:AR - Update 0.9.0.13
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Hi everyone, it's been a while! We've been on a nice long break, but has returned with a small patch to add some QoL and improve the balance a little bit. Take a read below to check out what we've been up to! Update 0.9.0.13 The changelog for update 0.9.0.13 is below: That's all folks! Head over to the discord for all of out latest updates. Please leave your feedback on Discord and we'll look at a larger balance patch for next time! Stay tuned for that! - @ OWA, @ moonsense715 and the AR Dev Team
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Capitão Murica changed their profile photo
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[blurb]On July 12th at 7 PM GMT[/blurb]
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[blurb]On June 20th at 7 PM GMT[/blurb]
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Long time no see! Ok so... Reborn was a pkgmod in 2005 after it was a total conversion in 2003? I believe you, I just had no idea. But the project also went through a "reset" of sorts too right? It changed leadership, most of the team, etc? What can you tell us about that time? Also, there is only one test level "weapons" inside that pkgmod file, no other level files unfortunately. Got anything else cool in your collection that you'd be willing to share? Thanks, -Einstein the community history nerd
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I remember people kept saying she looked like the borg queen, lol. I also remember the chaingunner firing from the hip and boy bullets hit hands before heads, lol. Good memories, good times.
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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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60hz - 240hz comparison (60 sfps) and 300 fps vs 100 sfps
Unstoppable commented on NLsRene's issue in Renegade
The only reliable fix for that is to decouple rendering from physics and computations in general, and that's a tedious task given the state and nature of the engine. -
Renegade crashes when using altmat for exterior of buildings
Unstoppable commented on Forithow's issue in Renegade
altmat expects the exact same meshes & configuration in both W3D files. It doesn't play well if you try to add new passes or change things too much. To be on the safe side, separate buildings from terrain. In other words, make two max/gmax files, one for buildings only and one for everything else. Then, make a clone of building-only max/gmax and change the material as you wish. Change it incrementally and make backups so you can figure out/recover what exact change breaks it. These were the steps I followed making C&C_Frostbite. -
It is false positive.
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Blast from the past. The first version of Reborn back in 2005 Back when it was a PKG mod for Renegade Download Reborn.pkg Reborn.mp4
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RoninLexx changed their profile photo
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Westwood 3D and S.A.G.E. Engine Source Code Modernization
Pedeca replied to Pedeca's topic in Command & Conquer
Not that anyone here asked, but I two more items of interest to add to the modernization list. First is an explanation of Granny3D, the fifth and last of the Rad Game Tools as well as the first of them to be discontinued by Epic Games soon after the 2021 buyout. This is specifically for SAGE users, as only SAGE games used Granny3D (the "granny" folder in the file hierarchy) as a middleware for animating models. Granny was a popular and easy to use middleware that allowed you to hook up the animations on a model to actions, blend them, and (most importantly) see the output in real time in the various renderers in use within the industry (being able to switch between PC, Xbox, PlayStation, and Nintendo consoles on the fly). Granny outputted to its proprietary file type (gr, and later gr2) but could also handle transfer formats. Westwood and EALA attempted to implement a conversion function that turned granny files into W3D format, but the disabling of the function along with the comments suggest that they could not get it working in time (it is unknown if they ever succeeded). Regardless, Granny3D is still an amazing middleware that I daresay programs like Blender never truly replaced. If the community could create an offshoot version of it using the source code floating about on the net, that would become an amazing pipeline tool for creating W3D models with professional feeling animation work. Next, I have a replacement for the BIG file format used in SAGE. Videogames often use real-time decoding of compressed assets to drastically reduce the file size of the game. This optimization is a must have. However, although the Generals source code contains the BIG file decoder, it lacks the inclusion of EA's proprietary BIG file encoder. That's a big deal, pun intended, because if you do not have that program, you have to do the encoding by hand. That's a lot of slow work, even if you are a modder who's used to it by now. Not to mention the fact that there are better and faster real-time compression solutions out there than BIG files. As such, I would like to introduce ZStandard [ZSTD]. Now, while 7Zip may have the better compression in comparison, it was never intended to be used in real time over and over again. ZStandard is, and it's so reliable at it that Valve is planning to use it for Steam's installation and update system, replacing the older LZMA method. And if it's good enough for Valve, it's great enough for you! Thus, in short, 7Zip for installation files and ZSTD for real time assist deflation and loading. Just ignore the fact that the repository is currently owned by Facebook, it's under a GPL license, so open source and ready to roll. I'll see if I can update the main list with these details when I have time. I also need to fix information about the Asset Importer (ASSIMP) and clean up other information before starting any new topic (like discussing the shadow systems in WW3D and SAGE, or dissecting the WW3D camera to determine the type of rendering method: forward or deferred). -
Man I miss the forum games
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Making an SDK for Reborn has been on our to-do list for a while.
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BotRot613 changed their profile photo
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Hm, you are right I cannot find a public TSR SDK on gitlab either.
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Ah that's it, Rockymountains! I'll check out TS_Zama, thanks for uploading it.
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I believe it was a recreation of Zama. The other one is called Rockymountains. Forest fires was a different map if i remember correctly Oh yes i agree. The direction Reborn went doesn't really suit chokepoint maps. TS_Zama.mix
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I don't think I've seen the bridge model, looks great! I recognise two of those maps, and I think we have them, like Fjord and I believe we also have Forest Fires and that map with the church looking building in the middle? What's that more open WIP looking map with the snaking path? Something to keep in mind, we're finding that the Renegade style of maps are getting a bit grating and don't really fit the current gameplay approach for modern TSR.
