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[blurb]On February 25th at 8 PM GMT[/blurb]
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Game Night Expansive Civilian Warfare Game Night
cyberarm posted a topic in Expansive Civilian Warfare
[blurb]On February 22nd at 8 PM GMT[/blurb] - Today
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[blurb]On Febauary 21st at 8 PM GMT[/blurb]
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Game Night Battle for Dune: War of Assassins Game Night
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Tiberian Dawn: Ground Zero Update #7
Killing_You replied to Killing_You's topic in Tiberian Dawn: Ground Zero
Thanks! Yeah, we're absolutely going to add that detail when the time comes to give the main structures a visual pass; it's too iconic and nice looking to leave out. I REMEMBER THIS! Ahh, this was so cool when you first posted this! I definitely remember nicking them to see what we could use, and the Bradley is definitely in the cards! Everything else, I can't say for certain, but will probably be useful in some form or another! -
Tiberian Dawn: Ground Zero Update #7
Chad1233 replied to Killing_You's topic in Tiberian Dawn: Ground Zero
By the way, I've found out from a user Allen_508 that the Viewpoint Model Collection I posted here has the original M1A1 model Westwood used for Tiberian Dawn named MM1A1H.3DS. It's the same one with the strange slanted rear turret. From what it looks like Westwood might of modified it overtime during TD's development since the final render had larger track covers, headlights, larger fume extractor and a gunner sight modeled in to look more like an Abrams. I also learned the turret from the model was reused for Red Alert 1's Light Tank in cutscenes. Anyway I was just mentioning if you were interested in using it as sort of a homage to the original game. I fixed the refinery image. Preview of the model in spoiler. -
Tiberian Dawn: Ground Zero Update #7
Killing_You replied to Killing_You's topic in Tiberian Dawn: Ground Zero
I appreciate your kind words! The image is unfortunately not loading for me, but not to worry, the exterior textures are temporary. This is pretty much just how ACK made it back in 2004, and thus will serve mainly as a placeholder so we can iron out the layout before finalizing the visuals. This was likely a consequence of the design initially retaining a turret function to make aiming easier, though with the new barrel yaw tech we might be able to get away with merging the two like in the render. There's also the fact that with GZ on the slight backburner, I haven't dialed in the track suspension settings just yet, so it sits a tad higher than it should. -
Tiberian Dawn: Ground Zero Update #7
Chad1233 replied to Killing_You's topic in Tiberian Dawn: Ground Zero
Very nice! The Refinery is one of my favorite structures in Tiberian Dawn but are the exterior textures temporary here? I quite like how it looks in the original CGI renders that used the polygon triangles as its texture. Also the flame tank looks a bit tall and derpy looking, the original render model might of been a little lower since the top portion of the tracks were inside the hull and was protected, unless your design was intentional. The stealth tank though looks the best. -
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[blurb][/blurb] Hello, and welcome to this long overdue Tiberian Dawn: Ground Zero update! Wheels may have been turning a little slowly due to exterior factors, but they have been turning! It's about time we show off some of the fruits of these endeavors! REFINERY We finally have the last of ACK's original structures set up and ingame! Thanks to @ TeamWolf , the Refinery is on the battlefield at long last! It should be noted that the interior is due for a rework, but this will give an idea of what to expect from a broad perspective. Plus, it is nice to see this structure properly ingame and not just in renders! FLAME TANK Now we come to a two-parter of this blog that I like to designate as the " @ Romanov is amazing" segment! He has generously modeled out for us a new Flame Tank! In-game, this vehicle will act as a "battering ram" of sorts. While it sports relatively low range, it more than makes up for it with frightening damage output and the strongest armor in the entire Nod arsenal. When escorted by units able to handle ranged threats, a Flame Tank will make short work of structures and infantry battalions alike, while also packing a serious punch against any vehicle that dares to get too close. STEALTH TANK Part 2 of the "@ Romanov is amazing" segment! The two vehicles I anticipated having the most difficulty getting models for just happened to be the two he decided to whip up for us! Everybody stroke his ego and give Krystal a sandwich! In-game, the Ezekiel's Wheel Stealth Tank will be the ultimate vehicle hunter. While it won't have the armor to survive a direct encounter, it does sport the Lazarus Shield cloaking technology, giving the vehicle the ability to seemingly vanish into thin air. While cloaked, it maneuvers into position to ambush GDI armor, ripping them to pieces with powerful missiles, before disappearing into the ether once again. VEHICLE SCOPES This is a feature that AR players may already be familiar with thanks to the Sniper IFV, but in case you aren't familiar, we now have the ability to give sniper scopes to vehicles. This is a feature we'll be making extensive use of in GZ given how much it will come in handy for the long range combat you can expect. Here's an early example of what this will look like on the Apache. In addition to the scope, though, eagle eyed viewers might spot something else hidden in plain sight... CONCLUSION And that's that for now! It might be a moment before we return as I assist APB on the Naval side and BfD with audio for their vehicle release, but our wheels will still be turning! Ta~ta for now!
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IamNobody865 started following Tiberian Sun: Reborn 2.1 Teaser
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[blurb]Tiberian Sun: Reborn 2.1 Released! Sneaking, Spotting, Lighting, oh my![/blurb] Tiberian Sun: Reborn 2.1.0.0 Highlights Added a new overlay that shows an overhead map of the battlefield, and a player list with a detailed scoreboard on either side. Each vehicle and structure has its own unique radar blip, and all buildings now have special health bars shown on the radar compass, overhead map, and in a special place on the top right portion of the head-up display that will also flash when under attack. By default, the overhead map and scoreboard overlay screen is activated by holding the Tab key. NOTE: If not playing a fresh install, you may need to bind this key under "Options/Control Config/Communications/Map & Player Info:" or press the "Defaults" button. Radar sneaking system added. Standing still, or crouching & moving will allow most player soldiers to move around the battlefield undetected by enemy radar. Sneak icon next to the radar compass features an eye that fades away when the player is considered sneaking. Some units can detect sneaking players at certain distances. Hero units are exempt from sneaking. Added a function for middle click spotting. Spot enemy targets, point out units or structures to defend, or simply point to a spot on the battlefield for everyone to gather. Point at and middle click these areas to activate the function. NOTE: Middle click is the default button, but it can be rebound in Extended Options. New dynamic lighting system is being used for vehicle headlights, tail lights, and brake lights. This system is used in various places around maps, including sweeping spotlight watchtowers on some of the maps. NOTE: Tick Tank, Mobile Sensor Array, and Mobile Stealth Generator are not yet set up for dynamic lights, but they are planned. Added basic income. When your team loses all economy production structures, they gain a 1 credit trickle for the remainder of the game. All vehicles except the Mammoth Mk II now have a teleport entry script that assists players in entering their purchased vehicles. New widescreen loading screens with overlay, per-map images, loading bar, and click/space confirmation. General Game updated with the latest engine build, which includes many bug fixes. The "allweapons" console command no longer crashes the game. Corrected collision around one of the civilian buildings. Fixed stealth shaders. New refill script for aircraft allows for multi-aircraft rearming. Helipad rearming is faster than the Service Depot by 1 second. Cleaned up and adjusted menu strings and default keybinds. Enabled leg twist. Non-native stealth distance is 40m (Mobile Stealth Generator). Fixed the Level of Detail for Tiberium plants so they don't disappear at such a close distance. Interface Replaced the FMOD logo splash screen. Head-up display now has a much cleaner look and supports higher resolution setups. Radar range reduced. 75 -> 53 New building health alert sound. Added objective markers for resource gathering/dropping, damaged structures, new vehicle purchases, rearming aircraft, and spotting. Added new radar blips for all units and structures. Radar: "above", "below", and "bracket" blips are now working correctly. Added building icons and their health bars to display at the top right of the HUD. Replaced top right player list with a HUD element for graphical player count and team scores Escape menu has had the old image and info removed, showing simply the game in the background, or a blank screen in skirmish mode. Streaming repair weapons now show 999 ammo instead of 0. Added more info in the weapon name strings. "Shift Cooldown" and "Auto-Shift Cooldown" text changed to "Dig Cooldown" and "Underground Timer". Removed CTOL aircraft info text. Warhead Changes Buildings Decreased Missile ratio. 0.6 -> 0.5 Decreased Rocket ratio. 0.4 -> 0.35 Increased SPG Shell ratio. 0.5 -> 0.7 Defenses Decreased Missile ratio. 0.6 -> 0.5 Decreased Rocket ratio. 0.4 -> 0.35 Walls Increased SPG Shell ratio. 0.6 -> 0.65 Cyborg Reaper Decreased Rocket ratio. 1 -> 0.9 Infantry Can sneak. Sneak detection range of 10m. Adjusted infantry gravity. 2.0 -> 1.75 Sprint modifier universally decreased. 1.85 -> 1.75 Headshot damage multiplier decreased. 3 -> 2 Purchasable frag grenades: inner explosion radius increased. 3 -> 4 Technicians HP decreased. 200 -> 150 Engineers Move speed decreased. 6 -> 5.8 Nod Technician/Engineer Texture tuning. Officer Damage increased. 4 -> 4.2 Cadre Rifle max clip size decreased. 40 -> 25 Reload time decreased. 2.5 -> 2.35 Grenade inner explosion radius increased. 1.5 -> 2 Swap-times between weapons decreased by 50%. Sting grenade now travels the same distance as the gun. Missile/Rocket Move speed decreased. 6 -> 5.8 Riot Trooper Increased HP. 200 -> 250 Decreased damage. 55 -> 50 Slug damage type changed to Bullet_AP. Buckshot inner spray angle increased. 0.25 -> 0.3 Buckshot inner spray count increased. 2 -> 3 Outer spray count decreased. 6 -> 5 Pistol RoF increased. 5.75 -> 6 Disc Thrower Increased HP. 200 -> 225 Movement speed decreased. 6 -> 5.8 Outer explosion radius increased. 4 -> 4.25 Inner explosion radius increased. 2 -> 3 Jumpjet Now survives fatal falls if HP greater than 130. Sneak detection range of 40m. Can detect stealth (reveals radar blips in 40m range). Enforcer HP decreased 350 -> 300. Movement speed decreased. 5.75 -> 5.5 Kerubim Movement speed increased. 6 -> 6.25 Chameleon Spy Stealth Distance increased. 15 -> 30 Pistol damage increased. 8.5 -> 10 Cyborg Spotting range of 40m. Sniper Rifles Velocity increased. 999 -> 1000 Gravity decreased. 4 -> 1.5 Damage increased. 60 -> 80 Ghost Stalker/Cyborg Commando Cannot sneak. Sneak detection range of 75m. Vehicles Attack Cycle Ammo now disappears correctly. Titan Health increased. 900 -> 950 Laser pointer lights up terrain. Light adjustments to gun camera. Increased projectile extensions on all axes. 0.1 -> 0.15 Tick Tank Health increased. 800 -> 850 Mobile Sensor Array Spotting range of 100m. Alert time increased. 10 -> 15 Ping times changed to 8 second intervals. Subterranean APC Its drill can now be used as a weapon to grind down enemy objects, similar to the Devil's Tongue. Updated animations. Stealth Tank Stealth distance increased. 10 -> 30 Disabled "follow vehicle orientation" flag on the alt camera. Reduced camera shake intensity. 0.1 -> 0.07 Enter transition is slightly taller. Mobile EMP Range increased. 160 -> 180 Velocity increased. 100 -> 150 Boosted EMP effects. Projectiles/explosion have been converted to EMP type. EMP weapon scaling adjusted to affect infantry at 0.1 and aircraft at 20. Removed special damage on EMP type. Disruptor Updated the model. Max Engine Torque increased 4275 -> 4500(5.5m/s to 5.75m/s) Smooth Turning enabled. Turn Torque Scale increased. 0.5 -> 0.55 Devil's Tongue Clip size increased to 40. Reload Time decreased. 3 -> 2 Damage increased. 2 -> 2.25 Rate of Fire increased. 12 -> 24 Projectile velocity increased. 25 -> 45 HUD range increased. 35 -> 60 Very slight tracking enabled to help aiming. Reduced grinder weapon's screen shake. Juggernaut Spray now increases per shot. Hover MLRS Reduced camera shake intensity. 0.1 -> 0.07 Projectile now uses a unique model. Projectile extensions increased. 0.1 -> 0.5. Mammoth Mk II Fixed up the model a bit, and reduced height by 1.55m. Adjustments to turret/top cameras. Explosion no longer scales. Max Engine Torque increased. 250000 -> 300000 (+1 m/s) Fixed some errors with the texture. Post reload time reduced. 2 -> 1.25 When idle, the turrets visibly search for targets. Harpy Health increased. 400 -> 425 Friendly units can see its radar blip. Orca Bomber Now explodes on overlapping purchase. Health increased. 600 -> 650 Damage decreased. 200 -> 125 Explosion damage decreased. 200 -> 125 Buildings Refinery Added a blocker in the Refinery to prevent pump area access. Nod version: The gold stripes in front have been replaced with red stripes. Helipads Fixed up loccations for the damaged/destroyed decals and emitters. Maps TestUnits is now available in public builds. TS_Field_Flying renamed to TS_Fallow. TS_Anchorage Opened up the south side of the GDI base, and added a Vulcan. Adjusted northern GDI walls. Adjusted shoreline south of the Nod base. Removed one civilian silo structure from the front of the Nod base. Adjusted textures in blue Tiberium field. Added more Tiberium props in fields. TS_Cliffs Re-added search tower. Fixed some mesh/texture issues. Added a base defense behind each Refinery. TS_Dam Fixed map origin. This change should improve performance. Added new sounds/lights. TS_DustyRoad Adjusted a rock behind the GDI Barracks. Fixed holes in the map. TS_Isles Added cliff bridges. TS_GrandCanyon Adjusted some terrain blockers. TS_OmegaCity Large Tiberium field in the center is now blue. Added small green fields near each base for players to use. Lifted and sealed off the rear of the Nod base. Updated weather/lighting. Fixed some holes in the terrain. TS_Snow Fixed hole. TS_Tiber Adjusted out-of-bounds areas. Re-enabled fog. Updated weather/lighting. Removed hidden easter egg ladders. TS_Wintervale Added lights on Tiberium silos. Adjusted lighting. Fixed a hole in the terrain.
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Are normal players permitted to !TAG other players in game?
dblaney1 replied to Solarsails's topic in Off-Topic Discussion
You can only tag yourself with the !tagself command. Only moderators and Admins have access to tagging other players. -
Are normal players permitted to !TAG other players in game?
Solarsails replied to Solarsails's topic in Off-Topic Discussion
Apologies. The server is [W3DHub] Interim Apex and the game is Renegade. -
Are normal players permitted to !TAG other players in game?
ChopBam replied to Solarsails's topic in Off-Topic Discussion
Which game? Which server?
