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  2. [blurb][/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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  7. Check out all the new features coming with TSR 2.1! Including dynamic lights, fully accurate Titan lasers, new HUD, and more! Releasing February 13, 2026 or earlier! Added YouTube link below in case of embed failure. https://www.youtube.com/watch?v=pgHanSZirKs
  8. You can only tag yourself with the !tagself command. Only moderators and Admins have access to tagging other players.
  9. Earlier
  10. Apologies. The server is [W3DHub] Interim Apex and the game is Renegade.
  11. Are normal players permitted to !TAG other players in game or is the command only available to certain moderators? If a normal player may tag other players with a nickname or perhaps some other reasonable comment what is the command to do so? And what are the protocols/rules associated with it?
  12. I hope this question is in the correct forum... I can not get logged into the launcher. The user id and password is the same as the website? Is this correct? Email or W3dhub handle? or either? Either way, I always keep a text file with my login info and that's the one thing that I always do without fail. Somehow when I try to login I get the message: Your username or password are incorrect. Have I blown it out from trying too many or some other ridiculous procedural error? I apologize for bringing such a noobist problem to you but could you help to resolve? Thanks in advance. Solarsails
  13. Endless loading when trying to connect to the Rencorner marathon server, and then the error "Connection to the server is interrupted", for example, does not appear on other servers!The game includes Exodus co-op. I do not use any third-party software or modifications. In short: A modern Windows 10 gaming computer has plenty of disk space, and I don't use antivirus software. It is always disabled. I had a similar problem before, it was the missing ttfs folder, but I solved this problem and played normally for a while, then abandoned Ren for 1-2 months and came back again, but I couldn't play because of this error.
  14. Thanks for the updates, though darn costs of REN weaps going up. Just like the real world costs of everything. :D
  15. For what it's worth I can confirm that the following steps get all the other mods working after setting up a fresh wine prefix: 1. install winetricks dotnet48 2. install winetricks d3dcompiler_47 *To run vanilla Renegade from the launcher (after installing SCRIPTS 4.8 to the game's install directory) : 3. install windowsdesktop-runtime-8.0.23-win-x86.exe This allows me to get everything except Apocalypse Rising running. Is it possible there is a newer component AR needs since it is a newer mod? trying to install anything newer than what I mentioned above breaks all the other mods, so it might mean AR would need its own dedicated prefix.
  16. [blurb]The PLECOSTOMUS have grown fat on people's internetz for far too long, it’s time for them to go on a diet.[/blurb]This release contains massive stability improvements (for the server), some rework to the crime system and treasure chests, and tons of bug fixes.New Stuff Treasure chest system has been reworked: There are now only 3 treasure chests at the bottom of the ocean instead of 20. Treasure chests are now generated once every 1-3 days after a chest was found. Treasure chest locations are now saved between games, so even if the server restarts/crashes the chests will be in their same spot on the next load. There is now a treasure map that gives hints where the treasure chests are located. Treasure chests are now worth $25,000,000 to $50,000,000. Players will now see security cameras scattered around the map, while in line of site of these cameras any crime committed will go toward the players bounty (previously only 10% of the crime was counted when out of line of site of cops, now 0% is counted but obviously with cameras the chances of being spotted is much higher). There is also now a high score for killing these cameras. The crime system now has indicators below the radar on the HUD: Green (Pathfind Icon) means you’re in a pathfindable zone, you must be in pathfind in order to gain bounty. Yellow (Camera/Eye) means you are in line of sight of a security camera (newly added all over the map) or a police officer/vehicle, this is required to gain crime stats. Red (Hand Cuffs) means you can be arrested/killed to get the bounty, for the most part this requires you being in a path findable areas, and having been in game for a few minutes. Mars Rover can now over heat, running the laser too long will cook the driver (there may or may not be a perk that will extend the time the laser can be run without cooking the driver). There have been some new high scores added related to this as well. I'm shipping the original release with a slimmed down version of scripts, that seems to decrease blackscreen issues (this is just a trial run) in order to host locally you'll need to rename scriptsFull.dll to scripts.dll. Beyond that there has been no new content as previously mentioned. Improvements/Tweaks TONS of pathfinding changes, for the most part the pathfind area is much smaller than it used to be; however, this also will improve stability (basically the issue was if a VEHICLE tried to pathfind out of certain spots, the pathfind network would overflow and choke itself if it couldn’t figure out how to get to the target location). I’m not promising 100% no crashes, but this is a MASSIVE improvement. Notes: Roofs and building interiors are no longer pathfindable. If you wedge yourself into a spot a cop car can't get, chances are it is out of pathfind, and if its not there is a chance that that spot can cause a crash. See Images bleow to get a better idea of how much smaller the pathfind area is now. Increased the resolution of the HUD_Main and made radar markers besides the star smaller (goal here is to make objective markers easier to see when lots of markers are on the radar). The Crime system now has different jail sentence times based on the crime committed, previously it was just randomly generated and the same for all crimes. Bail costs now cost roughly 10x as much as they used to. Special thanks to Seifmagdi, he reverse engineered “Is_In_Pathfind_Sector” previously I was detecting pathfind by testing if a bot moved toward a player which required a ton of extra checks and a lot more time to scan if the bot made the attempt, now the code can check it live. Added 21 more message in a bottle hints and updated several of the old ones. More train blockers now only exist when the train is near by (specifically the ones on the main land). Volorus Cervous now weighs more (this will make it slightly more sluggish to change directions). Being pathfind has been reduced certain events (Ants/Abominations) have to have been repositioned so they spawn in pathfind still. Several spots on the map have had their terrain smoothed out to make pathfinding easier (the ledge by the little park near the housing, the step drop off by the road and fountains, and the super steep hill by the bridge). Removed 309 draw calls from the main map, probably won’t make any difference but you never know, could help lower end machines. Server crash dumps now report players in game as well as their locations, which will help me pin down other pathfind related crashes in the future. Cops will now go to the location of the criminal at higher wanted levels instead of just parking at the end of the block. Cat unlock code is now tied to a different thing (possibly something Mutant Assault related). Pole dancer payout has been reduced from 25 to 10. Renegade weapons now cost 10x what they used to, they were the stock Ren prices which made them horribly disbalanced once favorited. Nerfed the professional racer perk, it only does 2.5% instead of 10%. 911 should now list all players that have a bounty over 50k. General code cleanup of several systems. Reduced how long players are counted for “being seen” (cops used to count a player as being in the line of sight for up to 15 seconds after last being seen, now this has been reduced to 5 seconds). Bug Fixes Fixed a crash with the original release that could cause the game to crash if there were too many human characters on the map at once. Fixed the LOD for the industrial train station and tunnels in A69’s underground popping out too soon. Cops should no longer just forget about people that attacked them if those people don’t have a wanted level currently. Fixed a bug that would cause cops to hate you forever even after you’d died and lost your wanted level. Fixed a bug that would cause damaging cops/vehicles to count for multiple crimes instead of a single offense. Selected perks code will no longer overflow the text buffer if the player has a lot of perks with long names. Possible crash fixes with the high score system, although I don’t think they could ever be hit, so its more of a fix for Visual Studio so its not throwing warnings anymore. Player cat and several other player characters no longer get armor and health they shouldn’t. Phone no longer works while in the sewers, just too far under ground to get a signal. Tutorial house no longer sells for NaN. Fixed some bugs in how ECW’s date calculations worked, in theory they could bug and cause undesired issues. Credit cards can now be charged vastly more, preventing players from being stuck in jail forever if they have large bounties. Fixed a script that was repositioning objects client side… or suppose to at least… to actually do so. Motel shades should now be in their correct positions instead of floating off the walls. Fixed some high scores not showing up on the in game reader boards. Ogel cat now has a high score for being killed. Fixed a bug that would cause multiple treasure chests to spawn in the same spot. Fueling technician perk now unlocks correctly. Fixed a bug with the Gmax Job that would give you tips for the Hazmat job instead. Fixed a script that wasn’t sending the message from the player, which resulted in several high scores not being tracked correctly. Train job now tracks player squishes correctly. Players will no longer be able to pick up their own debt cards after dying. Fixed a bug that would cause cops to be unable to see players driving vehicles. Cops should no longer continue to unload their weapons if a friendly drives into their line of sight. Fixed several weapons being able to be refilled off the PT terminals that say "unavailable."
  17. Hi guys, I am trying to migrate over to Linux and wanted to test setting up W3Dhub games on Linux. 'Cyberarm's Linux Friendly W3D Hub Launcher' seems to be working pretty good and I was able to get all the available games to work except for Apocalypse Rising. For whatever reason, every time I try to launch it I immediately get 'W3D has encountered an internal error and is unable to continue normally'. It's pretty weird since all the games are using the same WINE configuration, and all the other games work. Anyone have any ideas I should look into? Can anyone help me analyze the crash log to get any ideas? When does the game crash? Immediately at launch What game crashes? (because we have quite a few here) Apocalypse Rising Can you reproduce the crash by repeating a certain action? (If so, please describe the steps in detail) Yes, launching the game via Cyberarm's Linux Friendly W3D Hub Launcher causes the game to immediately crash Brand of PC (and model numbers are great too if you can locate them) I built it What Operating System do you run? (Windows 7, Windows 10, or whatever) CachyOS (Linux) What Processor do you have? 9700K What GPU (video card) do you have? 2060 RTX Super How much RAM do you have? 32 GB How large is your hard drive(s)? Is there enough free space available? 4tb What Antivirus application (if any) are you running? none Anything else you feel we should know about your system. Are you running any "add-ons" like Fraps or other recording software, modification to the game of ANY kind, etc. No. How long has the problem been occurring? Did a certain game update cause it? It's always happened since I installed it. Have you modified your game in any way? Mods are cool, but be honest with us if the problem could possibly be rooted in your own experimentation. We have all broken a game while fooling with it at some point, so no shame. We just need to know about it in order to help fix it. No. crashdump.20260123-194132-r13554-n1.dmp
  18. Maybe you'll jump on randomly and we can figure out a forum game who knows.

  19. One day we'll have forum games again. Discord is too new school.

  20. The semi-yearly check in

  21. Jon, I respect you and your many years of experience with Renegade and its engine. As such I will not push this matter further and simply drop it. Despite my feelings on it (and there are many), I'll defer to you. That all aside, I really need to edit the main post with the updated information (as it will be useful to someone out there) and delete another post elsewhere that no longer is needed. I've been tardy on this too long.
  22. You can get the latest version of AR on the W3D Hub Launcher here:
  23. There is no such thing as a "modified version of Direct3D 8", the renderer stuff is just a wrapper on top of Direct3D 8 functions. Generals and Zero Hour most definitely use the Direct3D 8 header files just as Renegade does (see files like wbview3d.cpp, w3dwebbrowser.cpp, sortingrenderer.cpp and dx8fvf.h). As for that video, I see nothing whatsoever that suggests that DX9 or HLSL was involved in making that, you could absolutely re-create it in DirectX8 with fixed function stuff or some shader assembler (and in fact at one point we did re-create something similar in pure fixed function for the w3dhub Renegade engine upgrades). Its a nice effect though (it probably didn't work so good on lower-spec GPUs, hence the decision not to use it in the final game) I have been programming Direct3D and DirectX for more than 2 decades at this point (and messing with these engines for almost as long) and I know how it all works.
  24. SuperHackers is the equivalent SAGE project based on the open source Generals/Zero Hour code.
  25. Thanks ChAoS! I'll make sure to join in and contribute there if I can (I had a feeling there was a project somewhere out there). In the mean time, I'd better study what the team has already done to see if I could be of use. Shame that the OpenSAGE project isn't like the OpenW3D one.
  26. https://discord.gg/fGUxFEQt The OpenW3D project is mostly contained to our discord in the OpenW3D project https://github.com/w3dhub/openw3d I'd post either there or on the github page. The closed source engine we work with already replaced miles years ago, but Omniblade has been working on audio stuff for OpenW3D.
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