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  1. Yesterday
  2. This is a fantastic guide. Would love even more help, like... how do you Withdraw money you put in the bank? Do Perks last beyond the session you are playing (ie: "Account Unlocked" for good?) or do you have to re-do the perks each time you play? Thanks.
  3. Last week
  4. Feature Overview The new updated weather system operates differently in two primary ways; by introducing more customization capabilities on a per-map basis, and by introducing the capability of rendering surface level weather VFX. The primary means of assigning a weather type to a level (rain, snow, ash) remains unchanged, via Mammoth. New Per-Map Options Your map-specific INI files (the same file containing skybox information and a couple of other things), now also contain new parameters for weather related settings, as well as a few additional skybox settings. All the new settings, including their default values, are seen here in this example: [SkyTextures] MoonTexture1=FullMoon.dds MoonTexture2=PartMoon.dds EarthTexture1=FullEarth.dds EarthTexture2=PartEarth.dds SunTexture=Sun.dds SunHaloTexture=SunHalo.dds MoonHaloTexture=MoonHalo.dds CloudTexture=CloudLayer.dds StarTexture=Star.dds LightningTexture=LightningBolt.tga LightningSource=LightningSource.dds [WeatherTextures] WeatherTexture=weatherparticles.dds ; Sounds look for presets by name, not audio files. [ThunderSounds] ThunderSound1=Thunder01 ThunderSound2=Thunder02 ThunderSound3=Thunder03 ThunderSound4=Thunder04 ThunderSound5=Thunder05 ThunderSound6=Thunder06 WarBlitzSound=SFX.Ambient_Explosion_01 [WeatherSounds] WindSound=Wind01 RainSound=Rainfall01 [WeatherEffects] ; When a weather particle hits the ground, it will generate a random ; number between 0 and 1000 and if that number is less than ; WeatherEffectChance, it will trigger the "weather effect". ; See surfaceeffects.ini for weather hitter type data. ; Value from 0 to 1000. WeatherEffectChance=750 ; Area size around the camera to render weather in. RainSize=20.0 SnowSize=40.0 AshSize=40.0 New Surface Effects In order to generate the new client-side localized weather VFX, you need to update your surfaceeffects.ini with additional hitter type entries for each weather type (rain, snow, ash). Once you have listed your weather hitter types, you can then assign VFX to them like you would any other hitter type. Below is an example for the Rain hitter type: ; Weather Effects ; RAIN [Light Metal_Rain] Emitter0=e_rainspla Emitter1=e_rainsplb [Heavy Metal_Rain] Emitter0=e_rainspla Emitter1=e_rainsplb You can do the same for the other weather hitter types. Bonus tip: If your project has an unused weather type (most likely Ash), you can remove the ash texture from weatherparticles.dds and then use that weather to, for example, create wind effects in a sandy map.
  5. Hello fellow sand enjoyers, and welcome to this special 2 year anniversary Infantry Release update! What Have We Been Up To?We've been busy working on the new Vehicle Release, currently we're getting the core gameplay loop done and all the bells and whistles around that, features, assets, maps, and the rest. We're also working on more Infantry Release maps before we stop actively working on this version, more updates on both of these in the near future! Guard Station Set of the home world of House Atreides, Caladan, Guard Station is an outpost set inside a fissure surrounded by forests and mountains. In this new Conquest map House Harkonnen has taken one of the Guard Stations in this area, at one of the fissure's ends trying to capture more territory, it's House Atreides' mission to stop this at all costs! Update 1.0.1.1 With the new map, we've got a few more changes for the update we've pushed today! Here's the changelist for 1.0.1.1: Audio: - New objective announcements for Conquest and Team Deathmatch modes for House Atreides - New objective announcements for Conquest and Team Deathmatch modes for House Harkonnen Levels: - New Conquest map set on House Atreides home world of Caladan, called Guard Station - Corrected Wall textures on Lonely Road - Corrected Wall textures on Clifftop Pass Props: - Fixed stuck spots on MK.1 Harvester model Weapon: - Fixed Bolt-Action firing and reloading issues What's Next?We're continuing on with the Vehicle Release, our main focus is getting a Vertical Slice together to lock down our image for how what we want the game to look and play! This means getting Vehicles setup properly, Infantry Classes and customisation options down, Environments looking and feeling like you're on Arrakis, Buildings having proper layouts and functions, and much more! That's it's for another Update!Join us today and tomorrow for Battle for Dune: War of Assassins game nights and a Round Table tomorrow (15/09/24)! We look forward to seeing you all there! [blurb]Welcome to Battle for Dune's 2 Year Anniversary Update! Come and see what we've been working on and what's included in this special occasion's game update![/blurb]
  6. Earlier
  7. Join us for an Apocalypse Rising Dev Stream this September 11 as we celebrate 29 years of Command & Conquer! Starts at 5 PM GMT on our W3D Hub Twitch! (https://twitch.tv/w3dhub)
  8. TSR 2.0.3.6 has been released! We bring you a reworked points system, rebalanced EVA and CABAL voice lines, and adjusted performance! Major frame rate drops have been resolved, and your overall performance should be largely improved! In fact, anything to the contrary is GDI propaganda.[blurb][/blurb] TSR Release 2.0.3.6 *** Important: There are three keys that have moved from the "extended options" to the controls menu, and if you already have the game installed they will be unbound by default. They may be assigned for you if you click "Defaults," or you may add them manually if you want to retain your configuration. "Toggle Flight Mode / Jetpack" under Movement (Default: Q) "Chat History" under Communications (Default: U) "Vehicle Menu" under Communications (Default: Comma or Slash) General - Miscellaneous bug fixes, including that immovable vehicles should no longer crush infantry when bumped. - Reworked the points system, including fixing bugs involved with granting the wrong team points for base building destruction. - Increased money earned from repairing Silos and Service Depots from 8% to 10%. - Removed credit trickle from Refineries (was 2 credits/second). - Added visible map boundaries on all maps. - Rebalanced EVA and CABAL voice lines. - EMP and web modifiers have been fixed to work as intended. - Adjusted some values for performance. Greatly lowered the decal limit. 8192 -> 128 Lowered the DistanceInView value for surface effects. 400 -> 100 - Decreased the BlendScale on the bloom. 0.33 -> 0.15 - Tiberium shrubs are now 2-sided. GDI War Factory - Fixed a stuck spot in the props. - Patched a hole in the floor at the front of the bay. Mammoth Mk II - Adjusted out of combat self repair speed to be more continuous than per second. Combat Healing is still per second. Healing thresholds changed from 25->33% and 50%->66%. - SAM Damage decreased 100 -> 50 - SAM Reload Time increased 1.5 -> 3.0 - SAM Magazine Size increased 2 -> 8 - SAM Rate of Fire decreased 4 -> 2.5 - SAM Burst Delay increased 0 -> 0.6 - SAM Burst Max increased 1 -> 2 - SAM Burst Count reduced 2 -> 1 - SAM Range increased 140 -> 160 - SAM Engage Range increased 120 -> 140 - SAM velocity increased 150 -> 200 - SAM now tracks Harpies. - Removed burst delay. - Chin gun projectile extension increased XYZ 0 -> 0.05 - Mobile EMP - Now affects infantry with disabling stealth. Harpy - Magazine size decreased 100 -> 50 - Total Extra Ammo increased 300 -> 450 - Range decreased 130 -> 120 - Projectile Extension decreased Z 0.1 -> 0.02 Orca Fighter - Missiles now track Mouse (Lockon overrides) - Secondary velocity increased 120 -> 180 Hover MLRS - Damage Reduced 30 -> 25 - Homogenized Explosion damage with other rocket explosions - Missiles now track mouse (Lockon overrides) - Primary Turn Rate reduced 120 -> 60 - Secondary Turn Rate increased 80 -> 120 Wolverine - Range increased 110 -> 120 - Projectile Extension XYZ Increased 0.1 -> 0.15 Attack Buggy - Assigned a weapon reload sound. Attack Bike - Damage Reduced 45 -> 40 - Primary Fire rate of fire increased 3.5 -> 35.0 - Primary Fire Burst Delay increased 0.0 -> 1.14 - Primary Burst Count increased 1 -> 2 - Primary Turn Rate reduced 1200 -> 300 - Secondary Turn Rate increased 90 -> 1200 - Secondary rate of fire decreased 35.0 -> 3.5 - Secondary Burst Count reduced 2 -> 1 - Secondary Burst Delay reduced 0.8 -> 0 - Secondary Tracking Randomization increased 0.03 -> 0.05 - Homogenized Explosion damage with other rocket explosions Reaper - Projectile warhead changed from Bullet AI to Rocket - Web Launcher now costs 0 ammunition - Now correctly affects infantry - Burst Delay reduced 0.75 -> 0.6 - Web Radius increased 8.5 -> 9 - Mouse steering enabled on rockets Stealth Tank - Damage Reduced 30 -> 25 - Adjusted transition zones - Missiles now track mouse (Lockon overrides) - Removed burst fire from alt fire Missile Trooper - Missiles now track Mouse (Lockon overrides) - Primary Velocity reduced 150 -> 90 - Primary Turn Rate reduced 250 -> 100 - Secondary Velocity increased 150 -> 200 Attack Cycle - Secondary Burst Delay reduced 0.9 -> 0.8 - Secondary Turn Rate reduced 95 -> 90 Medic - Range increased 5 -> 10 Enforcer - Alt Fire Damage reduced 55 -> 40 - Alt Fire Rate of Fire reduced 1.1 -> 1.0 - Alt Fire Range Reduced 40m -> 25m Rocket Infantry - Rocket velocity increased 250 -> 300 - Primary Turn Rate reduced 90 -> 60 - Secondary velocity increased 300 -> 500 TS_Anchorage - Re-enabled vehicle blockers. TS_Dam - The infantry tunnels outside the GDI base are now lit yellow instead of red. - Fixed some texture blending at the center infantry tunnel entrances. TS_Field and Field_Flying - Bright grass is no longer emissive. - Fixed reinforcement harvester not moving on Flying. - Removed harvesters from purchase lists on Field. TS_GrandCanyon - Double wide gates in the bases. - It should be easier to get on the road ramp in the map center. - Blended some textures better. - Edited the hard map boundary slightly. - Fixed a hole in the terrain by the tunnel directly north of the GDI base. TS_Isles - Added Tiberium Silos. - Removed back gates and overhang. - Cleaned up water mesh and edges. - Added hedgehogs along coast. TS_Snow - Double wide gates in the bases. TS_TaintedLegacy - Removed the broken tiberium bits next to the large hill crystals. TS_Tiber - Raised civ truck spawns. - Fixed floating objects. - Added ambient sounds. - Removed the broken tiberium bits next to the large hill crystals.
  9. View File Alternate EVA/CABAL Voices With the newest patch of TSR comes an optional bonus- new voices for EVA and CABAL! Featuring SomberTwilight as the voice of EVA and Flamewheel as the voice of CABAL, this pack aims to enhance the atmosphere and gameplay experience by providing fresh, smooth voice lines tailor made to the TSR experience. Instead of awkwardly spliced lines present in the base game, with this pack you'll hear every structure and vehicle called out by name in high definition! Submitter Killing_You Submitted 08/29/2024 Category Custom Audio  
  10. Version 1.0.0

    52 downloads

    With the newest patch of TSR comes an optional bonus- new voices for EVA and CABAL! Featuring SomberTwilight as the voice of EVA and Flamewheel as the voice of CABAL, this pack aims to enhance the atmosphere and gameplay experience by providing fresh, smooth voice lines tailor made to the TSR experience. Instead of awkwardly spliced lines present in the base game, with this pack you'll hear every structure and vehicle called out by name in high definition!
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    Coming soon.
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    Coming soon.
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  16. Would you mind providing any shred of detail as to what you are talking about? We dont have keys here, unless you are referring to Renegade, in which case you need to buy one from an authorized vendor (which we are not).
  17. Description A brief description of your issue Reproduction Steps
  18. Bots also need some routing tweaks on TS_Tiber. GDI bot vehicles get stuck at the tiber river as they walk too close to the cliff wall (Nod base side).
  19. Can you configure the bots to use Banshees?
  20. We're looking at this for the Harpy next patch: Magazine size decreased 100->50 Total Extra Ammo increased 300->450 Range decreased 130->120 Projectile Extension decreased Z 0.1->0.02
  21. As the harpy isnt lock-on-able anymore, please nerv the range a bit, so it has to move closer to hit a target.
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  23. [blurb]On August 17th at 7PM GMT[/blurb]
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