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  1. Hello everyone. It is with a heavy heart that I am here to inform you all about some unfortunate news. Our friend and well known C&C community member Zee (AKA Zee Hypnotist / Rabbit), has sadly and unexpectedly passed away. I have been Zee's best friend for many years, but have only recently been informed of this myself through those closer to him, such as relevant family. However, this news is not very new I'm afraid. Due to communication difficulties as a result of Zee heading off to build his nearly off-grid dream life closer to nature and farmland, it is only reaching us now, more than a year after the fact. Zee had retired from the C&C community and wanted to live life onwards without any ties to his previous projects and environments (at least for now), in order to fully focus on new long-term adventures that made him feel happy and fulfilled in life, which was respected. Thus, this tragic news has had a hard time reaching back to us. But here it is. For those of you who don't know, or would appreciate a reminder, Zee was a veteran C&C community member with two decades of service in voluntarily supporting all things Command & Conquer, most notably through his work in communities such as CNCNZ and W3D Hub. He participated in official EA C&C summits, worked on a huge amount of creative projects, and was an active modder, mapper and overall game developer. But what he is most well known for is definitely the popular C&C Legos stop motion animation series, hosted on CNCNZ and his (now inactive) personal YouTube channel. Zee was a very creative person, and did his best to bring a lot of inspiration, joy and laughter to anyone interested in his work. Even during some very tough times he rarely spoke about online. Although he had his fair share of struggles in life, and did not always handle things the best way, he had a very caring heart and loved seeing people enjoy the things he had created or worked on. He wasn't a perfect person by any means, but he didn't try to be, instead opting to stay true to himself as much as he could, with all aspects of his personality, both good and bad, percieved or otherwise. If asked to say something at this point in time, I think he would have told everyone here, as he had told me some time ago, that it is important to be grateful and cherish the friendships and opportunities life gives you, as you may never run into them again. He was very appreciative of all the support he had gotten from the C&C community over the years, and was always happy to give back to the community through his creativity. His entire style of doing so revolved around comedy and making people laugh, sometimes in crude and even stupid ways. He did a lot of experimenting, testing, and pushing the boundaries of what he already knew how to accomplish, which is something I personally loved to take in and feel motivated by as well, especially when feeling stuck or too set in my own ways, and I hope many of you got some of that energy from his work too. Zee was full of ideas, and did his best to learn new things and act on them to realization, regardless of if the results of his efforts turned out as perfectly as imagined, as they rarely did. And this was a big part of his charm and why people loved his work, because he was never afraid to make mistakes or show things that were not as good as he would have liked. He worked with what he had and learned by doing. And in the process taught and inspired others by example. Freely sharing the ups and downs of the process. And for that, Zee, I thank you. Lastly, I think Zee would have wanted everyone here to fondly remember all of the good, and if possible, to forget the bad with time. Followed by some improvised humor to leave us with a weird but cheeky smile in the end, naturally. I hope that helps you all with processing everything. Thanks for everything Zee, sincerely. You already know this, but I'll miss you a lot. I'll remember what you taught me. Thanks for being my friend. ... Now, for those of you wondering, I have taken on the role of being the custodian of many of Zee's old files and projects, for safe keeping in remembrance, as well as other purposes. He always trusted me with a lot of access, and we worked on many things together. Which means that I'll make sure his work (such as the C&C Legos series) stays up online if things ever go down in the future. Not sure how exactly just yet, but if anything should happen, please contact me and I'll see what I can do from my archives. I'm making sure to treat his stuff with respect and in a way he would very likely approve of. That said, I unfortunately do not have some videos and project files that were either still in development on his end, or were temporarily archived until a future return or continuation opportunity came about. These missing assets include random stuff like test versions of games, maps or mods, as well as episodes of Blue Team Go and Bert & Nick, which some of you might have watched alongside the C&C Legos series. And other notable things he was working on or had left in an unfinished state. If anyone has any of Zee's work backed up or saved for personal use or viewing, please contact me if you would like to help me fill in the missing pieces. It would mean a lot to me, and would help honor his memory. I am considering releasing some things in the future, and respectfully repurposing others, but I need to take inventory and track various missing assets down first, if at all possible. As well as let a bit of time pass to process everything mentally and emotionally (as the news hit me pretty hard), with all that has happened, but it's an idea. I will think it over. Any help would be greatly appreciated if anyone has anything to send over. So thank you. ... Finally, if anyone would like to say a few words about Zee or your time with him or his creative content, say thank you or goodbye, or anything else you might want to respectfully express and share with us, please feel free to do so in this thread. Realization of loss is never easy, so if anyone needs to, lean on your friends or the community to support you. It's okay to feel things. You are not alone in feeling this way. I will probably update this thread in the future with links and any other relevant announcements, if applicable. Thank you for your time, and please take good care of yourselves in light of this heavy news if it affects you.
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  2. We've lost members of the community before, but this... this hits hard for me. Zee was a great friend of mine during his time in the community. We spent so many late nights playing Minecraft, Project Reality, and so much more, or even just shooting the breeze on TinyChat. So much of who I am in this community was shaped by my friendship with him. He even helped give me the first step on my voice acting journey with those last few episodes of C&C Legos. So much of who he was and what we did together I will always hold close to my heart. Farewell, my friend. May you rest in peace.
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  3. We are so back. With the Tiberian Sun Anniversary coming up, discussions came up of polishing the current Tiberian Sun: Reborn experience to deliver a smooth, fun, more balanced game for the event's participants and before you know it, the development team collectively decided upon pushing through once again to 2.0! Where previous setbacks may have made this venture appear lost to the void, we can confidently stand behind this decision to go forward. You may be asking, "But FRAYDO, what makes this different from the last time? Will it actually work this time? Why now"? Rest easy, little Timmies, for I have the answers you seek! "What makes this different from the last time?" Originally, we strove to deliver the full, completed Reborn 2.0, which entailed many new changes, map additions, and updated game mechanics such as those seen in Red Alert: A Path Beyond, Battle For Dune: War of Assassins, and our other house projects. In light of those aforementioned setbacks and other disturbances, we can still promise to deliver TSR 2.0 as we fully intended as the end goal. While that will indeed remain the end goal for TSR 2.0, the objective we will meet for the upcoming anniversary event is delivering a playable open beta! You will get a working revamped experience of Reborn, which has been a long time coming! "Will it actually work this time?" 100%, and a resounding ABSOLUTELY at that! ChopBam, as you may know as our lead developer of Red Alert: A Path Beyond, is heading the charge on this. He is currently happy with the state of APB and is offering his full time and devotion to TSR 2.0, as is everyone else in the developmental front, such as OWA on Balance and Units, TeamWolf on Maps, CMDBob on Code, Killing_You on Audio, along with Ryknow69 and ICE on support, as well as our eager testers who will be quite busy with tasks such as trying out our latest Cyborg Reaper, navigating our new building layouts, and ensuring our scripts updates were implemented correctly through bug hunting. "Why now?" The Tiberian Sun Anniversary event lit the proverbial fire in our development channels. When Pyrocob from CnC Saga reached out to us, we were originally just set on choosing a day within the anniversary schedule for TSR. One thing led to another, and here we are announcing the Tiberian Sun: Reborn 2.0 Beta! I believe we all wanted to return to TSR 2.0 at some point, and this renewed motivation has given us the perfect opportunity to do just that! As activity will be ramping up on the developmental front for TSR 2.0, expect to see updates as they happen! Thank you for your time in reading this! Your support is what gets the ball rolling and keep it rolling!
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  4. Hello and welcome to a June update (if we don't put an update out in the month that sounds like the theme of the game, what are we even doing?)! It's time to talk about what we've been up to and what we've got planned next!! Infantry Release Recap Cast your minds back to the end of August, last year. After almost a decade and a half, Battle for Dune: War of Assassins finally released! But in true W3D Engine fashion, we pushed out an Infantry Only release (because Tiberian Sun: Reborn is our cool, older brother). What did we achieve with this release? We were the first brand new released game from W3D Hub, breaking that long running stream of updates, big and small, from Red Alert: A Path Beyond, Expansive Civilian Warfare, Tiberian Sun: Reborn, and Interim Apex. We were the first W3D Hub title to release with new Gloss and Specular textures and shaders, full infantry inertia movement, First Person only, fully Aim Down Sights gunplay and to show off the wide range of flexible modernized weapon features. We went with a different approach to traditional W3D titles in terms of game modes, which was Conquest (Capture Point based objective gameplay) instead of focusing on Base vs Base. We released with 6 maps in total, 4 Conquest, 1 Base vs Base and 1 Hybrid (Conquest with Bases), with all the intention to follow up on that map count, but alas that hasn't happened yet. Ultimately, we achieved what we set out to do. We had every intention of sticking to a healthy post-release support plan, but getting Battle for Dune out the door took it's toll on us and we were left pretty burnt out. We've managed to get some Quality of Life and bug fix updates out, but none of the maps that were being worked on which were in high demand by you guys. We still do have plans to get some new maps out and a few more QoL improvements pushed out for the Infantry Release, but it's not currently where our biggest motivation lies... What does this mean, TeamWolf? Vehicle Release Development As the title suggests, we've entered development on the next Chapter of Battle for Dune, but I hear you asking... Why are we deciding to do this now? It's pretty much self explanatory at this point, that our lack of motivation largely comes from wanting to work on the full version of the game - Battle for Dune's Vehicle Release! It's the most requested thing we get when asking what you guys want to see next, and we're no different. With the 1 year anniversary of our game's launch 2 months away, we felt that we should be getting on with the next installment and bring the full Battle for Dune: War of Assassins experience to you all ASAP! High Level Plan Currently we're looking to add new Base Structures, Infantry, Weapons, Vehicle maps and a wide range of audio! More on these will be shown off and explained in future updates! We're looking at reworking some areas of the game, such as general damage lethality, Shields, Infantry Classes, and a few more. We're also going to be expanding on existing features, such as Capturable Objectives, Weapon handling, and potentially economy. For now, allow me to introduce the backbone of the Imperium's massive drug addiction and what fuels your Great House's economy, the Spice Harvester! Concept art by squidempire. The Spice Harvester is a huge, hulking machine that is designed to operate and withstand the harsh desert environment of Arrakis. These behemoths work in tandem with Carryalls, being ferried to Spice patches on the open sands and back to the base's Refinery. Spice Harvester model by Romanov. Signing Off We hope you enjoyed the update and let us know if you liked what you've seen so far of our New Chapter in Battle for Dune, we'll be showing off more progress as we go. Remember, stay Spicy![blurb][/blurb]
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  5. A couple of months ago, I was inspired to add scrolling marquees to ECW. While digging through the code, I was angered by how poorly so much of it was written, which spooled into a massive refactor and cleanup effort, which in turn spooled into adding some new content. Thus, I give you... Expansive Civilian Warfare - version 1.2.2.8/1.0.0.7! New Features: A new boat - the Russian Komar-class missile boat has been sighted in the waters around San Casina! This small but fast boat is armed with 2 KT-67 missile launchers and a 25mm gun. Players can now see all their high scores in game on five scrolling marquees placed around the city. In addition to announcing any disasters currently happening, these will also display the current temperature, as well as any special events that building might currently be having. Housing: Housing Security has been completely redone with the addition of new security camera models, as well as a new security option that upgrades your cameras from the base model to something more powerful. All houses (including apartments) now have security cameras. The apartments now have one free camera that respawns roughly 5 minutes after death. The Mars and Forest houses will keep their 3 free cameras to balance not having a garage. All homes now have a fridge and a weapons safe, which means all homes can now store a combination of 3-5 weapons/items. Housing security zones will now trigger from AI entering them as well. The score for intruding in a house now requires the house to have a security package that detects intruders. “House for sale” signs will now correctly re-appear instantly when the house goes back up for sale. The automatic payment system for security has been reworked; You can no longer pay it a day in advance as before, so be sure to enable auto-pay if you want to keep your security more than 5 days. If the player is in game when their housing and security is renewed, they will now get a message about it. Pets are finally smart enough to use house doors, and will no longer fight with the house defenses. The CZ-75 has been added along with a drum mag that holds 50 rounds. There are three new disasters, two of which you may have already seen some info about. They are very meme-ey, very creative and relatively complex. Fireworks have been added! (These are the same fireworks that were seen in the recent Renegade Event). The portable igloo has been added! This item acts as mini tank trap, but slowly melts when the weather is above 32F. Added 10 new civilian vehicles: Skoda Superb Chevy Volt Volkswagen Golf Subaru Legacy Dodge Viper Chevy Tahoe Honda Pilot Mustang GT Gmax Shipping Truck The M978 Tanker Truck has been added! It can be driven down to the gas station, filled with fuel, and then used as a pseudo bomb truck (mix it with the suicide bomb for extra effect). Roughly 10 new easter eggs have been added! I would expect new players to find these first, as a lot of the easter eggs are in reference to things that already existed but did nothing previously. A total of 4 new perks have been added! Two of them are related to housing. 15 new high scores have been added, mostly related to the new events! Improvements/Changes: Cop AI will now attempt to dodge vehicles as well as move to stay out of their target’s line of fire. The Church bell system has been reworked completely. In the 7 years the bell has been in game I have only heard it ring once, maybe twice, and this was due to multiple issues. One was that a player had to be within 300 meters to see the animation (sound was tied to the animation), and the other was that it only went off twice a day – once at noon and once again at midnight. Now the bell rings on the hour, every hour, one ring per count of the hour (up to 12, then it starts over). The church has been changed into a church for the Cult of Deer, and as such, any prayer/event text has been realigned accordingly. Pepper A Salt gun has been nerfed greatly and will no longer get one shot kills on humans. However, it is now ten times as effective against mutants. The player login streak system now grants the player an extra perk slot if they hold a streak for 10 days or more. However, daily payouts have now been reduced, and each day gives 25k, stacking up to 250k at the 10-day mark. The turrets in the military base now have indicator lights so players know when they have power, or a lack thereof. This is useful for when players cut power to the military base via the wind turbines. In addition, the BWP maintenance boat has had its respawn time increased from roughly 20 minutes up to 1 hour and 30 minutes. The Littlebird has had its exit positions tightened up. This will make it easier to use when trying to get out on top of a small object. Added another pump jack. Hint: It is in a cold area. Large planes like the Boeing 747 and C130 now have collision detection on the wings, so be cautious when flying between buildings. Additionally, they will now have a bit of tilt when they move vertically. The sun is no longer a sad, small, dim spot. I have reverted it to an upscaled version of the stock Renegade sun. There is something about trees here in my notes… not sure what changed, looks pretty much the same to me. The nuclear power plant now has an additional stack of barrels for the Cargo job. The barrels at the nuclear power plant also respawn faster, giving the player more reason to revisit it. Civilian cars now drive more aggressively. I’ve tweaked the way the road point system works so they don’t try to brake instantly when getting to the last point. This will result in more vehicles getting into wrecks, but I think the faster traffic is a massive improvement. Modern clients will now start with extras enabled by default. No more having to type “extras” at the game start to access the second page of the PT menus. The price of the following vehicles has been increased: Abrams AC130 A10 Apache APC Chinook DPV, Harrier Paladin, Hydra Nuclear ICBM Launcher Ion Cannon Satellite Leopard Dropship Mammoth Hovercraft MRLS V22 Osprey Railgun Hover Tank Scud Launcher Urban Defense Vehicle IFV War Train. *The Pirate Ship had its price decreased. Using the redial system on the phone now displays the number pulled up in HUD text like the rest of the dialing system. Made Dusk a bit brighter, also made morning brighter and use more warm colors. Many cars now have different engine torque curves to make them feel more distinct, which results in what often feels like a hesitant transmission. Bug Fixes: The Van now has a proper Multi PT option, allowing you to switch between the white and black version and no longer spawns the broken old yellow model. Vehicle drop cinematics have been tweaked so that they no longer stall during the last second of their animation. Police Littlebird was missing a death explosion when it hit the ground - this has been fixed. The mysterious Tower’s collision has been improved. Fixed a bug with the map voting system that allowed players to change the map after a vote had been completed. The forever ash bug should now hopefully be fixed. It was caused by any item that could be placed, as well as a few things people probably didn’t realize were items (handcuffs). Fixed a bug with the recon plane job that caused its objectives to appear outside the bounds of the map. Players shall no longer witness AI planes flying backwards. The code that caused it has been fixed and we are now free from that blight. AI planes now have proper forward collision detection. Fixed some weapons PT holders disappearing too early due to LOD. Added some way paths that might help the AI navigate odd parts of the map. Renamed all text that had “debit cards” being called “credit cards”. Some minor phone bugs which could leave the call going on until the player hits the clear key have been fixed. Fixed a bug with the disaster system that was not always resetting how much damage the player had done, resulting in players who did not do any damage getting payouts. Fixed a major bug with the military base defenses that would cause them to not fire at targets. This issue turns out to have been caused by the drop-in animation. The drop technically creates them way up in the air, so the defense AI would look at where they were created and then scan from that location, which caused the issue. Changed the turrets and Anti-Missile System in A69 to be of type tank instead of turret, because it turns out that the fly-in was causing their actual position to be desynced client side, which is why sometimes players could not see them shooting when in reality, they were. As a result, for the first time in what feels like 10 years, you will see the Anti-Missile Systems shooting once again! Wii score record is now tracked for the Wiis that can be destroyed. Reduced the default draw distance of the modern client to 1000, as a lot of players struggled to run at 2k with the modern client at a decent frame rate. Improved overall game stability - I doubt I fixed all the issues that caused it to crash on the next map load, but it should be better now. MA_Island should be stable now as well - The map has been re-saved and re-exported, which should fix the issues from script(s) that had missing parameters. The War Train no longer counts as a job, being it is a war vehicle. Made some additional stability fixes to the server; I am not sure if these are actually going to improve anything, but time will tell. A larger patch was planned originally, but a surprise ECW event was created one day before my birthday, so I figured we might as well make the event as big as possible with what is ready. Enjoy! [blurb][/blurb]
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  6. We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes below should cover all of the changes we've made in the past couple of weeks. We'd also just like to take this opportunity to thank everyone who has picked up the game and joined battles on the server. It's really nice to see that Reborn still has the power to inspire and excite people even after all of these years, so thankyou for putting big smiles on our faces. General New objective marker system for detecting units with the Mobile Sensor Array. This fixes a bug with the HUD related to being in range of an enemy MSA Players no longer have their inputs stuck when their deployed vehicle is destroyed while transitioning Adjusted key mappings to assign default hotkeys to the extended options hotkeys list for clean installations. This may result in some keybind popup spam on the first game join, but has been shown in testing to work Color-coded the HUD health bar to green, yellow, and red Fixed server instabilities Score System Building score system has been overhauled such that damage/repairs are based on a percentage of the building’s maximum HP: 37.5% for damage, 25% for repair, 25% for bounty, 10% for defense bounty This varies for small structures Large critical structures give 250 points to the team, non-critical large structures give 300 points to the team, and an additional amount awarded to the team multiplies 250 by the player count Radar Compass Ghost Stalker/Cyborg Commando blips have been changed (set to exclamation marks) Mammoth Mk II blip has been changed (set to target) Blips get smaller if they are above/below you Maps Fixed a good number of stuck spots, terrain holes, floating objects, misaligned objects, visible objects that should be invisible, and other small, general map issues Reinforcement harvesters have generally had pathfinding improvements across the board, including fixes in a lot of cases where they were dropped by the Carryall and drove nowhere Adjusted the transparency of water on several maps to make it more consistent Adjusted the drown zone height on several maps to make it more consistent where you start drowning (and you can’t walk as deeply into the water), also added drown zone on any maps where it was missing TS_Anchorage Added basic underwater terrain Moved a GDI aircraft spawner away from the Refinery to a spot between the Construction Yard and War Factory TS_Cliffs Fixed improperly placed no-dig zone in the GDI base, and extended its coverage to the Nod base Adjusted lighting TS_Dam Adjusted a bit of the vehicle-blocking clutter in the bases Fixed a bug allowing AAPC and MLRS to drive into the deep water Made slight adjustments to the ramps leading to the upper infantry routes Adjusted the out-of-bounds zone so it doesn't affect infantry up top where it shouldn't TS_Drought Bases got internally flipped with Power Plants on the inside loop Cut a path through the Tiberium Field Silos changed to blue TS_Field Added no-dig zone to the Nod base Filled in a no-dig zone gap at the back of the GDI base TS_GrandCanyon Added two Sam Sites to Nod interior walls Cleaned up map issues TS_Isles Fixed missing ability for MLRS and AAPC to drive on top of the water Mobile Repair Vehicles no longer spawn stuck in the Nod War Factory Expanded the no-dig zone behind the GDI base Adjusted Laser Turret displacement (removed coastal turret) Adjusted Sam Site displacement (rear War Factory Sam is now on the roof) Added civilian buildings Added GDI corner walls where applicable Minor adjustments to aircraft landing points TS_OmegaCity Fixed erroneous out-of-bounds warning in the Hand of Nod basement Fixed Nod outpost repair section, including removing the stuck MRV Removed one rear Nod SAM site and adjusted the others Adjusted water zone so players can’t travel so deep without taking damage Silos changed to blue TS_Snow Added a Tiberium Silo for each team TS_TaintedLegacy Added an underwater zone to the lake TS_Tiber Removed phantom GDI/Nod Construction Yards Balance Changes We've made a ton of changes to the game based on your feedback in the Discord Feedback Hub. Please keep the feedback coming, as it's really valuable for us to know how you're all perceiving the game. Thanks to everyone who has spent time to give feedback so far! The main aim of the changes in this release were to re-centre the balance of vehicles, as the general consensus was that they were a bit weak. Upon investigation we discovered that our benchmark engagement (a Titan vs a Tick tank) was around 13 seconds, which was way to short for what the game really required. With that in mind, we've done some work to strengthen vehicles vs anti-tank weapons to draw those engagements out a bit more. Below is a full list of balance changes. If you have any feedback on the way these numbers are presented, please let us know! Global Armour Types & Warhead Changes Every building, infantry and vehicle in TSR has an armour type. Every projectile and explosion has a warhead type. When calculating damage, a projectile’s warhead will have a multiplier that corresponds to an armour type in order to determine how much damage is dealt. For example, my Titan’s cannon does 90 damage and has the Warhead “Tank Shell”. I am shooting an undeployed Tick Tank which has the armour type “Armoured Vehicle”. “Tank Shell” has a 0.65 damage multiplier when shooting at “Armoured Vehicle”, so the total damage dealt to the Tick Tank per shot is 58.5. The changes below have been made to the Armour & Warhead table to enact larger changes throughout the entire game. Jumpjet Infantry Reduced incoming damage from Rocket, Tank Shell, Plasma and Railgun Weapons Mutants Reduced incoming damage from Railgun Weapons Cyborgs Reduced incoming damage from Rocket and Plasma Weapons Enforcer Reduced incoming damage from Rocket Weapons Light Vehicle Light Vehicles have been made a bit tougher to increase their survivability Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons Armoured Vehicle Armoured Vehicles have been made a bit tougher to increase their survivability Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons Deployed Vehicle Reduced incoming damage from Tank Shell Weapons Aircraft Aircraft have been made a bit tougher to match the buffs that other vehicle types have received. Reduced incoming damage from Bullets, AP Bullets, Missiles, Rockets, Grenades, Tanks Shells, Artillery Shells, Plasma, Railgun and Sonic weapons Cyborg Reaper Reduced incoming damage from Grenades, Tanks Shells, Artillery Shells, Sonic and Melee weapons Buildings Reduced incoming damage from Rocket, Tank Shell and Sonic weapons Base Defences Reduced incoming damage from Rocket and Tank Shell weapons Base Walls Increased incoming damage from Grenade and Grinder weapons Buildings Building doors now open and close properly after the building is destroyed (same behavior as when the building remains alive) Repair rates increased for the Service Depots and Helipads Air units can now be sold at Helipads Construction Yard (both teams) Fixed a flame emitter that floated perpetually in the air when the building was destroyed GDI Helipad Minor fixes and improvements to the mesh, including enabling the pad lights Nod Tiberium Silo Points/credits are now earned from damaging and repairing this building Defenses Now detect stealth up to half their weapon range Nod Laser Turret Reduced weapon spread: 0.3 -> 0.15 Infantry All infantry now slowly auto-heal to 50% health whenever undamaged for 30 seconds All infantry are blocked from refilling at a PT within 5 seconds of taking damage Buffed purchasable frag grenades: Damage strength: 35 -> 40 Explosion Radius: 4 -> 6 Explosion Inner Radius: 2 -> 3 Proxy mines no longer stick to friendly units Proxy mine health greatly reduced: 100 -> 45 Timed C4 is now grouped under the pistol for Engineers GDI Officer Rate of fire increased: 20 -> 30 Removed spray angle increase on movement GDI Missile Trooper Weapon right click has been changed from scoping to “dumbfire” (missiles with no tracking) GDI Riot Trooper Pistol/Shield is now centered in first person view Shotgun adjustments Slug damage reduced: 110 -> 60 Slug spray increased: 0.2 -> 0.4 Slug projectile extension XYZ reduced: 0.1 -> 0.05 Slug ammo cost reduced: 2 -> 1 Inner spray angle % added: 0.5 Shifted 2 pellets to inner radius GDI Medic No longer heals enemies Self-healing to 50% is twice as fast (compared to other infantry) and requires half the time to activate GDI Jumpjet Can now drive vehicles Improved aerodynamics Increased projectile extension: 0 -> 0.1 GDI Enforcer Weapon damage increased: 4.5 -> 5.5 Weapon velocity increased: 75 -> 115 Weapon can now travel through a max of 6 targets Nod Elite Cadre Buffed Sting grenade: Explosion Radius: 2.5 -> 3. Explosion Inner Radius: 1.25 -> 1.5 Nod Cyborg Commando Removed ability to harm himself with his flames Nod Cyborg Minigun now uses correct tracer Increased Cannon Damage: 11.5 -> 20 Nod Chameleon Spy The Spy now takes damage from standing in Tiberium Nod Kerubim Reduced Damage 15 -> 12 Weapons Fixed some weapon name typos Tracer sizes adjusted slightly Vehicles Units that are underground can now drive beneath walls and gates Underwater zones now destroy aircraft immediately GDI Wolverine Spray angle decreased: 2 -> 1.25 Yaw turn rate increased: 10 -> 20 GDI Amphibious APC Reduced Price: 800 -> 700 Increased Damage: 20 -> 30 New firing sound Cleaned up Turret Ring Texture Unwrap New Dedicated Turret Model GDI Hover MLRS Fixed target locking issue Rate of fire increased: 6 -> 7.75 Burst delay decreased: 1.4 -> 1.25 Random tracking value decreased: 0.07 -> 0.05 GDI Disruptor Increased speed: 0.5 m/s Weapon can now travel through a max of 8 targets GDI Mobile EMP Now affects enemy rate of fire and reload: reduces by 34% Weapon explosion radius increased: 12 -> 15 Fixed a bug related to the panning of the tracks GDI Juggernaut Reduced gun traverse/elevation speed and minimum depression Reduced Impact Damage 75 -> 60 Reduced Explosion Damage: 75 -> 45 Reduced weapon’s explosion radius: Explosion Radius: 15 -> 10 Explosion Inner Radius: 7.5 -> 5 Juggernaut no longer takes reduced damage when deployed GDI Mammoth Mk II Adjusted turret camera New chin gun firing sound GDI Orca Fighter General adjustments to VTOL flight mode Increased Health: 300 -> 400 GDI Orca Bomber Vertical acceleration increased. 20000 -> 35000 Nod Attack Buggy Target bone added Nod Attack Cycle Increased Damage: 32 -> 52 Nod Devil’s Tongue Increased speed slightly. Torque up 16000 -> 18000 Spray angle decreased slightly: 7.5 -> 7.25 Target bone added Custom flamethrower explosion added Explosion radius increased: 4 -> 5 Camera shake radius increased: 3 -> 3.5 Muzzle Bones Angled down 5 degrees(hits targets closer to ground easier) Nod Subterranean APC Price reduced: 800 -> 700 Increased Health: 500 -> 600 Nod Mobile Repair Vehicle Rate of fire increased: 8 -> 16 Repair “damage” increased: 2 -> 5 Health reduced: 400 -> 350 Building warhead scale: 0.5 -> 0.4 Speed increased: Engine torque: 8000 -> 8500 Range increased: 12 -> 14 Nod Stealth Tank Disabled surface effect damage (The vehicle is no longer de-stealthed in Tiberium) Nod Artillery Reduced gun traverse/elevation speed and minimum depression Reduced damage: 90 -> 75 Reduced weapon’s explosion radius: Explosion Radius: 16 -> 12 Explosion Inner Radius: 8 -> 6 Target bone added Animated barrel (deploy animation) Improved the wheels slightly Artillery no longer takes reduced damage when deployed Nod Harpy Increased Rate of Fire 20 ->30 Increased Health: 300 -> 450 Nod Banshee Banshee guns now pivot up and down slightly Added barrel pitch: +5° to -15° Reduced ammo reserve: 24 -> 16 Increased Health: 300 -> 400 That's it! That's it for now. If you want to provide feedback on the game, please head over to Discord and post in the feedback Hub, or if you prefer, our General Discussion forum is also a great place to discuss the game too. See you on the battlefield soldiers! [blurb]We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes within this post should cover all of the changes we've made in the past couple of weeks.[/blurb]
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  7. besides network issues and fps problems on TSDam it was a solid experience. Many good improvements from the previous version. Well done! And yes, bring back the hijacker. And thanks for getting my old map (now TS_Anchorage) ready. Its a fun map and good idea to open up the center by removing parts of the cliffs at each base. Maybe open up the center entrance to the Nod base a bit more. There are too many props (street lights, stone, buildings) infront of this center entrance for the huge GDI vehicles. There is a invisible barrier missing at the canal. You can just walk out of the map there. And the tiberium cave needs some green lighting. Oter than that i like how it turned out. The additions to TS_Dam and TS_Tiber are very good, too. What I dont like are the huge amount of props added in the area outside the battlefield on TS_OmegaCity. Looks too overcrowded with buildings. Regarding gameplay balance issues: - these 100$ extra grenades need a buff. They are not worse the purchase at the moment. - GDI mobile EMP tank needs a huge buff. Let it block Nod vehicles and cyborgs from shooting, too, if hit. Let it disable laser turrets and sams. Maybe increase splash. - give the orca fighter at least 3 rounds with a quite long reload time (like 10 seconds). Firing just 8 missiles and then moving back to ammo station is no fun gameloop. - Nearly every vehicle feels like it gets destroyed to quickly. - some maps provide too much money. Maybe delete silo, if the harvester route is short.
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  8. see you on the battlefield!
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  9. ***IMPORTANT DISCLAIMER***The following is a simple, for fun, thought experiment. It is not in any way, shape, or form, intended to reflect actual canon or the development of Red Alert: A Path Beyond. Let's just have some fun discussion! INTRODUCTION This is a question we've all spitballed at one point or another. We've often wondered something along the lines of, "I wonder what kind of Light Tank the Allies would have actually used?" Or, "If they didn't use the Abrams for the Medium Tank due to recycling assets from Tiberian Dawn, what would the Medium Tank be?" It comes up now and then in relation to specific units, but I had the thought of, "Why don't we collect this discussion here?" So, that's what I'd like to do. But first, let's set the scene. Great World War 2 (or Red Alert 1, as we all know and love), is speculated to take place around the late 1940s-early 1950s. I've seen some specific dates such as 1949-1953 thrown around, though honestly I'm not sure what the source is. Regardless, the mere presence of Stalin supports this time frame, as in real life he was in office until his death in 1953 (though an alternate universe with no Hitler and no WWII could arguably extend his life and rule by a few more years, but that's a discussion for another time), so this is what we'll go with. Let's also account for the fact that old equipment often stays in the military for decades on end if it does its job well enough, and the idea that C&C is generally accepted to be ~10 years ahead of our timeline in terms of tech (with some notable oddball exceptions, such as the Chronosphere and Iron Curtain). In general, anything that fits the WWII or Early Cold War (c. Korean War era) should be acceptable. Now, for my initial post, I'm going to try to use a British, a French, and a German example, as those were the three playable countries in Red Alert. But really, any European country would count. (If you really want to cite American equipment, though, that can be counted amongst the small lend-lease force lead by General Carville, which would not likely be the bulk of the Allied army). And now... we begin. INFANTRY So, let's begin with the Infantry. I'll break them down by weapon type rather than unit, because otherwise we'd have the Rifle Soldier, Technician, Rocket Soldier, and nothing else. I'll also be sort of using APB's infantry roster as a reference for the sake of simplicity. For Assault Rifles, when doing (quick) research for this post, I didn't expect to find a whole lot of suitable candidates, and was prepared to just give them the FN FAL, but I got a couple of nice surprises. Germany, of course, would get the famous StG 44 (because seriously, who doesn't love the StG 44?), while Britain and France would get a couple of fascinating, lesser known rifles; the EM-2 and the CEAM Modèle 1950, respectively. You could argue that the FAL would be used across the board as it was in our timeline, and it likely would be in the running (alongside other candidates such as the G3) for faction wide late war adoption, but for the early-mid points where a lot of the arsenal would be manufactured in house, those are my picks. As for Pistols, though, there's no shortage of candidates here. Frankly, you could just go across Europe at the time and come up with a ton of suitable candidates. With that said, I did say that I'd go for one British, one French, and one German example, so how about... the Browning Hi-Power (which is technically Belgian, but it was adopted by the UK in our timeline, so it fits) for Britain, the MAC Mle 1950 for France, and the famous Walther P38 for Germany. (Bonus round: the Spy would use either Bond's famous Walther PPK or the Welrod.) Now... Shotguns... sad to say, there's basically nothing good here. As far as I could find, almost nobody outside of the US produced anything other than double barrel shotguns until Franchi came out with the SPAS-12 in 1979. The only exception is the Sjögren Inertia, so that's kind of our best bet outside of importing the Remington 870 or Ithaca 37 en masse. I know, I'm disappointed, too. But hey, sometimes you just gotta work with what you got. Thankfully, Sniper Rifles are much easier to find suitable candidates for. I think it goes without saying that the British would sport the Lee-Enfield since it's a damn good rifle. Similarly, it's hard to see Germany using anything other than the Karabiner 98k. France, however, doesn't have any world famous candidates, but it does have one that fits the bill quite well; the MAS-49. Onto the subject of Machine Guns. I'll be sticking with heavier General Purpose machine guns that would be used in gun emplacements, pillboxes, on vehicles, etc. Britain, once again, has an obvious choice in the form of the Bren Gun, although the Lewis Gun and Vickers K are also solid choices. France has a few good choices as well, though I'm going with the AA-52 for this post. As for Germany, well... how could I not give them the MG 42? Especially since the darn thing was tweaked to become the MG 3 and is still being used to this very day. Time to touch on Submachine guns. Here, I was real tempted to give Britain the Sten due to my personal love for it, but it makes sense to go with the Sterling (which did replace the Sten IRL) instead. France has a very small pool to choose from, but the MAT-49 fits the bill quite nicely, so that's what they get. Germany has no shortage of submachine guns to choose from, but ultimately I decided to settle on the Walther MPL. As much as I love the MP5, I have to admit that the MPL fits RA's time period and aesthetic just a bit better. Last, but certainly not least, Rocket Launchers. Technically, these can be separated into Man-Portable Anti-Tank Systems (MANPATS) and Man-Portable Air Defense Systems (MANPADS). Let's tackle MANPATS first. Britain is easy here. PIAT. Boom. Done. France, same thing. All I could find for them was the 73mm LRAC, so that's what they get. Germany has a few good choices, but my inner Medal of Honor fan simply can't go with anything other than the Panzerschreck. Now, as for MANPADS... eh... none of the three countries had one of note until the Mistral as far as I can tell, so they all get imported FIM-43 Redeyes. VEHICLES Right, with the infantry sorted out, let's move on to vehicles. This time, we'll just go down the roster of vehicles present in RA1. We'll ignore things like the RADAR Jammer, MCV, and Chrono Tank, since those were 100% fictional designs and I see no need to morph them to real world standards. I'm also not going to go into Supply Trucks or Ore Trucks since I didn't find that particular rabbit hole very interesting, and since the Mobile Gap Generator would've just been insert truck here with a miniature gap generator placed on the bed, that will get ignored. Same goes for the Demo Truck, as we all know it's just a Supply Truck with a nuclear warhead in the back. Just take your pick of the myriad of trucks available at the time. Starting off with the Ranger, I fully expected to find nothing for Britain and France, and just give them imported Willys MBs, but once again I was pleasantly surprised. I'll be giving Britain the Bedford MW, and France will get the Laffly V15. They're not perfect fits, but they're solid enough that the Red Alert variants could've been tweaked to fit this role. As I implied, however, Germany has a solid existing candidate in the Kübelwagen. Getting good APC candidates turned out to be an interesting case. I could go in any direction, but I opted to try and stick as close to the M113 as possible for aesthetic purposes. With this in mind, Britain has a few different possibilities such as the Universal Carrier, but I think the ideal choice here is the FV432. France will get the AMX-10P, though I was heavily tempted to go with the AMX-VCI instead. Now, Germany is an interesting case, and I struggled with this for quite a bit. About the only period appropriate APC I could find was the Sd.Kfz. 251, which doesn't fit the aesthetic I'm going for. The experimental Gepanzerter Mannschaftstransportwagen 'Kätzchen' was closer, but the visuals are still off. In the end, I decided that they'll be importing the Pansarbandvagn 302 from Sweden. I feel like I'm copping out a bit here with imports, but given that it's a period appropriate European vehicle that fits the aesthetic, I feel like this is fine. Jumping ahead to Minelayers, this is easy. Just take any of the above and add the necessary components (such as a shovel and winch) to create an Engineering variant. No need to overcomplicate this one. Now we get into the meat of where this discussion usually springs from, starting with the Light Tank. Now we're really getting into personal preference territory, as there's a TON of variants that have been tossed around over the years, largely thanks to World of Tanks and War Thunder bringing a lot of them into the public zeitgeist. (Friendly reminder not to leak classified documents on this or any other post, please!) Now, for Britain, they don't really have anything that fits the bill for a round turreted, 75mm gun, so this is going to be a "my gut" pick, and for that I think I'll go with the Crusader Tank. France will get the AMX-13 with the FL 11 turret for that distinct roundness. With Germany, I was initially tempted to go with the Panzer III and do something weird to justify this, but I stumbled upon an even better candidate: the Spähpanzer Ru 251. True, it was never made IRL, but I never said anything against experimental designs being turned into viable units for this alternate universe! On to Medium Tanks. Initially, I considered giving Britain the Centurion, but in my research I stumbled upon a tank that fits the aesthetic much better; the Chieftan, which is what I'll be giving to the British for this post. The French don't really have a whole lot of great candidates for this, but the AMX-30 fits close enough, so that's what they get. As for Germany, once again, there really is no better pick than the Leopard 1. Let's finish off ground vehicles with one that has been the subject of major interest in the last year due to the advent of a new model: the Artillery. I has a bit of a tricky time finding something for Britain, but the FV433 Abbot fits well enough, so that's what they get. France, on the other hand, there's no contest. Mk F3 155mm, hands down. Germany has a few candidates, none of which are perfect, but I think the Hummel works well enough for them. Now let's move to aircraft, starting with the only buildable air unit available to the Allies; the Longbow. This one is going to be a cop out, since Europe didn't have a homebrew attack helicopter until the Agusta A129 Mangusta, so I very nearly just gave everyone imported AH-1 Cobras and called it good... but then I stumbled across something interesting. As it turns out, the early stages of the Cold War nearly saw the advent of Project BO115, a German attack helicopter. So, for this post, we'll say that this project got completed and was adopted across the board by the Allies. Before we move on to navy, let's touch on Bombers, since they'd be dropping troops and parabombs every now and then. Britain has many, many choices here, but I'm going to go with the Handley Page Victor. France has significantly less choices, however, with the closest candidate being the Latecoere 570, so that's what they'll use until the Victor gets standardized. As for Germany, I'll give them the Junkers Ju 390. Time for Navy, starting with Gunboats. This one was a bit tricky, as what exactly the Gunboat was originally was a bit weird, so I looked at corvettes, patrol vessels, and light destroyers. Here, after sifting through dozens of potential candidates, I decided to go with the Flower-class corvette for Britain, the D'Estienne d'Orves-class aviso for France, and the Type 139 patrol trawler for Germany. Destroyers are a weird subject, as guided missile based frigates/destroyers are a relatively recent thing, so the entries here will have their armament stripped off and replaced with a missile launcher. The exception is the British Type 22 Broadsword-class frigate, since that comes with a missile launcher as standard, and is the main reason why it was picked to be the Destroyer in APB. France and Germany will modify the Aconit and the Köln-class frigate, respectively. Last, but certainly not least... Cruisers. Or, as they should be called, battleships, given how they operate in game. Frankly, it only makes sense to follow through on that thinking. So, to finish us off, I will give Britain the Revenge-class battleship, France the Dunkerque-class battleship, and Germany the famous Bismark-class battleship. CONCLUSION Whew. That took quite a bit. But what do you think? Do you agree with my picks? If not, what would you think would be better suited for these roles? Or rather, what would your ideal period accurate Allied arsenal look like? How would you arm the other nations? What, if any, of these would be across the board standard by the end of the war? Please discuss away!
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  10. Happy Birthday to Battle for Dune: War of Assassins! It's been 1 whole year since we finally released the Infantry Release for BFD, and as much as things have been a little quiet over the year, we've got another content update for you to celebration the occasion! Update 1.0.0.7 - The Birthday Patch In Update 1.0.0.7 we've got a new Game Mode, better Grenades, updated audio and Quality of Life fixes! Check it all out on the Change List: - Setup new the new Game Mode, Team Deathmatch! - Added new map BFD_TDM_ClifftopPass - Added new map BFD_TDM_HaggaGulch - Added new map BFD_TDM_SihayaRidge - Added new map BFD_TDM_TsimpoVillage - All Team Deathmatch maps have a 7 minute time limit. - Increased Frag Grenade Explosion Outer Radius from 5 > 8 - Increased Frag Grenade Explosion Damage from 120 > 250 - BFD_LonelyRoad has now been set to 10 minutes. Team Deathmatch If you've ever played a First or Third Person Shooter, you've more than likely played Team Deathmatch! It's a staple of any Shooter Genre, and we at Battle for Dune: War of Assassins thought it was about we introduced it to the sands of Arrakis. As you'll soon see in-game or notice from the patch notes, currently the only TDM maps in rotation are Conquest maps we've converted over to the new Game Mode! This is largely to test the waters, see how well it truly does fit in BFD and see about making new maps for Team Deathmatch in future. What's Next? We've got a few things in the works coming soon that didn't quite make this update, but will be in ones to come! Keep an eye out for new maps, and more in the coming months. Until then, have a nice warm sand bath and watch out for those sand worms! [blurb]In this Spicy Update, we celebrate Battle for Dune: War of Assassins' first birthday! With this, we've released a new Game Mode featured on 4 familiar maps, some Grenade tweaks and more![/blurb]
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  11. [thumb]thumb_tsr.h.png[/thumb]Good welcome, citizens! The Tiberian Sun has risen! Tiberian Sun: Reborn 2.0 is officially released and available to play! With special thanks to everyone for your continued support, we have come together and upgraded Reborn to the 2.0 build we had envisioned! Download it today on your W3D Hub Launcher! From updated game mechanics, new assets, a larger variety of maps, fresh audio, and everything in-between, the development that went into Tiberian Sun: Reborn 2.0 offers you a revamped experience of the world of Tiberian Sun! Will you join the fight for peace as GDI or seek to advance the Tiberium cause through Nod? What are you waiting for, Commander? The battlefield awaits! [blurb][/blurb]
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  12. Sorry to create you a deadline ahah. I'm more than happy to have you in the Tiberian Sun Anniversary event ! I can't wait to play on 2.0 with everyone !
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  13. Game is looking and feeling fantastic ya'll. I'm feeling a comeback here. Don't tell the mods I posted these.
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  14. Hi all, Sonic the CNCNZ.com founder here. So I'm very late to this topic. Been away from the community for many years now. But extremely saddened by this news of Zee's passing. Gone way to young.
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  15. Hello everyone, it's that time once again. With this year's C&C Renegade anniversary happening this week, and today's Battle for Dune: War of Assassins game night, we thought it's about time for a new game Patch! Offerings of the Deep DesertGrenades of all Shapes and SizesIn this Patch we have focused on reworking the Throwable Grenades again as we have something new to play with, Drag Co-efficiency. With this amazing new feature to the engine, we're able to change the Grenade's arc apex, at which the Drag Co-efficiency will take effect and make the Grenade fall to the ground more sharply than the downward trajectory of the remaining arc would of allowed. Along with this, we've also given Infantry Classes that don't have anything to throw Throwable Grenades now. The Shock Trooper, Trooper and Designated Marksman now have Frag Grenades, and the Atreides Sniper has Smoke Grenades! The Grenade Launcher has also had a rework! The Grenadier hasn't been able to fulfil it's role of being House Atreide's Crowd Control unit since it's nerf about a year ago, and this has becoming painfully obvious as we make continuous tweaks to the game's balance and overall Combat Design. As a result the Grenadier's Grenade Launcher has received a direct damage, Range, Explosion Damage and Explosion Radius buff. Now, I know what you're thinking, all of these buffs at once sounds like he's going to be pretty broken! We've done a lot of testing around how the weapon performs, how it feels like to play against. Concerning the weapon's damage output, we've done small changes to give it the small kick it truly needed.Snipers and Bolt-Action Rifle Velocity We've also taken a look at Sniper Rifles and the Bolt-Action Rifle. Looking at these Rifle's performance had made us realise how effect these weapons are and how easy to use and master they are, making them incredibly deadly and oppressive in a skilled player's hands. In light of this we've reduced the Bullet Velocity of the Sniper Rifle, Designated Marksman Rifle and the Bolt-Action Rifle. The knock-ons of these changes result in you needing to lead your shots more often and at ranges of around 80-100 meters, you'll need to start accounting for Bullet Drop/Arcing. The Outline ShaderAnd as a final note, we've made the difficult decision to remove the recently added Outlines that appear around Infantry at a close distance. As much as this is a fantastic feature to see Infantry from both Houses on different backgrounds easier to see when fighting, it also completely broke the effect of Smoke Grenades. When an enemy Infantry was concealed inside of a Smoke field, their Outline would appear when you reach within 25 meters of them. So with this, we chose to remove this feature, however it may return if we figure out how to avoid this issue! Here's the change list for Patch 1.0.0.9: Misc - Re-enabled Anti-Aliasing - Disabled Infantry Outlines Rifles - Decreased Hawk Sniper Rifle Velocity from 1400 > 700 - Decreased Brain Needle DMR Velocity from 1000 > 600 - Decreased Iphigenia Bolt-Action Rifle Velocity from 1000 > 700 Grenades - Shock Trooper and Trooper Infantry Classes now have Frag Grenades - Sniper Infantry Class now have Smoke Grenades - Designated Marksman Infantry Class now have Frag Grenades - Decreased Grenade Launcher Explosion Grenade_Splash Warhead against AP Mines & Claymore Armor Mines from 0.750 > 0.400 - Increased Grenade Launcher Damage from 30 > 50 - Increased Grenade Launcher Range from 75 > 150 - Increased Grenade Launcher Bounce Damage from 30 > 50 - Increased Grenade Launcher Bounce Range from 75 > 150 - Increased Grenade Launcher Explosion Damage Radius from 6 > 7 - Increased Grenade Launcher Explosion Damage Inner Radius from 3.5 > 5.5 - Increased Grenade Launcher Aim Helper Rate of Fire from 1 > 8 - Increased Grenade Launcher Aim Helper Range to 150 - Decreased Ducal Frag and Heartplug Grenades Range from 75 > 50 - Increased Ducal Frag and Heartplug Grenades Velocity from 60 > 80 - Increased Ducal Frag and Heartplug Grenades Gravity from 2.25 > 2.50 - Decreased Ducal Frag and Heartplug Grenades Elasticity from 0.05 > 0 - Decreased Ducal Frag and Heartplug Grenades Max Bounces from 10000 > 250 - Increased Ducal Frag and Heartplug Grenades Drag Coefficient from 0 > 0.09 - Decreased Ducal Frag and Heartplug Grenades Explosion DamageRadiusInner from 3.5 > 2.5 - Decreased Ducal Frag and Heartplug Grenades ammo count from 4 > 2 That's it for another Game Update! This was a pretty wordy update, but I hope you guys found it informative all the same! As a reward, why don't you join us for our Battle for Dune: War of Assassins game night tonight (if you're reading this on the 28th of Feb), we hope to see you there! [blurb]Hello everyone, it's that time once again. With this year's C&C Renegade anniversary happening this week, and today's Battle for Dune: War of Assassins game night, we thought it's about time for a new game Patch! [/blurb]
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  16. Literally just made a user today (despite "stalking" the site for a very long time) to say thank/goodbye to Zee, Zee voiced two of my mod's units few years back, And at some point after that he disappeared form nearly everywhere after giving the CNCNZ site keys to Wolf, moving to a new apartment (iirc) and going to live close to nature while cutting all of his former ties with C&C stuff and most of his friends. We didn't chatted much but when we did we were always on good terms and seem to have the same kind of humor, he also took the VA roles I gave him very seriously and disappeared only after finishing them, I knew him a lot before asking for his help with voice acting obviously, mostly from his lego vids as well as from seeing him around in various C&C forums, To this day I wish he still was the admin of CNCNZ since as far as I knew him, he was a fair admin who also had the drive to try some creative things in the stuff he's charge of, a far cry from what we got nowadays which just show how special he was at what he was doing. It wasn't for long but it was fun as long as it last, may you rest in peace rabbuddy I also wanted to add that I should have the voices he sents me back then somewhere, even the ones I ended up not using in case you will want them, I even made a vid that show how his sounds like as he voiced the Condor in my mod back then and still got the vid on YT in case you will want it too
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  17. My last hosted game was February 2021. It's been too long, and it would be a shame to let W3D mafia games die! It's like gladiators in a colosseum! Entertainment for the masses! Anyway, I don't expect too many of the past players to be around after two years. Hopefully we see some new names. Janitorial Mafia 3 Open Janitorial Mafia is an open setup, which means the possible roles are known from the start of the game. The setup itself is called Janitorial thanks to the pivotal mafia role, the Janitor. The setup only has one doctor and one cop, plus a few other basic roles that aren't common. Scumhunting is a must, but it shouldn't be as "in the dark" as a true basics game. JANITORIAL MAFIA ROLES Villager (3) The most basic of town roles, the villager has no actions except their vote. Doctor (1) The doctor is a town power role with the ability to protect one player each night, including themselves if desired. Sane Cop (1) The cop is a town power role with the ability to investigate a player each night and discover their alignment. Miller (1) The miller is a basic town role that is essentially a villager, but they will appear as mafia on cop reports and flip vanilla mafia on death. Oracle (1) The oracle is a town power role with the ability to target a player each night to be mod-revealed if the oracle dies. The oracle will only reveal their previous night target. The ability does not stack. Vanilla Mafia (1) The mirror role of the town villager, the vanilla mafia has no actions except a nightkill and a vote during the day. Janitor (1) The janitor is a mafia power role with a one-time ability to hide the role of the nightkill. The killed player will not be revealed for the duration of the game. Lawyer (1) The lawyer is a mafia power role with the night ability to make their target mafia teammate appear innocent on cop reports. This game setup requires 10 players to play. If you are brand new or have only a few games of mafia under your belt, this is a great entry point! The game will start within 72 hours of the minimum player count being met. Official date and time will be announced within 24 hours of the minimum player count being met. *This game is estimated to last up to Night 5, which equates to 15 days (48 hour days and 24 hour nights). Depending on how the game plays out, the timeframe might be longer or shorter. **If you are new to mafia or just haven't played in a while, feel free to ask plenty of questions. They will be answered. I would encourage you to read the two previous iterations of this setup: Janitorial Mafia 1 and Janitorial Mafia 2. PLAYER COMMITMENTS 6/10 @ Killing_You @ Category 5 Hurricane @ ChopBam @ Mojoman @ TheIrishman @ FRAYDO
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  18. Great job on this Reborn game night! Starting with the GDI Units: Riot Trooper - I love this unit. It's one of my top picks. A small detail that I'd like to bring up, the alt-fire is using two rounds of ammunition per shot. I'd like to have that use up only one round of ammo per shot. Great unit overall, especially the shield. Medic - Incredibly useful in infantry rushes and holds. I cannot stress enough the importance of having a medic present in a firefight. Disc Thrower - My favorite unit by far. I love the range on the throws and the damage is just right. A long distance headshot that is perfectly calculated is immensely satisfying. Ghost Stalker - Very powerful in the hands of a skilled player, but not invincible. I like him a lot. Wolverine - Excellent rate of fire, but the inaccuracy leads to having odd fights with infantry where squishing them is sometimes more efficient than gunning them down. Still a fun unit to use and absolutely crucial for supporting the Titan. Titan - I like it. Not much else to say about it. It's the Titan. The aiming is a bit finicky with being offset. It has a tendency to get thrown off by terrain. Hover MLRS - Great against aircraft, but not so great against ground vehicles. I find myself getting outmatched by nearly everything except buggies because of how close I need to get to establish a proper lock. It is super effective against structures, however. Definitely not something I'd pick to shoot at ground vehicles with but 100% something I'd pick to blow up buildings or to shoot down aircraft with. EDIT (8/25/2023): I was suffering from a skill issue. I really like the Hover MLRS now. I wasn't using it properly before. I 100% recommend it now. Amphibious APC - Clown car but for GDI infantry. It's great fun. GDI TacOps Sniper Guy whose name I forgot - Excellent for dealing with those pesky Kerubims. I did find my sniper scope disappearing often in a match, but I was still able to score clean headshots. Any GDI unit that I haven't mentioned above is either because I think the unit is fine or because I haven't used it enough to have an opinion on. Now on to the Nod Units: The Killing_You Unit (Kerubim) - Very good, I like it a lot. Definitely wreaks havoc on GDI vehicles. Nod Blackhand Sniper - Much like the GDI TacOps Sniper Guy whose name I forgot, I like this unit a lot. Same issue with the scope texture disappearing. Elite Cadre - Another one of my favorite units. Excellent damage and still effective against vehicles. Attack Cycle - My favorite vehicle. It's so much fun to squish enemy infantry and harass vehicles. Pretty good against aircraft and structures too. I had an epic rush with them on one map that I forgot the name to, but it has the street sign of ' North Edinbruh ' on a bridge. Harpy - My favorite air unit. *BRRRRRRRRRRRT* Any Nod unit that I haven't mentioned above is because I haven't used it enough to have an opinion on. I spent most of my games on GDI. So far, I'm really loving this version of Reborn. Definitely better than 1.6 in my opinion. I'm going to have to play more to get more thoughts on it.
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  19. Hello, fellow Worm enjoyers! It’s difficult to believe that the end of this month will mark a whole year since Battle for Dune: war of Assassins was released. (I know, I know – where did all that time go?) Our next Game Night! People have been asking for another Game Night, and we aim to deliver. So, we thought, when better than as an anniversary celebration? We’ve got content planned as part of an upcoming patch for the event, but we don’t want to give away all our secrets just yet! So, watch out for more updates on what to expect… The games night will take place on Saturday 2nd September – 20:00 BST / 15:00 EST. It’ll be coarse, rough, and might get everywhere… but we hope that you actually like it! As usual, we will be using Discord for voice comms. Time to... Slide Away. We’ll be working hard to ensure we have something for you guys to celebrate. So, if there is anything you would like to see, please let us know! In the meantime, (do) try not to eat all your cinnamon in one teaspoon… [blurb][/blurb]
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  20. Ahh, Siege. We all know it, some of us love it, others not so much. But I'm not here to debate the actual balance or gameplay on the map; I'll leave that to a different topic someone can make. Instead, I want to take a moment to analyze the centerpiece of the map: the castle. Is it realistic? What kind of castle is it? Does it resemble any in real life? Can we estimate when it may have been built in-universe? Well, that's what I'm here to determine! Let's start from the top with a bird's eye view: Right off the bat, we can see that this deviates from the "typical" castle design. There's no towers present, nor is there an obvious gatehouse. We only have one outer wall with a few bastions attached to a central keep. The bailey also appears to have been heavily dug into, which may or may not have been done during the height of the castle existing? The main reason it's hard for me to tell is because the trench actually opens into the undercroft (at least partially). The tunnels where the Ore Trucks go were clearly dug out long after the height of the castle's life, so we can ignore them. Honestly, those tunnels and the presence of the ore could tell us why this castle is here in the first place. After all, castles were built as defensive structures first, so it's entirely possible that this one was built specifically to guard a rich mine. It's likely that the mine was so rich (or an enemy attack was so swift) that parts of it were left untouched by the time the castle fell into disrepair. All it would take is a curious prospector to discover that this location has a lot more left to offer, and suddenly the Allies and Soviets have great reason to fight over it. One more noticeable detail is the fact that the wall isn't flush with the shoreline. This could tell us quite a bit about the history, as most castles built on or near water ways would generally line up the walls with the shore to minimize the possibility of enemies bringing soldiers or siege equipment up against the outer wall. For reference, let's look at Bodiam Castle: As you can see, the castle is surrounded by water, but the water appears to have receded over time. Indeed, this may be exactly the case with the castle on Siege; perhaps at one point, the walls were, indeed, flush with the shore, but the water level went down over the centuries. It's likely that the land bridges to either base on the map are fairly recent and would have been shallows back in the castle's heyday. Now that we're done looking at the outer wall, let's move into the keep. Looking at the keep itself, we can see that this isn't the typical keep design. The Donjon has fallen, and appears to have been built in the middle of the main keep rather than on the edge. This is not unusual, and was a design feature present in some Germanic castles. Take, for example: Wartburg Castle: Much like the Siege castle, we can see that the Donjon rises out of the central keep, which itself is rising out of one of the big buildings. Granted, it's not perfectly centered, but close enough for these purposes. Beyond that, we can see that the castle uses a mansard-style roof: This is truly unusual, as mansard roofs typically weren't used on castles until much later on when they started evolving into palaces, mostly because mansard roofs are a visual extravagance, and don't really offer defensive measures. The Siege castle is not a palace, however, as it's too well fortified outside of this, which is especially apparent given that it has stone where the roof flattens out, as well as on the upper areas. This is a strong defensive feature, as it's not as flammable as wood while being a lot tougher, but at the cost of being more difficult to build. In fact, this tells us that the castle features a vaulted ceiling: Of course, a castle with all vaulted ceilings is also not unheard of. Don't believe me? Look no further than Dover Castle: The central keep has a complete stone roof, only possible via vaulted ceilings. So, absolutely possible. That being said, I've never seen a mansard roof combined with a vaulted ceiling, but it's possible. Likely impractical, but possible. Moving on, there's a small courtyard on the upper level, complete with a central statue. Nothing informative (apart from the further evidence of a vaulted ceiling), I just thought it looked neat and wanted to point it out. Now here we see the main entrance to the keep. This, by the way, is why I kept referring to the castle as having an entirely vaulted ceiling; this door implies that there is an entire level on the ground. There were castles which did not have a level on the ground, and the interior instead sat on an elevated stone foundation, but they were in the relative minority. Now let's take a closer look at the bastions themselves. The very presence of the cannon platforms shows that this castle likely wouldn't have been built prior to the 13th century, as that's when gunpowder (and especially cannons) rose to prominence in Europe. Interestingly, the cannon is situated upon a vaulted(ish) platform. Bastions of this type were either hollow with staircases or solid: As you can see, the amount of cannons is different. Though, to be fair, the cannons featured on Siege are absolutely enormous, rivaling even the Tsar Cannon in size: Yeah, this castle has some serious firepower. Moving on, let's look at the main gate. This is... interesting to say the least. It appears to have once held two large wooden doors (which are now missing, likely removed for various reasons after centuries of disuse). However, there doesn't appear to be any sign of a portcullis, nor anything resembling a traditional gatehouse: This means that either resources were low when the gate was constructed, or that the castle was built later than what we think of as the Medieval period. Portcullises and gatehouses were intended to protect against waves of infantry and older siege weapons (such as battering rams). So far, nothing about this castle indicates that it was intended to protect against such threats, and therefore isn't a traditional style of castle. Instead, this is something known as a "Bastion Fort" or "Star Fort": These rose to prominence in the 1500s as gunpowder became the cornerstone of European warfare. They were designed specifically to deflect cannon fire and provide protection from incoming musket fire, as many siege weapons of the medieval period were rendered obsolete by these advanced weapons. There are more details I could point out (such as the two rear bastions having random wooden roofs, or the large wooden area behind the keep that serves no discernable purpose), but this analysis covers everything I wanted to talk about. I hope you had as much fun reading this analysis as I did making it.
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  21. A toast to forg Thank you, and welcome to the forums! It's an important discussion! Nevertheless, the curtains will in fact match the drapes. This is actually a brilliant idea! The Reborning
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  22. Lets call it Tiberian Sun Reborn: Reborn instead of 2.0
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  23. Scripts 4.8 Update 1 is now available. I would like to thank Unstoppable, Jerad2142, dblaney1 and cyberarm for their contributions to 4.8 Update 1 (If I missed anyone else who contributed to 4.8 Update 1, sorry). Changes made since 4.8: New launcher & auto-updater. Servers using this release will no longer allow TT versions below 4.8 to join the game. New scripts and changes to existing scripts by Unstoppable. New scripts and changes to existing scripts by Jerad2142. Changes to existing scripts by moonsense715. Changes to existing scripts by danpaul88. Add HUD surfaces feature that allows servers to draw primitives, images and text on client's HUD. Added "Windowed Borderless" window configuration. Added "Render When Unfocused" option to continue rendering the game when window loses focus or minimized. Added new engine calls Print_Client_Console and Print_Client_Console_Player to send a message to client's console at top left corner of the screen. Added new engine calls Change_<Enemy/Friendly/Neutral>_HUD_Color and Change_<Enemy/Friendly/Neutral>_HUD_Color_Player to change the reticle & target color. Added new engine calls Enable_Global_Targeting and Enable_Global_Targeting_Player that disables targeting except for pokable objects, buildings and MCTs. Added new engine calls Get_Time_Of_Day and Set_Time_Of_Day to change the sky time. Added new engine call Is_Connection_Bad that tells if a client experiences connection issues. (AKA "Connection to server interrupted gameplay pending") Added 18 new engine calls to override various sky parameters and colors. Added hardware identifiers, accessed with HARDWAREID console command and Get_Client_Hardware_Identifier engine call. Added GameSpy heartbeat feedbacks that report any GameSpy failures reported by the master to the console. Added support for custom C4 disarm explosions. Added cinematic camera feature from 5.x. Added support to load always4.dat. Added SPY console command to toggle spy mode of a player, or their vehicle. Various additions and changes to the scriptable dialogs. Added Health Bar control. Added new styles for Label control. Added control focusing support for scriptable dialogs. Added Enter (to confirm entered text in Text Areas) and Esc (to request to close the dialog) key press events. Changing a control parameter without showing the dialog will no longer crash the clients. Fix so removing a control by ID will no longer cause a crash. Title label background is now properly updated when the text changes. GRANTWEAPON console command now grants full clip and inventory rounds. Various fixes to the GameSpy listing and broadcaster. GameSpy listing in the game will no longer display non-Renegade games, according to their reported game name. Various changes to make Console_Output hook and file logging work as intended in Wine. Bring back "Load X% complete" message. It is now possible to change Obelisk's weapon and warmup effect model using the 2 new parameters added to the Obelisk script as well as AGT's machine gun and rocket weapons. In multiple monitor configurations, Renegade window will now try to create itself in the desired screen, instead of primary one. Cleaned up and re-organized wwconfig's interface. Fix so games no longer end immediately after the level load is complete on rare occasions. FLY and SPECTATE console commands no longer expect a second parameter. Fixes to Reload_Level to increase reliability. Fixes to Server Operation dialog to display more precise countdown. Fix crash that would occur when client finishes downloading TTFS during a level change. Fix so joining an unpassworded server after joining a passworded server won't leak the passworded server's password to the unpassworded server. Fix smart bots (added by BOTCOUNT) not getting any credits. Fix a memory leak in URL protocol. Footstep effect will no longer play if soldier is not grounded or on ladder. Fix a crash while displaying tooltips. Fix a backwards compatibility issue with no gameplay pending. Fix a false positive in anti-cheat when team changing is disabled. Refinery dumps will no longer give twice the dump amount if smooth dump is disabled. Fix a rare issue when a non-GDI & non-Nod player is present. Fix a crash when ssgm.ini changes during runtime. If you are running 4.8 (or any earlier version) you will be automatically updated to 4.8 Update 1. People wanting a full installer (to install from scratch or to do a full reinstall), a server download or a tools download can find them on the Tiberian Technologies website (www.tiberiantechnologies.org) in the downloads section. Appropriate source code for 4.8 Update 1 as well as the source files for the map fixes in 4.7 (which are the latest fixes we have) can also be found on the site. People who need Dragonade will have to follow https://github.com/TheUnstoppable/Dragonade for updates.
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  24. In case anyone reading this thread would appreciate a little note or a bit of well meaning advice on communication etiquette and social ques, if you are perhaps unaware or new to these situations etc., it is generally not appropriate nor very respectful to openly talk about possible causes of death when the announcement itself does not already contain and has implied that those close to the deceased are not providing more information of that nature. This is a thread to commemorate Zee and his contributions, and of course to update people about a very real person from the community who had friends here, some of which might be having a difficult or emotional time processing the news and their loss (important). With respect to Zee's friends and family (also important), as well as the entire topic at hand, I recommend keeping any such additional speculation to onself. Thank you for your understanding. No furthur comment is needed. I look forward to reading more posts that share memories, gratitude and goodbyes.
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  25. You welcome Sorry for the delay, will send you that over soon enough o7.
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  26. Also, in case anyone is still unaware - Zee made extra C&C Lego episodes later on after finishing the main series. They were hosted on his own channel, rather than CNCNZ's, and are of a much higher production quality. Just a note for those of you looking to enjoy his latest work. Here's a quick link to the playlist: https://youtube.com/playlist?list=PL5dWLdj4whNWZwY5GlASXe0EAXJ_NoPhN&feature=shared
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  27. Currently seeking members to join our Public Relations Team. Interested persons please read the posting. Our Mission Build the W3D Hub community and grow our member base, while establishing and maintaining close interaction with our fans and contributors. Responsibilities Create content for press releases and developer blogs Disseminate project news through our media networks Develop marketing strategies to broaden our reach Evaluate opportunities for advertising and promotion Monitor, analyze, and communicate PR results to the team Requirements Passion for our work with the W3D engine and its projects Experience with social media Strong relationship with our community Etc etc. Just tell me what you bring to the table and we'll go from there. Accepting applications in my Forum Inbox. [Message me!] Happy to answer any and all questions regarding this. Thank you for your time. [blurb]Currently seeking members to join our Public Relations Team. Interested persons please read the posting.[/blurb]
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  28. Due to projected expansion efforts and continued growth of the community, we are now seeking new additions to the public relations and community management team! The responsibilities and requirements are listed above, and all applicants and interested persons are welcome! Thank you.
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  29. We did. At that stage it was just a worse version of the Titan.
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  30. Hey everyone, welcome to another Battle for Dune: War of Assassins Infantry Release September Update! "Two updates in one month, what??", "We barely get 3 a year!" I know, what's happened to us?! What's New In this patch? This is a fairly small patch compared to previous ones, but it sure does pack a punch! In this bad boy we've got a tweaked Grenade Launcher, Fixed Building HUD icons, and brand new Shaders! Here's the change List for all this tasty stuff: - Sniper Rifles now lerp into their scopes - Fixed missing Master Volume string - Increased Grenade Launcher Explosion Damage Radius from 4.5 > 6 - Increased Grenade Launcher Explosion Inner Damage Radius from 1.5 > 3.5 - Fixed Building Icons not appearing on the HUD - Added the new Bloom shaders - Added new Outline System to infantry that appear at a distance of 25 meter (2nd Radar ring) New Outline System and Bloom Shader As mentioned above, we've got two cool new features that improve the graphical and gameplay quality of Battle for Dune, but the Bloom Shader (already seen in Tiberian Sun: Reborn) and the brand new Outline System! The Bloom Shader adds a new depth to the look and feel to the lands of Arrakis, making the lighting stand out more and object pop to a greater effect! The Outline system is something new straight off the Romanov press! To break it down for you, it's a process to make readability better for seeing infantry that are close to you. People have been having a lot of trouble on some maps to see House Harkonnen Infantry on night maps and House Atreides Infantry on lighter maps against lighter colours such as cliffs and sand, with this new System it will draw an outline around any Soldier 25 meters away from you. The colour represents the Soldier's team being Yellow for House Atreides and Red for House Harkonnen. The Outline will fade in within the set range, and fade away when exiting the set range from the enemy Soldier. (As displayed in the image below) This was a heavily requested feature in the past, but major thanks to Rapp for really pushing the feature request recently and help making it happen! Saturday Game Night! Come and join us tomorrow at 7pm GMT for our Battle for Dune Game Night! That's it for this double whammy Update! We hope you like the sound of the latest changes and see you at the Game Night tomorrow to try them out!
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  31. Hello everyone! Well, we did it! Tiberian Sun: Reborn 2.0 has officially landed in the hands of the public. Our hard work has paid off, and we had an absolute blast during the game night! We saw some of the highest population games in TSR's history, to the point where the poor server had issues keeping up at times! That all being said, we'd like to hear your thoughts. How do you feel about 2.0 as it stands? What are some things you really liked, and what would you like to see changed? Discuss away!
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  32. This is a very interesting point, and to repeat what I said in Discord, in the very last version of my APB stats system I removed deaths and the k/d ratio for this very reason. They were still recorded but not publicly visible, this led to more players changing their styles of play (not all, granted). I replaced this with a win ratio leading to people wanting to work to destroy the enemy base, not spend the whole game as an APC running people over (same thing, different game).
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  33. Overall thoughts on the game: I thought it was really cool, and is such a big improvement on the old version. A lot of the game felt really good to play, had a greater degree of polish, and a lot more interesting dynamics to units that made them more compelling to use. Really impressed, I had a ton of fun yesterday. A few general changes I think could be good: - Vehicles felt kinda weak across the board, barring a couple units you could purchase everything felt a bit on the fragile end, especially some of the units that feel like they should be bigger and harder to kill like a Titan. I think the only unit that was close to how much health it should have was the MKII, but for combat in vehicles it was almost worth your money and a better balance of game points to purchase cheaper units and bum-rush the enemy, or purchase something that preferred to stay out of the action like artillery. Those sorts of play styles felt more rewarded than they did something like pushing the front line with a tank that's meant to take hits. I think a push on units to be more specialized in roles than others could help this matter, especially when the less straight-forward approach to the vehicles really sets this mod apart from APB. Otherwise, we just end up with APB with a new coat of paint. - Vehicle line-ups felt a little restrictive and almost rock-paper-scissor-y. Things like the MK-II helped bring in more asymmetry to the teams, but it was also disappointing that GDI doesn't have any general use units like a normal Mammoth that's slow, big, takes a punch and gives a punch. Meanwhile Nod doesn't feel like they have anything as impressively big as a Mammoth besides the Cyborg Commando, but even then that feels more like a Ghost Stalker, which GDI also has. I think, like, a couple more pieces to each side to flesh out the variety and give some unique encounters would be really good, but no more than like 2 or 3. I understand a desire to remain as faithful to the original game as possible, but as we see with the infantry line-ups there's a necessity to evoke some creative liberties as an RTS doesn't translate to an FPS totally. For instance, units like the MSA, Mobile Stealth Generator, or Harvester may be incredibly useful tools, but they don't offer compelling game play to use in an FPS. - I think maps could use some neutral objectives, like neutral silos to capture or something like that. I know the urban map has mid-field repair zones, though those can't be destroyed (and also they heal at insane rates that aren't interrupted by damage). Or maybe money/unit crates that are announced to drop at specific zones with visible objectives/timers where you want to control that area to get the bonus? There's a wide variety of options-- just give more reasons to explore more of the map and control more areas. Starting with GDI Units that I used or had an impression of: Wolverine felt very cool to use. The moving sounds, gun sounds, everything about its presentation just felt awesome. I do agree with Guard, however, it felt really inconsistent in its performance and its range really short. It couldn't fire far enough to combat aircraft and had to be REALLY close to infantry to get good damage in. I honestly think the only good anti-infantry vehicle options on both teams were the artillery or just straight trying to crush them. Either a range/accuracy boost to the Wolverine would be good, or if you want to keep it as a closer-range unit then more bullets in its spread would help to make its firing cones real death-zones. Hover MLRS besides anti-aircraft I agree, I didn't really see much use in this unit. As Nod it felt really easy to kill and hardly a threat. Amphibious APC I didn't use this unit but I saw the grenade launcher addition and thought that was really cool and a great idea. I really just wanted to say I thought you guys went above and beyond with this unit that I expected to be a little boring as a basic APC. Titan was also really cool in its art department-- really impressed! But yeah, aiming felt a little weird, and the unit felt a little fragile overall, but all the vehicles kinda do. Disruptor felt so good to use! The damage you dealt felt really good. Only complaint is that the firing projectiles disappear when any part of their model impacts terrain or objects, and when you're trying to shoot stuff either close-up or hiding around complex cover it becomes impossible to hit them because the fired projectiles are so big. Juggernaut felt better to use against aircraft like a flak cannon or base buildings than vehicles. Maybe the intention? Enforcer I tried using a little bit, but the tiny projectiles on that gun felt like a worse flamethrower. I dunno, the idea was really cool but it didn't feel very strong at all. And now Nod: Attack Buggy I was impressed how good this unit felt to use! Good gun, good speed, just a solid implementation. Though the moment anti-tank infantry come into play this unit becomes immediately useless. Tick Tank To be honest I never touched this unit. I never felt the need to, I felt like front-line tank units were a bit useless after trying to use the Titan a bit and that it was better to just save the couple hundred extra dollars and get a Stank, Artillery, or Devil's Tongue. Speaking of... Devil's Tongue When I discovered the digging tool dealt damage to units when you collided with them I fucking pogged. Amazing idea, made it feel really cool to use especially with the ambushing aspect. Finally a flame tank unit in a Renegade mod that's used for something other than base-rushing! Stealth Tank felt great. Missile locking had to be pretty close to work, but then I discovered the non-lock right click and thought that was a good edition. Felt like a more fun and tighter-made version of IA's Ezekiel's Wheel. Mobile Artillery Between this and the Devil's Tongue these were the two units I had the most fun with. Getting aircraft mid-air felt so fucking good, the unit felt really strong and effective but not overbearingly so. Great unit, loved to use it. Kerubim made me realize how much more effective infantry can be in this mod than vehicles. Not saying this guy's overpowered, I just feel like vehicle armor is kinda underpowered and the anti-infantry vehicles kinda weak in comparison. The only good counter against these guys was... artillery, because they couldn't just melt you in a second. A couple misc. bug-related things: - Disruptor clips into the ground when not driven, but maybe that was just a big-player-count instability thing. - When a vehicle is deployed over a gate and exited, the gate will close and lift that deployed vehicle into the air. Because it's deployed, it will stay floating in the air even when the gate opens again and now you can't get into it. - Sometimes I couldn't get into a Wolverine at all. I just wasn't able to enter it, or re-enter it, like I just locked the keys inside of it or something. Anyways, big post of feedback but really, honestly, I loved what I saw overall and I absolutely cannot wait to see what's next. Great work!
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  34. Perhaps you could view it more like Elizabeth Castle, which was built as a naval artillery fortification rather than a traditional castle Seen here the tidal water has receded leaving dry land around the walls, but at high tide the water is up to the base of the walls in most places. No traditional towers are present either, in favour of long sections of wall supporting lots of cannon. And since we're on the subject... Here are some of my personal photos of Elizabeth Castle... Because any excuse to bust out the photo album 🤣
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  35. We'll be seeing some more activity on the Reborn server very soon. Bot support won't be far behind, and this can help keep the server active with lower player counts, similar to APB. Perhaps someone can do this, and in fact I've seen some things in the works lately that appear to be along these lines. This was thought of quite a few years ago and we all want to see it happen, but nothing has been officially started on it. There are co-op maps in the works that are higher priority such as two dedicated co-op maps for APB that are works-in-progress. It's been a common idea that using official missions from the games is a great way to pool for co-op ideas.
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  36. "The Tiberian Sun has RISEN!!!!"
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  37. It's about time, we all want a great Reborn experience. Thank you!
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  38. I know what forg would say about this
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  39. I'm sorry, but I'm extremely busy these days. Mostly with work, though most of my little free time is spent doing volunteer work these days.
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  40. View File [ARCHIVE/APB Beta] RA_SOVIETSALLIESLOL.mix This is the legendary APB Beta map called SOVIETSALLIESLOL.MIX. Uploading it here so it's not lost to history. The map contained Super Soakers, Uber Volkov and crazy ass things. Pre cursor to Lunar Paradox and the inspiration for it. Requires APB Beta (Pre-Gamma) to run. In other words, will not run on any APB after like.. 2012. Submitter Threve Submitted 06/16/2023 Category Maps  
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  41. Not sure about the missing stuff, the current team doesn't really offer support for Beta, so you'd be best asking Einstein maybe for those files (as Nodlied suggested). You can have a sneak peak; be aware it's still quite early in terms of visual development. Here's the SS I have on the Trello card, so it's meant to be more of a "this is THAT map" and not really meant to be promotional material. Still, you asked so you shall receive. :D
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  42. Try this guy. As a note, we've had a version of this map in development hell for the modern version of APB, coming Soon™️ near you. RA_Soviet_Invasion_Coop.mix.7z
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  43. Version 1.0.2

    119 downloads

    This pack contains all of the purchase icons somewhat faithfully remade in HD! For the characters I used W3D Viewer and the animation files h_a_a0a0.w3d and h_b_a0a0.w3d in conjunction with the character models to grab them in their standby states. For the vehicles, I imported all of the vehicle models into 3DS Max and manually adjusted them to match as close to their icons as possible. I then used W3D Viewer and adjusted the perspective and lighting (max ambient) then set an all-green background (R 0, G 255, B 0) for render screen capturing. I imported the screenshots into Photoshop and made additional tweaks as needed then exported in DDS format. These blend very well with the originals and do not appear out of place when used with maps that utilize custom icons. Included as extra content are blank templates and a text document detailing the Photoshop settings that I used for certain effects and adjustments. A ReadMe.txt file is included with additional information and installation steps.
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  44. How did you get I A to run on Vulkan? I mean vulkans pretty good to use, probably even better than Unreal in some cases, but Still... how?
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  45. Alt-tab freezes are common among other DX9 games, including Renegade, on devices with NVIDIA GPU. It's an NVIDIA driver issue when there are no other graphics drivers present that an internal operation randomly takes a long time to complete. Waiting about a minute restores the game back, and there is nothing we can do for that.
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  46. I hate to necro an old post, but might have some insight to help fix this issue and I haven't seen this addressed anywhere else. That one section in single player is still broken in the latest scripts 4.8 release. There may be others, but it frustrated me so much I went down a rabbit hole I'm grossly underqualified for. After some digging. I figured out that all tt scripts builds after 4.0 5704 have the bug. 5704 and prior don't have the issue. Now the disclaimer: I'm not a C or C++ programmer so I can't make heads or tails of the source code, but oddly enough I've had success in the past disassembling binaries and making byte level tweaks for one thing or another in various programs. So I apologize if my observations don't have the right programming terms tied to them. Anyway, It seems like the tt team made a ton has changes between 5704 and the next build at a low level. So many functions redirected (reflected?) through bandtest.dll on top of all the additional things added to scripts.dll. I also see a huge change in how the bink videos are rendered which I'm assuming was to fix aspect ratio problems. I wish I had a better understanding on how things work at the source code level so I could provide something better, but maybe having narrowed things down to when the change that broke things happened helps a little? Could it be something simple like reflected function that was declared private instead of shared or public? Again - forgive me if I'm way off - trying to learn throughout this process. Thoughts on revisiting this and if this info can help get this resolved? Or at least some comments on my observations I can learn something from? Thanks, Ed
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  47. The lead developer is currently busy with real life obligations, but they are looking to release publicly later in the year.
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