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  1. This soundpack modifies a handful of weapon firing sounds in TSR to ones used in the free-to-play game Warframe. The following weapons in TSR have been modified to sound like the following Warframe weapons: - MG80 Chaingun = Gorgon - Umagon's Rifle = Latron Prime - Toxin Rifle = Latron Wraith - Cadre Carbine = Karak (FYI: Its single-shot sounds more like a silenced rifle compared to its full-auto) - Hijacker/Medic Uzi = Hind - Plasma Rifle = Dera This pack is partial for now, but will be updated from time to time. Also, go play Warframe. It's fun. Install these sounds in TSR's data folder. Partial TSR weapons (warframe edition).rar
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  2. It's been two and a half weeks since we launched W3D Hub and it's fair to say that it's been quite lively around here since then. We're posting this to bring everyone up to speed with the latest developments. Tiberian Sun: Reborn 1.1.4 If you missed the recent blog, we've released a new update to Tiberian Sun: Reborn which adds some balance adjustments and much needed features such as landing flags for incoming helicopters and allowing the Cyborg Reaper to heal in tiberium. We've also introduced a few experimental features that we want community feedback on so we can decide whether we want to keep them or remove them. Read more about the changes in 1.1.4 and the experimental features in Blog 22 and the announcement for the first hotfix to 1.1.4 Studio support for the launcher Todays update to the launcher brings us one step closer to one of our first goals for the W3D Hub launcher - support for studio specific permission sets in the launcher, allowing each development studio to setup their own staff and tester groups. We will be posting more technical details on this shortly and will outline the support available to third party development studios here at W3D Hub. APB departing the launcher The APB development team have recently decided they'd like to run their own launcher and as such have asked us to de-list them from the W3D Hub launcher. This means you will shortly see the APB logo disappear from your launcher and be unable to join game servers or install updates. Whilst we are dissappointed to see APB depart, we look forward to seeing their future updates and development work on their own launcher solution. We would also like to make it known that they are welcome to return to our launcher at any time in the future, should they wish to do so. Our door is always open, as it is to any mod team in the W3D Hub community. Sadly, this move means that players will have to run two seperate launchers to play their W3D games for the foreseeable future. We will however continue to keep the community here up to date with their development progress via a regular section in the community news. Looking to the future Looking forward to the next few weeks, we're planning to release at least one more patch for Reborn to address some player feedback on the current 1.1.4 patch. We're also hoping to introduce a bigger feature that is being actively worked on right now if we can get it working as we would like. There are a lot of new features in the works for the launcher right now which we're really excited about and hope the community will really enjoy. We'll disclose more information about these in the coming weeks.
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  3. So, it's (probably) that time again, but I've been meaning to do this for a while but I never got round to doing it because I was too afraid to do so. But new community means new things, so I'll start by offering some opinions on TS:Rs maps. Everyone is free to chime in add their thoughts too. I will not be commenting on infantry only maps as they don't matter too much. In no particular order: TS_Isles: The only real complaint here is that the tiberium field tunnel for Nod is more of a hindrance than it is helpful to the team, GDI is able to effectively camp the tunnel with pretty much everything whereas Nod can barely assist due to the obstructive nature of said tunnel. The tunnel is also a means of attack for GDI, so they will almost always destroy any Harvesters that comes by. This isn't necessarily a bad thing but Harvester whoring is always a problem, especially if it is one-sided. A small complaint would also be the tiberium on top of Nod's Helipad hill where Ghostalkers (and Umagons) can exploit this to their advantage. Mainly because he is able to effectively solo the Obelisk without it hitting him in a rather unfair manner. Unfortunately, the 'stairs' don't help because chances are you will die or fall off them due to no railings. (I have had more deaths from falling due to lack of safety features lag/warping) : TS_Under A fairly balanced map, both sides are subject to Harvester whoring which is to be expected given the nature of the map and its origins. The only minor change I would make is to rotate or move Nod's powerplant slightly so it isn't as vulnerable to sneak attacks. Consider that GDI's is protected by two Vulcans which will either kill or heavily damage you. This can even be reinforced by EMP mines to keep the Cyborgs away. The 'artillery island' I am not sure whether that's supposed to be a feature or not but it seems GDI can respond to that fairly well. TS_Shallows Going to be brutally honest, what happened here? The changes beforehand were evidently a quickfix which hasn't solved much. It's like someone spent 5 minutes placing Lasers all over the Nod base and decided it was "fixed". I'm not saying that they don't help because they do, but it just seems so rushed that the editor forgot to address other problems. The map is simply too big to enjoy, it's very frustrating trying to rush all over the place. The GDI base is also full of holes (mostly the rear) which Nod can exploit greatly. I see this map is disliked by a lot of people and it is usually skipped. I am unable to suggest anything other than it to be removed and perhaps reworked in the future. TS_Snow A great map, no real issues other than that Combat Cycles are able to sneak into the GDI base where the mutants reside. A missing blocker it seems. TS_Crossroads If it wasn't for the Nod Artillery, this would be heavily biased towards GDI. Still, it is a little biased towards them. Amphibious attacks are the most common and successful way to win for GDI and that should remain and be encouraged. However, it is almost impossible to stop them as it currently is because most Nod units are unable to do anything because the AAPC and HMLRS are able to get out of range and the only thing that stands before them is a small island with a single Laser. Some buildings such as the Construction Yard and Refinery are prime targets and even offer direct drop-offs for such attacks, which is almost impossible to replicate on the GDI side. Additionally, the Nod base is far too spread out so Nod has to run around all the time whereas GDI are a little cosy. I feel these changes might make the map a little fairer: An infantry path connecting the Laser island (this'll eliminate an exploit at the same time) A slight rearrangement of the Nod base, so it isn't as vulnerable from all sides, primarily the rearer section which is, funny enough, Nod's heart A Laser between the Nod Construction Yard and Refinery, that way it's in line with GDI's Vulcans by theirs The Obelisk could be moved further forward, it's not helpful in its current position as GDI can easily slip by it Nod Artilleries should be required to come a little closer to the GDI base, although I'm not really sure how this can be worked in without creating odd blockers... OR, as a bit of a radical idea, how about base location swaps? TS_GrandCanyon Another fairly balanced map. Only change required is to make the Nod tiberium field a little bigger so it can be utilised correctly. TS_Field A simple map which needs no real change but I wonder whether GDI really needs the MK2 here. Nod lost their Artillery, should GDI be allowed the MK2 here? Ever since Nod lost their Artillery, GDI usually stomps Nod. On a side note, what happened to Field2? That seemed like an interesting map, has it been permanently removed or will it return? I have omitted a few maps as I don't have an opinion on them or haven't played them enough. This is all I could think off the top of my head but hopefully this is in any way helpful. (:
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  4. You have made it a point to do this twice in the same week, a day apart from one another. I hardly feel like drama is not your intent. We have no problem with removing APB from our launcher as soon as an actual member of the development team asks us too. When that happens we will comply when we get time. We have a meeting with your boss CJ setup soon and we have every purpose to discuss this matter with him. If drama isn't you're intent then you will understand, wait for that conversation to happen and move along.
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  5. w3d has Get_Target or Reticle fuction (or however it was called) i didnt code for a while but it exists. this function has neen already used in the earlyer days to desplay the distance of the target on the reticle. so it would be easy to display a 2D texture on the target gameobject. keyhooks are also included so no problem so battlefields Q key is possible
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  7. Some Emblem concepts by myself: EDA: ULF:
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  8. Hello everyone, W3D Hub is happy to announce its first patch for TSR is going live today. Just download the Official W3D Hub launcher, click update and you are ready to play. We've decided instead of saving up material to ship out large patches, we are going to start releasing smaller patches but at a more frequent rate. So we are relying on you for your feedback. Tell us what you like, what you don't like, or what you would like to see changed and most importantly, have fun. TSR Patch 1.1.4.6 - Reaper now heals in Tiberium - Rebalanced Officer and Cadre to not be clones of each other - Reduced splash damage and radius for Nod Rocket Trooper - Added experimental new Cyborg Reaper shotgun-web, let us know your thoughts on this - Added landing flags for helicopters - Technicians and Engineers can now repair vehicles (extremely slowly) in a pinch - Latest versions of TS_Dam and TS_Tiber from Timeuea - MRV can now target things beyond its weapon range, making it easier to see what needs repairing - Improved Orca flight physics - Misc. other balance tweaks and fixes Also keep an eye out we have alot of awesome updates coming your way.
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