Jump to content

Leaderboard

Popular Content

Showing most liked content on 01/18/2016 in all areas

  1. I quite enjoy Delta, busy working on/with ECW/IA currently; however, I feel like it could still use some dogs... Or maybe I'm just secretly trying to keep development going on APB, not sure which
    4 likes
  2. People have been asking where to play Renegade for a while now, especially since the master serverlist on GameSpy has been down for a year and a half and the guys at Jelly stopped supporting Renegade. Quitters. I think it would be a good idea if W3D Hub could complete the cycle and host a server for vanilla Renegade (with Tiberian Technologies and whatever is applied these days). With your infrastructure, I doubt it would be much of a chore to set one up, and if people get linked to here, they might also be interested in TSR and APB. Whadayathink?
    2 likes
  3. I'd just like Ren support that way ren players would use the launcher, it would help remind them of our mods when they get bored of playing Ren and might switch over to play our games for a while.
    2 likes
  4. A very good friend of mine works at EA, so I'm sure he'd be able to find out who to get in touch with regarding C&C these days. Harass them again about that W3D source code while you're at it, for old times sake!
    2 likes
  5. Make no mistake, there's definitely a balance discrepancy (31 allied wins to 13 soviet is nothing to sneeze at... though since my last post it's evened out a bit to 35 vs 18...) It's just not quite as bad as you make it out to be. However, it's true that a good allied team will usually overcome a good soviet team, this has been the case in a lot of prior versions because the allied units demand more teamwork and intelligent play. Giving the Soviets a mobile repair vehicle, in addition to going completely against RA, would turn it completely around and make the Soviets even more likely to win than the Allies currently are, because seriously what advantage do the Allies have left at that point? A commando unit that gets thwarted by easily-placed mines?
    1 like
  6. The allies use a variety of specialised vehicles to do their duty in the field. Mediums against heavy armour, lights against lighter armour, rangers and apcs against infantry. They strictly rely on their unit composition in the field in order to be successful. Removal of a singular element, like an apc or a medium tank can completely cripple the entire allied force from performing their duty. Soviets, on the other hand, have the freedom of utilizing all-purpose non-specialised units. Mammoths are good against anything, tesla tanks are good against anything. Additionally, when said vehicles die, soviets also posess all-rounded infantry like shock troopers and volkovs, which can continue the fight no matter what the allies are throwing at them. In other words, vehicle survival is crucial for allies in the field, while soviets can maintain their firepower and utility even on foot, as their vehicles die.
    1 like
  7. I dislike snipers on this engine, I think they are decent as they are tbh.
    1 like
  8. 1 like
  9. I see Jerad turned this into a tease. Well, if HE gets to tease, then I get to tease too!
    1 like
  10. I spit out my coffee after realizing your dog was wielding a gun with his mouth. Seriously, that's some pretty good animating for this engine... I remember dogs being classed 'impossible' back in the day, along with stuff like heli carriers. If only there was a way you could smooth out the turning, maybe not make it possible to turn instant 360 degrees, and add a slight vehicle-like momentum. But I do think it'd be pretty awkward to play a dog in normal APB gameplay. Perhaps it would be best reserved for AI units and special maps. (Read: A doggy-land FoI, featuring yet more time travel! ... Or not.) As for APB development, its up to Pushwall. Currently player interest does exist, although player awareness of Delta even existing can improve. If it makes any difference; I'll contribute a few 'fan' map projects to keep things fresh for a little while. I'll share more info on that once I got the files that I need.
    1 like
  11. Renegade Wars - http://www.moddb.com/mods/renegade-wars-kw MOBA-style custom map with C&C heroes. Actually fun. 1.04 Big Bang patch - http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104 More of a mod than a patch (duh), but has some pretty good ideas and assets. One Vision - http://www.moddb.com/mods/cnc3-kw-one-vision More stuff, more stuff, more stuff! Wall mod - http://www.moddb.com/mods/wall-mod Also worth checking are the 1.02+ and 1.03 unofficial patches. http://www.gamereplays.org/community/index.php?showforum=4015 Competitive KW multiplayer players use the 1.02+ mappacks (not the patch itself, but the maps are coded to have all the patch's changes).
    1 like
  12. That was part of the founding idea of this community.
    1 like
  13. Wow that's great Would it be possible to get dogs implemented into APB at this point? What all would need to be done to get them in the game, would it need a new release entirely, a patch, etc? Also is it possible to make giant ants? At this point I definitely have the whole animation system down after making cats, deer, dogs, and bears; however, I already bought a mountain lion 3d model and I really need to animate that one of these days. Now, if the base animations for the ants were already made, it'd be pretty easy to make the tweaks and generate the ~700 animations off of them. Indeed, once OWA gets the time he just has to reshape his dog to match that dog model and it'll be good to go. TSR's fiend almost looks ready to go too, that'll either use a bear skeleton or a dog skeleton, we'll see what size it is.
    1 like
  14. Possible? ofcourse because we have awesome folks breaking modding renegade here and they can do all sorts of cool stuff. Going to make it in the game? Unless there's some kind of fan-made patch....i really doubt it. But RA2:AR is supposed to have dogs last i heard
    1 like
  15. GIANT ANTS! So much more could be added :/
    1 like
  16. Nice. "Safe internet practices" is still the best "firewall" to date it seems.....glad its fixed though! Now get in game soldier!
    1 like
  17. Total Annihilation, come on Total Annihilation, oh please let it be Total Annihilation, you know you want to make Total Annihilation Oh... You are treding on medieval rts territory like settlers, in the age of empires where civilizations defended kingdoms with war hammers, magic, and mayhem. errr.... I'm gonna go with... maybe... not sure what giant killer robots of doom have to do with medieval rts but ok : Unless you mean Total annihilation kingdoms which is a totally separate game. I thought you meant kngdoms, lol. I was wrong. But total annihilation sounds awesome.
    1 like
  18. A very good friend of mine works at EA, so I'm sure he'd be able to find out who to get in touch with regarding C&C these days.
    1 like
  19. I'd imagine that we'd just do what CNCnet does and allow the launcher to hook into your installed copy of Renegade and then direct connect to the server from there.
    1 like
  20. Jelly is hosting an event on the 30th of this month I think, last time they hosted an event tons of old players showed up.
    1 like
  21. Welcome to the forums Coolrock I've just upped it to 700x200. Enjoy! <3 errr... I set those limits for a reason. not impressed you changed it without even consulting me... Communication is important people! :/
    1 like
  22. You'll have to experiment as the exact answer depends on the object's usage in your map(s) and there light sources originate. A general rule I used to apply to everything was to always draw edges in such a manner that it connects every face, this is to prevent shadow issues. A crude method of doing this is to manually draw the edges using 3DS vertices snapping... Exact wording might differ in the tools since I've not used it in 4+ years. And another thing I did was that rarely a face/polygon would be larger than about three or so meters, in order to minimize the stretching. In a really small map you can get away with simply raising the overal polygon count in your models, but in most practical cases you have to strike a realistic balance for performance reasons. The middle ground here is to make normal terrain relatively safe on the polygon count, but areas which you know are in close proximity to a light source you raise the polygon count at in a round or spherical shape in order to effectively 'draw' the light on that geometry as smooth as you can. I hope this post made sense.
    1 like
  23. Thanks for the heads-up. Do you have any suggestions for how I should set up the faces on the buildings? Considering these are specifically for W3D projects. Also I rounded out the surface of the lights a bit. I think I can consider this model finished. Now I just need to unwrap and texture it.
    1 like
  24. Good to see you here dude! You were never banned haha; the forum validation seems to be screwed up for some users. I'll make a note and look into it. I've just upped it to 700x200. Enjoy! <3
    1 like
  25. You're never to young for a Vietnam flashback.
    1 like
×
×
  • Create New...