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Hey everyone! It's been a while since we did one of these (also I hear it's Willy's birthday, so happy birthday man!) so I guess it's about time we updated you guys on the latest progress on the AR front! New Features & Allied Forces @OWA went in game earlier today and recorded a nice walkthrough of the Allied base, along with explaining some exciting new features that the AR team has been working on to improve the gameplay in general. Check it out below! As ever, if you guys have any questions about what was shown in the video, please feel free to post a reply or hit us up on Discord for a chat! Refinery Interior & Power Plant Exterior @moonsense715 has been working really hard on finishing off the final few base building interiors that we have left to design; the Allied Refinery! The major weakpoint for the Allied Refinery is the Furnace Heat Regulator! The minor weakpoint is the Chrono Miner itself. Check out some tasty images below! @moonsense715 has also altered the Allied Power Plant as well. We used to have tight spiral staircases leading down into the basement and the orange glow from RA2 wasn't there either. Now the building is much easier to access and looks the part! Check out the picture below! Allied Reinforcement Bay @moonsense715 has been really hard at work putting the finishing touches onto the Allied Reinforcement Bay. For those of you who aren't aware, the Reinforcement Bay is a building that is unique to Apocalypse Rising that allows players to buy infantry and vehicles at an elevated cost, when the Barracks and War Factory are destroyed (respectively). The Reinforcement Bay cannot be destroyed, therefore it does not count towards a victory via base destruction. Here is a picture of the new design! Weather Control Device @Romanov has completed the exterior model for the Allied Weather Control Device! This structure will allow the Allies to summon a powerful lightning storm to attack the Soviets with! Check out the render below! Random Corner Oh no! It's the Soviets! Recruitment ATTENTION all fans! We are looking for new staff members: LEVEL DESIGNERS! (if you can create terrain like this, or can complete the tutorial, please apply!) 2D/3D Artists for modelling/texturing civilian buildings and small props (Autodesk Maya, 3ds Max, AutoCad, Blender or Photoshop/Gimp) Character Artists (feel like modeling some simple soldiers, or maybe Premier Romanov? ) A person with free time who wants to get into map-making (we will help you) Programmers to enhance the game engine (more info about this here) To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Note that you can include working here in your CV when applying for a job. A lot of W3D Hub Staff members got their current real jobs thanks to the experience gained here. No skills? Need a lesson/tutorial on something W3D? Ask! We can provide a lesson or create a written/video tutorial on how to model, texture, etc. You can find our current roster of tutorials here. Bye! Until next time! [thumb]thumb_ar.4.png[/thumb] [blurb]Check out the latest update fom the Apocalypse Rising Team! This time we're focusing on the Allies![/blurb]3 likes
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Red Alert: A Path Beyond Update General Stealth shaders have been re-enabled, and there is now an option to disable them if they are hindering your performance (Extended Options -> Effect Shaders Enabled) Infantry Grenadier No longer available to Allies No longer available without a Barracks Price down (200 -> 160) Mechanic Health down (70 -> 60) Speed up (7 -> 7.5) Rocket Soldiers LAW back to being non-tracking and 100m/s LAW/RPG splash damage up (22.5 -> 25), radius up (6 -> 6.5m) Spy Soviet players will see a Soviet flag when targeting him even when he is inside a vehicle. Shotgunners Inaccuracy down (3 -> 2.5) Vehicles If you kill a vehicle that has the "instant pilot death" property (planes and naval units that aren't beached), you now get credited for killing its pilot and passengers. Chrono Tank Can now be purchased on Tech Level 5 maps for 2400 credits. Acts as a tank destroyer (it stands a better chance than a Medium Tank when facing down a Mammoth Tank) and a building harasser (while its anti-building power is merely on par with a Medium Tank's, shifting lets it evade base defenses and take attack and escape routes that other vehicles cannot) Press Q to open the overhead map, then left-click on a destination to chronoshift there. You can only shift to places that are within 250 metres of you (this range is shown by the white circle around your map icon) and are free of any obstacles, and after shifting you will not be able to shift again for another 30 seconds. APC Points value increased (75 -> 100; now equal to Light Tank) Minelayer Fixed 2 AT mines leaving heavy tanks on 1 HP. MRJ Price down (1200 -> 600) MGG (and variants) Windows no longer have the opposite shader settings that they should, so now they actually reflect like other windows. Phase Tank Price down (2000 -> 1600) Is now visible on radar. Gunboat/Destroyer Now have the same property as subs/LSTs, where being in open waters prevents the pilot from ejecting and causes the pilot to instantly die when the vehicle dies. Bobbing animation now includes them rocking from side to side slightly (1 degree) Gunboat range up (105 -> 110m) LST Radar dish is animated again. Lowered target bone so that flame towers aren't so prone to missing against it. Should no longer explode and instantly kill you if you eject while not fully inside a beaching zone. Attack Sub/Missile Sub When surfaced, they should no longer explode and instantly kill you if you eject while not fully inside a beaching zone. (They'll still kill you if eject when submerged though. So don't.) Attack Sub range up (110 -> 120m) Attack Sub projectile speed down (75 -> 50m) Hind Band-aided the terrible unwrap on the tail rotor. Yak Fixed scaling; it is now half its previous size, and comes to about the same length as a Heavy Tank - which is more accurate to the real-life Yak being about the same length as a T-80. Physical collision box now covers a little more of the wings - though due to the size reduction it still has a smaller collision area than it used to. Health down (300 -> 250) to compensate for the reduced size. Has its old "lenient in-flight hitbox" again to compensate for the reduced size. Homing weapons now home in on the tail of the Yak instead of the nose, so they are better at catching Yaks on the retreat. Build limit up (2 -> 3) since they take up less space on the runway. Maps Reduced random field rocks on various maps Complex Tech Level downgraded; only T3 vehicles are available, but T5 infantry are still available. (Do you really want to see Allies getting Chrono Tanks on a map that's already biased in their favour and would let them do base-to-base warps?) Keep off the Grass Removed the wall near the Soviet OT route/CY. Moved Tesla Coil out to where that wall used to be. Removed Flame Tower from WF side. Moved Refinery Flame Tower closer to the empty field for reasons. Soviet resource field downgraded to ore. (It takes about as long to make a trip as it does on Camos Canyon anyway.) Allied OT now takes a little longer to get ore, to help keep it on more even footing with the reduced Soviet economy. Ridge Racer Ranger physics redone; now heavily based off the standard gameplay Ranger (less flippable), main difference being it has less drag and a less restricted gearbox. Instead of just the original two Allied and Soviet ranger colour schemes, you now have 8 - the 4 standard Ranger camos, 3 of Pyryle's classic colour schemes, and hot pink. Technicians no longer receive damage from falling (a common source of accidental deaths when jumping through the portals due to how fall damage works) or from the finishing-line wall of barrels. Moved the walls backwards at the final turn to make it less obnoxious and less likely to result in pile-ups if multiple people race. Jukebox changed to the old theme song of Fissure: RenAlert Jam. Ridge War Fixed VIS error on roof of Allied storage shack. Seamist Allies now get an additional Light Tank when the 5-minute chinook drop happens. Tesla Coils downgraded to Flame Towers like in older versions of the map. Added environmental sounds (surf+birds) [blurb]EVA: Chrono Tank ready.[/blurb] [thumb]thumb_apb.2.png[/thumb]1 like
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Can we make Chornoshift range a function of CT's health? Full-health is 300m radius, half health 150m, quarter health 75m. This way, damaged CTs can't retreat too far. Or is that too much coding changes for the staff?1 like
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M2 Browning .50 cal. Which has been used in anti-aircraft roles in real life. The gun model is distinctly an M2 Browning and not an M60 like the captain or ranger, it has a beefier sound effect and a slower rate of fire. Next patch I am most likely toning down its speed in exchange for giving it a 360 degree turret, so it'll be better at dealing with planes that fly overhead but worse at rushing towards an infantry infestation.1 like
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-People are extra cautious with the CT due to its price. Maybe if we decreased the price (we can even nerf the unit in exchange), people would be willing to take more risks? @PushwallI don't suppose we can add a code that prevents the CT from chronoshifting within X seconds of taking regular/tesla damage? Or if it's below a certain amount of health? - Or maybe the problem will just solve itself if Migs get introduced. The CT may run away at half health, but the Mig can hunt them down and kill it. - Whatever changes you guys make, please remember the C&C rule of tank combat: No unit should ever win 1-on-1 versus a mammoth tank at full health.1 like
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We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. Read for more details. We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. One_Winged_Angel wished to address the community via video which you can view below. It addresses a few of the concerns brought up and will hopefully help to inspire some confidence in what we are aiming to build in the future. Furthermore, we would like to present to you a letter from the entire team here at W3D Hub. Hello everyone. These past few days in the W3D community as a whole have been rather eventful, to say the least! Red Alert: A Path Beyond Delta was successfully released via the W3D Hub launcher and we’ve already had a number of spectacular games! This release has been pretty special for all of us here (especially those of us who have been playing the game for 7+ years now), because we firmly believe that the way the game plays and feels harkens back to the glory days of APB Beta. Thanks to all of the graphical improvements, gameplay enhancements, and balance tweaks, it can be reasonably said that Delta truly surpasses Beta. With that in mind, we will now attempt to build upon the success of this release with additional infrastructure support from W3D Hub’s side. What this means is the statistics system that made those old games worth sinking so much time into will return with persistent progression tracking as well as the inclusion of achievements. Along with thorough bugfixing and extensive PR, this should hopefully get the word out there to the wider gaming community that C&C isn’t quite dead just yet and will conceivably serve to swell the ranks of the public players, allowing more regular games to be played. However, the release of Red Alert: A Path Beyond Delta via the W3D Hub launcher was not without vocal opposition. Concerns and speculations have been raised by several members of different C&C communities over the nature of the changes that are going to be happening. These are changes that we will address now. It would appear that a few are apprehensive to downloading the launcher and are instead demanding a standalone download. While we understand your unease, please understand that the W3D Hub launcher is the most viable and robust method of distribution. With it, patches and hotfixes can easily be implemented with little to no hassle. Rather than resorting to handing out loose files for every change (and teaching players how to direct connect to the server), it is more practical to deliver any and all updates through the launcher. Since Bluehell Productions has ceased official support for Red Alert: A Path Beyond, the project will now be entirely hosted and maintained by W3D Hub. The official forums, TeamSpeak channel, IRC network, Mod DB page and other relevant communication mediums for Red Alert: A Path Beyond are now all hosted by W3D Hub. Bluehell Productions is no longer the official source of news, updates and support regarding A Path Beyond. However, Red Alert: A Path Beyond is not over. There are a few people in this thread that are lamenting the end of BHP and the APB community, when in reality W3D Hub is comprised of some of the key founding BHP members. When we split off from BHP last year, our goal was to create a community that could surpass BHP in its services and infrastructure. With APB joining us now, we have achieved a part of this goal. This is the end of BHP’s affiliation with APB, but it is certainly not the end of the APB community. With some of us being founding members of Bluehell Productions, we understood that when there were those who stood against our progress; we needed to escape and create a new place where we could genuinely do something amazing for the community. Now with W3D Hub we have finally done that and APB is one of the final pieces to our puzzle. It’s safe to say that mods like Expansive Civilian Warfare, Battle for Dune and others would not have joined us if we hadn't split, but now as a truly united W3D community, we can push forward in ways that we could never do before. Our motives have always been for the good of the games and of the fans and we hope that we can continue to do right by them and develop a strong and thriving community that will stand for years to come. W3D Hub is the true BHP community now thanks to all of the talented developers that have joined our ranks to support our love for this oddball game engine with all of its triumphs and flaws. To clarify any confusion regarding assets, patches, and future developments: In December of last year, dialogue was opened between the leaders of the APB development team and the leaders of W3D Hub. During these talks, the APB leaders made their position clear to W3D Hub that under no circumstances was the game to be taken over, or simply handed across without clear guidelines being set. In the absence of Chronojam, who has not logged into the BHP forums since July 2015, Pushwall, who effectively became Lead Developer and Executive Producer, now holds creative control over A Path Beyond (http://i.imgur.com/7906j7V.jpg). It has been stipulated that if any W3D Hub member wishes to make any changes to the game, they are to be made by and/or approved by him. Whether development even continues on A Path Beyond is entirely up to Pushwall at this stage. Here's hoping that more content is on the way in the future! Whatever the future may hold with APB’s development, we will be providing support for as long as we are physically able to. When W3D Hub was founded, we made a promise to support the W3D community and affiliated projects as best as we can. We will continue to uphold that promise and make sure that Red Alert: A Path Beyond keeps shining as an outstanding example of what this community is capable of. Let’s make this place into a haven for like-minded Renegades to Command and Conquer! Yours truly, The W3D Hub Team1 like
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This is just like it was back in the days of CF and NW that i played, i love and missed this game so much1 like