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  1. 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 Team
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  2. [blurb]Coming soon to a RA:APB near you! Introducing the Yakovlev Yak-9P![/blurb] [thumb]thumb_apb.7.png[/thumb] Red Alert: A Path Beyond Dev. Blog Yakovlev Yak-9P Set to debut on Guard Duty, the Yak will afford the Soviets an incredible alpha-strike in their arty-hunting efforts. The Yak can reach speeds of up to 45m/s (the next fastest unit being the Longbow at a mere 24m/s) and expend its magazine in a minimum of 1.33 seconds. The Yak boasts infinite ammo but with a long reload time, although that shouldn't matter much as once you've expended your magazine you're turning around for your next attack. It's splash damage ignites infantry, better allowing your comrades to finish the task should your target remain alive. While mostly effective against infantry and light vehicles, the Yak can still find opportunities in armour-broken heavy vehicles that are on the retreat. As in Red Alert, the Yak will cost 800. With a health of 350 and lack of armour, be advised that your attack runs will leave you vulnerable to return fire. Choose your battles wisely and you can stay airborne for long periods and dish out more punishment than a Hind can. Unlike the Hind however, in the event you are shot down your infantry will also die in the crash. Airfield It goes without saying that the Airfield will also be included as a new structure. Purchased Yaks will fly onto the strip waiting for takeoff, and here you repair and can sell your Yak. It should be noted that the Airfield is technically a "Helipad" in the code, making it unlikely to see both buildings on the same map. Nonetheless, we can discuss how to fit the Airfield and Yak into high-tech maps and implementing them in the future.[thumb]thumb_apb.7.png[/thumb]
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  3. Hi everyone! Now that 2018 is in full swing I'd like to just take this opportunity to recap on what we managed to achieve last year as well as what we are aiming to do with W3D Hub this year! 2017 Retrospective 2017 was a productive year for W3D Hub! We outlined our roadmap in this thread last year: As you can see, we pretty much achieved everything that we set out to do, which is great! Work was started on fixing Tiberian Sun: Reborn and is proceeding as planned. Development work on Red Alert 2: Apocalypse Rising continued at a great pace (especially in the latter half of the year) Expansive Civilian Warfare saw a release on the launcher, which has been mostly a great success! Red Alert: A Path Beyond saw a plethora of updates that steadily iterated and added to the gameplay over the course of the year. The stats system has been significantly upgraded since the beginning of last year, but the new stats website hasn't been pushed live just yet. We didn't put together the planned media pack that we talked about, but I feel that we are slowly building the player-base up to a good number. The download manager went live, but hasn't seen too much use just yet. Hopefully this will change over the course of this year. Discord has been running for a while now and has been a great success! Integrated chat via IRC was implemented into the launcher! Hopefully we'll look at tightening this up a bit more this year as well! The bug tracker is back up and running. If you have issues to report, please submit some bugs for us! We'll be making this more visible in the coming months. Advanced Tags and Prefixes was reinstalled and works as intended! So with 2017 being a success as far as our plans were concerned, here's what we have planned for 2018! W3D Hub Roadmap 2018 A New Look First off, we have decided that the W3D Hub logo was due a freshen up for 2018, so we've updated it a bit. the layout is still the same, but it is now a lot crisper with flat colours on the text that make it look a lot more contemporary. Here's what we have decided to go with. Over the course of this month, we shall be updating the logo across all of our games, services, and channels; so keep an eye out for it! New Development Tools (SDK) Mammoth Tank Assembled We're proud to announce Mammoth; a brand new tool that we're hoping to develop and build on throughout the year. Mammoth is a full replacement for the venerable Commando Level Editor (that shipped with Renegade) that will allow for a much higher degree of flexibility when creating mods and maps on the W3D Engine. Here are a couple of screenshots: It may look a lot like level edit and that's because it is currently being developed as a reverse engineering of that piece of software, however once that is complete, we can then begin adding some more outlandish features. The viewport controls have already been improved, allowing users to use the RMB and WASD to navigate the viewport and LMB to select objects without changing between view and select modes! Special thanks to @jonwil for spearheading this project as well as @saberhawk for laying some of the initial groundwork. If you're a mapper and would like to help us develop this new tool by providing feedback on all aspects of the functionality, interface design and user experience, please get in touch with us. (@Raap and @Timeaua we'd especially like to hear your thoughts!) 3DS Max 2017 W3D Export Plugin After years of using Gmax and 3D Studio Max 8, a new 3D export plugin is finally within our grasp! With this new plugin anybody will be able to export their models and animations from new versions of 3DS Max that are 100% compatible with Windows 10. This is really big for all of us, because it allows us to make use of software that has newer features that are much more powerful (than Gmax and Max 8 are) and easier to use. Here's a screenshot of the new plugin in Max 2017. It's not quite ready, but we hope to release it sometime this year! Also, because the new export plugin has been built from the ground up, we can consider the possibility of porting it to other 3D modelling programs. We know that not everyone can get their hands on a copy of 3D Studio Max, so we are also looking at integrating the plugin to work with Blender, which is a popular free software package for 3D modelling. Big thanks to @cfehunter for making this pipe-dream a reality! Launcher Updates The eagle-eyed among you may have noticed that the W3D Hub launcher has been receiving a steady stream of updates! Here's what we're looking at this year! As always, big thanks to @danpaul88 for fighting OpenReach in order to help us improve our lawn chair! User Interface After the addition of the Chat tab, work began on re-vamping the launcher's UI to make it more user-friendly and generally nicer to look at. This project is still ongoing and we hope to improve the user interface further over the course of 2018. Here's a shot of our latest internal mockups: The final design won't look exactly the same, but this is just to show you the direction we are moving forward in. If you have any feedback on the UI, please let us know in this thread or make a new one in General Discussion! Single-Client Packages Currently W3D Hub is the only download source that the launcher connects to when downloading packages. This is problematic because if we suddenly go viral, our servers will get rammed pretty hard. So to counteract this, we will be working on single-client packages! A single client package is simply the launcher bundled with one of the games. The installer will install the launcher and the packaged game, then the launcher will update it to the latest version. There are a number of free game websites on the internet that frown upon the use of launchers, so another reason to do this is so that we can get more players into the games as well. Hopefully we'll be able to accomplish this task this year too! Renegade Support Even bigger news is that we've been talking about the idea of Renegade support. Since Renegade isn't free, we'd have to get the launcher to detect a Renegade installation and then manage it that way. With that done, we'll be able to update Renegade with the latest community patches through the launcher and offer a full comprehensive listing of all currently hosted Renegade servers. If we can pull it off, it will mean that the W3D Hub Launcher will truly be the one and only Renegade launcher to serve the C&C community, which is quite exciting! Please bear in mind though that this is a pipe dream, so it may not happen. But we figured it's good to tell you guys that we're playing around with the idea anyway. Infrastructure Updates You guys may also be interested to know that we have been updating our infrastructure as well! Here are a few points of interest. Stats & Ranks System Work has continued on our W3D Stats system this past year, with a new website being developed to display all of the awesome data! This website will be mobile compatible, so that you can check your ranks on the go! Big thanks to @rantanplan, @Silverlight, @moonsense715, @danpaul88, @triattack and others who I may have missed for making this happen! Here's a small preview: We'll also be looking into the general presentation of achievements at some point to see if we can make the requirements more visible in-game. Watch this space! Forum Skins The APB skin is well underway now and should be finished fairly shortly! Here's a small work-in-progress shot. There's still some colouring to work out, but it is nearly ready! Keep your eyes peeled for the classic look around the forums soon! We're also aiming to develop more forum skins in the future for the other mods (starting with ECW) and then also one that mirrors the theme that's featured on Renforums (just for those people who love a bit of nostalgia!). You might also see that there are two new buttons for H2 and H3 on the post editor. If you highlight some text and click one of these buttons it will turn it into a cool heading, just like the ones featured in this thread! Keep posted for more news on this! Confluence After a few emails back and forth to the good folks over at Atlassian, we have managed to secure ourselves a licence to their documentation tool, Confluence. What does this mean? Basically it means that we will be able to port all of our scatted design documentation into one centralised location so that we can work much more effectively as a team. We might be able to make parts of it public in the future so that you guys can keep up with our design decisions as they happen, but we'll be evaluating it closely first! Downloads Sadly C&C Files isn't coming back anytime soon, but over the course of this year we'll be uploading some more files to our very own download system! This includes some old mods for various C&C games that we've been hoarding along with some, Renegade-specific files, rarities and more! Hopefully we'll get this stuff online as the year goes on for you guys to play around with. More news soon(tm)! Freelancers Do you want to work on content for any of our games, but don't want to have the responsibility of being a full time staff member? Then our new Global Freelancers Initiative (GFI) is right up your alley. What we want to be able to do is open a more fluid communication channel between mod leaders and people who enjoy making cool stuff for the games, so that any content that's made by fans can be picked up by us and made official even easier than before. What we aim to do is setup a channel on our Discord server for Freelancer and Devs to collaborate with no expectations or pressure. Just nice environment where you can share images and files of what you're working on, as well as collectively pool knowledge, so even if you don't know how to mod the games, we can give you some tips and tricks! Check back for more info on this soon, once we've ironed out the details! Events & Prizes This year we want to try and run more events and competitions! We have stockpiled a number of C&C posters in the W3D Hub vaults that need winning, so we'll have to organise a way for people to win them! Hopefully we'll scratch our collective heads and launch something soonish! Big thanks to our printing comrade, @CCHyper for these wonderful prizes! Game Roadmaps Here's a brief rundown of how the games are doing currently! Battle for Dune: War of Assassins More updates for Battle for Dune: War of Assassins are on the way! @TeamWolf recently posted up an update on BFD's new Emperor Worm mode map where you and several others take control of masterfully well simulated Sand Worms! Check it out below! Keep an eye out for more exciting updates! Expansive Civilian Warfare With ECW's release last December as well as launcher integration, @Jerad2142 is looking to expand on the game and add more features! He's currently working on a new mission system into ECW due to multiple player requests. It's going to be pseudo-random and be mostly assassination or fetch quests with some branching objective paths (like save the person instead of killing them sometimes). Keep an eye out for that in up and coming ECW updates! Flyin' high in San Casina! Also, if you're getting lost in the sewers, our new pal @Veyrdite has your back. Red Alert: A Path Beyond Nothing too big is planned for this year with APB. Updates will continue to roll out with @Pushwall at the helm which will further tune and refine the experience. There was an update posted last Saturday, so go and check that out! Infantry maps should be getting some overhauls at some point and there are still a few units to implement, but that requires artists that we currently don't have spare. If you are a 3D Artist or know other 3D Artists who may be interested, please get in touch! Red Alert 2: Apocalypse Rising Apocalypse Rising had an incredible second half of last year and we're hoping to keep this up with more gameplay iteration and more of a conscious thought about what maps we actually want to release with. To quote the Chinese Dozer from Generals "We have big plans!" Here's a quick shot of some Tesla Tanks playing in the snow! Stay tuned to the forums and Discord for more info as we progress through 2018! Renegade: Interim Apex Interim Apex (previously Imperial Age) is set for a new and updated release this year as well as some other big news so stay tuned! @Kaskins has been working hard on some new maps as well as a full compliment of naval units! Check out the latest update from this massive project here! Keep your eyes peeled in the coming months, because the new release will definitely be something to watch out for! Tiberian Sun: Reborn Reborn 2.0 is coming along steadily and is due out this year! There are some changes to a couple of GDI buildings that are being worked on currently and a major re-balance is planned, pending spare time to work on it. Also, Nod's very own femme fatale, Oxanna Kristos, posted in the forums at the start of March. What can this all mean? 2018 Is A Go! That about covers it for what we have planned this year! I know it's been said a lot in this thread, but stay tuned! There's even some stuff that we aren't brave enough to mention just yet, so there are plenty of irons in the fire, as they say! Thank you everyone for continuing to support us and may 2018 be a year to remember! Bring on the future! :D [thumb]thumb_w3d.0.png[/thumb] [blurb]Big news for this year! Come and see what W3D Hub's plans are for 2018! Read about updates to the community, infrastructure, tools and of course the games![/blurb]
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  4. Steadily on the road to TSR 2.0! A welcome to a new team member and a new structure for Nod. Tiberian Sun: Reborn August 2016 Update Hey everyone! We have said TSR 2.0 was happening, and it is! That said, the team has a couple of updates they would like to fill you in on. New Team Addition First and foremost, a welcome to our newest team member. An experienced and talented artist, @Sentry has come on board to contribute to the project. Sentry will be providing new models and structures to Reborn, and is already showing quality work! As you can see, new buildings are planned to be included in 2.0. Purchase Terminals In more contributions, @Mauler has provided new and modified Purchase Terminals for Nod and GDI. As part of the visual overhaul for 2.0, every thing from vehicles and buildings right down to the PCTs themselves will be seeing improvements. Not only that, but Mauler has something else to show! Although you may already have a good guess from looking at the Nod screen. Nod Tech Center Another new building which you can expect to see in the upcoming version - the Nod Tech Center! Modeled by @Mauler, the Tech Center will be tied to Nod's higher-tier units such as the Cyborg Commando, making this a vital structure on full-arsenal maps. The layout itself is done, both interior and exterior. The model has been provided and will be seeing a full texture soon. More to come! Great things are in store for the new version. There is much more happening behind the scenes, and we're excited to show you those as they finish! Tiberian Sun: Reborn 2.0 will be worth the wait! Stay tuned for more updates and news from the team.
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  5. Something I've had to parrot here quite a few times is the sentiment that, for APB, "major development is over". This does not mean all development is over, but it also means we're not completely overhauling the game anymore like the full Beta, Gamma and Delta releases did. Here's a more thorough explanation: I'm satisfied with Delta as it stands, minor bugs/balance issues notwithstanding. The majority of the playerbase seems to be satisfied with it too. Many of the things left to implement from Red Alert are either MASSIVE timesinks, impossible to balance, or impossible to implement period due to engine limitations. I have already spent a ridiculous amount of my free time just fixing Delta up to its current state by myself, because throughout 2015 more and more members of the team either wound up with too many real life issues to contribute much, or they just vanished entirely. The dev team is pretty much down to me and ChopBam at this point and nearly everyone else here is busy with their own projects. I really shouldn't be pouring so much time into this since I'm not getting paid for it. I've enjoyed developing it, sure, but I can't really make it my life. I'm not about to start charging people for this game that has always been free. Especially since the only work I've actually done on it was optimising the balance and tweaking other peoples' maps, and oh yeah, there's copyright issues too. Therefore I am pretty much just here to maintain the current game by fixing bugs and balance problems, and maybe fixing up a few more maps and features that we actually have most of the framework for, because anything bigger is not a good use of my free time. So before pitching your ideas, ask yourself how long you think it would take for one person to do, if you would like to spend that much time doing it, and if it would be worth it. If not, you should probably think smaller. However, even the simplest-sounding undertakings might be stopped by the engine's limitations, and if that's how it is, then that's how it is. I have an idea that will make this gameplay feature more true to Renegade/Reborn/Red Alert! This game is not Renegade or Reborn and is not trying to be. As for Red Alert it was a very flawed game mechanically, tank spam ahoy. Many of its nuances don't translate well to FPS either. APB is more about borrowing RA's setting than its gameplay, though we do try to emulate it in the few places where it's both reasonable to do so and the engine allows us to do so. I have an idea on how to implement a Red Alert unit/power that isn't currently in the game! There's all sorts of reasons why these things aren't currently in the game: You'd better have a model and texture for it already, or know someone who can do them, cause if it's not on this list then that's most likely the primary concern, and for many of the things on this list it's just one of many concerns. Helicarrier: This would be really boring to play as. At least in the similarly unarmed MGG you're right in the action and get to crush people... Plus we don't have a model. Parabombs: Basically a nuke that wouldn't even one-shot buildings, and we lack a complete Tu-16 Badger model. Attack Dog: Spies are definitely not powerful enough to demand a hard counter - plus limitations in how we can mask their identity make them easy enough for players to detect without dogs anyway. If people come up with ideas that'd make the spy more useful, and the scripts team are able to implement them? Then I'll consider it. MCV: APB isn't SimCity. I'd rather not double the length of matches just to make people grind up their bases. The unit itself is ingame already (though it is one of the oldest and ugliest assets that we still have...) but it's only there as an objective unit for custom maps, it can't deploy. Tech Centres: Bases are big enough as they are without more massive structures of dubious purpose. Also, currently lacking the team tech centre models. We may be able to use the NBNW neutral tech centre CMDBob made as an objective somewhere though. Chronosphere/Iron Curtain: While we do have a Chronosphere model, and we may have some feasible scripting logic lying around for it, we don't have a model for the Iron Curtain (only a "destroyed" prop) - and for balance reasons we'd have to introduce both superweapons into the game at the same time. I have an idea for a new map/new take on an existing map! Go ahead and get a discussion started! Just be aware that the further your map idea deviates from standard AOW gameplay, the more likely you are to run into things that either can't be done without jumping a ridiculous amount of hurdles, or just flat out can't be done... or for the map to just not be well-received as has been the case with so many other maps that have deviated greatly from standard AOW gameplay. Also, developing each map is a pretty big time sink. I have an idea to fix this overpowered/underpowered unit or Allied/Soviet biased map! Go ahead and get a discussion started! There's probably a bunch of ways of solving it with a bunch of them being quick and easy to do. Or maybe there's something about the units/maps involved that isn't immediately obvious that I or another regular will be happy to explain. I have a bug to report! File it in the bug tracker. Thank you for your understanding
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  6. W3D fans, rejoice! The team behind Red Alert: A Path Beyond is releasing their newest version of the game VERY SOON, and it will be available on the W3D Hub Launcher! Hello everyone, I am here to announce great news! We have collaborated with the developers of Red Alert: A Path Beyond. They are about to release their latest and best version of the game and... A Path Beyond will appear on the Launcher! W3D Hub is now officially supporting Red Alert: A Path Beyond. You will be able to download and install/patch the game in the future as well as join official game servers hosting it. The release is closer than ever, be prepared for some EPIC battles and organized game nights! Spread the news and rejoice!
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  7. Good Evening all. I would like to make this known I am not posting this as a staff member but personally myself as Threve. As many of you know a couple days ago a gunman walked into a building and shot 50 people point blank while filming it using memes and a bunch of internet references while doing so. There are numerous and endless discussions on the politics of it none of which are what this topic is about. All to often it seems to people kill themselves or commit acts with no outlet to reach anyone or any help. It is easy to get down, it is easy to give up hope but difficult to ask for help. If you or anyone that you know is in the fray and need someone to talk to then please reach out. Talking to that one friend or asking for help can change the life and outcome of things or at the very least help. Some of the darkest days i've had have been helped by some good people here on these forums and I invite anyone that needs a helping hand or someone to talk to.. to message me if need be or talk to anyone. I talk alot of shit all the time in-game but i do genuinely mean it in good fun and not to be taken seriously. This goes not just for this website but anyone you know as well. Reach out to those friends you haven't talked to in a while and if someone joins and it seems their chat is more so about how much they are down then take a moment and talk to them about it. We are not just W3D Hub. We are the W3DHub community and having that title means looking out for each other so that we can keep kicking ass not only in-game but also in life. I am not naive and know that some will call this topic cuck or whatever (so is the internet) but it needs to be said and if it helps at least one person out from doing something irreversible then that is what matters. Suicide Lifeline: 1-800-273-8255 If you need someone to talk to then message your friends here on the forums or message me and I'll do my best to help. Again, don't let yourself be in this alone. Note: Respectfully, this is not the topic to post memes related to the shooting or discuss the politics of it. If you'd like to then make a new topic and go from there.
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  8. [blurb]Oh deer. It looks like Romanov has been talking to Jerad2142 a bit too much lately. We have venison galore in this meaty update![/blurb] So, it's finally 2017 and it's time for our first blog this year! GI Update The Allied attack deer is a very versatile unit. It’s ability to sustain itself for long periods of time by eating grass from the environment makes it exceedingly useful for extended deployments. "Oh deer..." Allied Sniper The allied sniper is a great threat to any soviet infantry. Equipped with his trustworthy AWP, he is capable of decimating the enemy with his quickscoping and 1080noscope tactics, pwning every n00b that crosses his way. "Noot Noot" Soviet Doge The soviet doge is well suited for extended cold missions; in addition, by being a doge it is able to trick families into thinking it’s just a loving pet, when really it’s a super secret spy. "Many bites. Such hat. Very deadly. Wow!" Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. 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. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
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  9. Patching you in, please standby... Red Alert: A Path Beyond Update As has been stated, development on Red Alert: A Path Beyond continues. In fact, Pushwall and the team have released a new patch based on your feedback! In this update you will see map adjustments, infantry, vehicle, and boat changes, several aesthetic improvements, and more! But that's just the short of it. Here's the long of it: Changelist GENERAL The damage nuclear weapons do to units has been nerfed significantly; infantry take 1/3 as much damage as before (which will still kill most of them unless they're on the edge of the weapon's range, but Volkov can now barely survive a point blank demo) and vehicles take half as much damage. INFANTRYThe Medic has a new weapon: The MP5-N sub-machinegun. Compared to the "semi auto" M16 he previously had, this reduces his killing power from afar due to its lower accuracy and range (max range is halfway between that of the pistol and the M16) but in close quarters it is essentially a PKM with slightly more stopping power in exchange for a considerably smaller magazine and slightly worse accuracy. As a result, he is much more useful in CQB situations (where he is most likely to be used). [The MP5-N was modeled by Ric, originally textured by The_Beerinator, and modified by Killing_You.] The Medic Kit's healing rate for armour is up from 0.5/sec to 1/sec. Half of the money you get for killing infantry is now given for damaging them instead. Fixed the points/money rewards for killing Sergeants/Thieves, which were 1% of what they should have been. Reduced movement penalties for the Shock Rifle. AI Snipers have 3 times the normal delay between shots, and 2 times the normal reload time. Grenadier splash radius up from 7.5 to 8. Flamethrower splash damage up from 25 to 27.5. Shock Rifle splash damage up from 5 to 7.5. VEHICLES Ranger price up from 500 to 600. Ore Truck price down from 1400 to 1000. Tesla Tank splash damage up from 15 to 20. Handling on Gunboat, Destroyer and Naval Transport has been improved. Depth charge "proximity" up from 17.5m to 25m. Attack Sub torpedo damage multiplier to buildings up from 0.1333 to 0.15 (a 12.5% increase) Attack Sub torpedo projectile speed up from 40 to 50. Destroyer rocket damage down from 80 to 75. Missile Sub rocket damage up from 40 to 42.5. Mine limit is up from 50 to 60. Each team cannot have more than 2 Demo Trucks on the field at once. Mammoth Tank's rate of fire is now equal to the Heavy Tank's. Ranger/APC guns have double the magazine capacity but they now mimic the damage/ROF of their handheld versions instead of just being better. Minelayers can carry a passenger. Supply Trucks, APCs, Naval Transports and Chinooks can now carry 6 people instead of 5. Added hud help text to Mobile Radar Jammer/MAD Tank explaining how to deploy/detonate. Mobile Gap Generator can no longer take a passenger since passengers screw with the bubble. BUILDINGS Dead Ore Silos can no longer be stolen from. Fixed Soviet Ore Silos having slightly less health than Allied ones. AESTHETICSThe Grenadier's frag grenade has an updated model and first-person animation. Fixed the Grenadier's blocky thumb. The Helipad's appearance has been altered to be more consistent with the Refill Pad, and its light animation now only plays when reloading a unit and not all the time. Fixed z-fighting on the first person M16. The "ghost" M16 now uses the new M16 model. Bullet casings, grenades and depth charges are now properly lit. Silenced Beretta has a smoke puff. Pistols have bullet casings now, and rifles have new ones. Mobile Gap Generator now has a funnel like the normal Gap Generator. A bunch of sounds have been enhanced: Tanya's Colt .45 firing Longbow engine Volkov's voice/handcannon switching/reloading/AP firing LST engine Tesla Tank/MRJ engine Mammoth Tank engine/firing Door sounds Light Tank engine/firing Phase Tank engine/firing AA Gun firing M60 firing Defenses rotating C4 ticking Gunboat firing/reloading Cruiser firing (Seamist) PERFORMANCEDecals on dynamic objects (like units and base defenses) have been disabled due to the crashiness and visual issues surrounding them. They may be reimplemented at a later date when they are more stable. MAP CHANGES RA_AS_Seamist: Allied unit composition has changed: Start with 1 less Light Tank and APC After 5 minutes, they gain 1 Medium Tank and APC by Chinook airdrop. In the LST drop, a Medium Tank and APC are downgraded to a Light Tank and Ranger. RA_AS_Seamist: Soviets now have a Service Depot by their Helipad. RA_Fissure: Removed Thieves and Mechanics from the purchase list. RA_Fissure: Timer shortened to 10 minutes. RA_ForestOfIllusion: Changed some things with the Chrono Vortex event. RA_ForestOfIllusion: Timer shortened to 12 minutes 30 seconds. RA_ForestOfIllusion: Added a couple places for crates to spawn away from the control points. RA_GuardDuty: Allied ore tunnel and Soviet north mountain pass are now impassable to vehicles. RA_GuardDuty: Removed some overlapping water sounds. RA_KeepOffTheGrass: Minelayers now work, so the map shall be added back into the rotation! RA_PacificThreat: Flight ceiling is raised from 37.5m to 50m. RA_Pipeline: Added a Flame Tower/Pillbox to the WF side base entrances. RA_RidgeWar: Replaced the Tesla Coil with a Flame Tower. RA_RockTrap: Reduced the chance for health crates and added an MP5-N crate. RA_RockTrap: Added a couple places for crates to spawn away from the control points. Get to the launcher and grab this patch update. Be on the lookout for more updates, and see you on the battlefield!
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  10. It is with a heavy heart that I bring this news. I awoke this morning to the news that zunnie is no longer with us. A well-known gamer and founder of MPF, zunnie was a friend to all persons he had met throughout his life. zunnie has done a lot for the Renegade and MPF community and will be greatly missed. This is a terrible loss for us all. Our condolences go out to his family and loved ones. May he rest in peace. Source: https://multiplayerforums.com/topic/7663-rip-zunnie/ [blurb]It is with a heavy heart that I bring this news. I awoke this morning to the news that zunnie is no longer with us. A well-known gamer and founder of MPF, zunnie was a friend to all persons he had met throughout his life. zunnie has done a lot for the Renegade and MPF community and will be greatly missed. This is a terrible loss for us all. Our condolences go out to his family and loved ones. May he rest in peace.[/blurb] [thumb]custom_thumb_ren.png [/thumb]
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  11. [blurb]AR December Update[/blurb] Welcome to the DecembAR update! New soldiers join our roster! Note: Click images for big. Allied G.I. Out with the old GDI Soldier placeholder, in with the new and complete Allied GI! Modeled, textured, and finally in-game, the Allied GI is ready for some action! Created by @One Winged Angel and @Romanov together, the GI makes up the core of the Allied infantry. For close quarters combat, GIs are armed with the MPK5. Taking a more defensive position, GIs may also deploy a protective ring of sandbags around them and open fire with the FN Minimi Para. The Allied GI marks another completion to the RA2:AR infantry roster, as well as a huge milestone for the team. It feels great in-game, it's fitting of the Red Alert 2 style, and just looks badass. "Squared away, sir!" Soviet Desolator Hailing from Soviet-aligned Iraq, the infamous Desolator makes his appearance! Equipped with the dangerous rad-cannon and protected by his radiation suit, the Desolator is a potent anti-infantry unit. Firing a concentrated beam of radiation from the shoulder-mounted rad-cannon, the Desolator can melt away enemy personnel and wipe out entire squads. Additionally, the Desolator can deploy his rad-cannon and make a toxic environment for the enemy. While having to be immobile to do so, a deployed Desolator offers area-of-denial, forcing the enemy to rethink their advances. Desolator model and rad-cannon model created by @Romanov. "There goes the neighborhood!" New Team Member! True to our word of always hiring new team members, @devilslayersbane has recently been hired onto our staff. Given the task to produce a new Portable Flak Cannon, devilslayersbane set out to do just that and presented our Soviet Flak Trooper with a new toy. Project Leads One Winged Angel and moonsense715 were thoroughly impressed and had to show us internally for opinions and thoughts. Needless to say, we absolutely approved of it and welcomed him aboard with open arms. Official joining as a Modeler, devilslayersbane will be a valuable addition to the Apocalypse Rising team and to our W3D Hub staff. "This gun's heavy." Allied War Factory Internal moonsense715 continues to work diligently on our buildings and has further improved the Allied War Factory, both internally and externally. It's but a few textures away from being complete, and yet moonsense has made amazing progress on this visually appealing structure. "Vehicle ready." Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. 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. Team Messages OWA is currently working on another game that you might just see in a Humble Bundle in January. moonsense715: *Tasks overload* Killing_You has been upgrading vehicle engine and weapon firing sounds. FRAYDO: Ready for the new year! 2017 will be grand! End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
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  12. Hey folks, Kalle Bowo here. Some of you might still know me as the guy who worked on the graphics for the Renegade mod "CnC Reborn" or who dressed up in his Nod uniform at the Games Convention in Leipzig, Germany (the Avatar, yes, that's actually me, 10 years ago ^^). I thought you might be interested in my latest CnC related project. Since I bought a 3D printer this year I started building a miniature base inspired by Tiberian Dawn and Renegade. If you want to see more, you can visit my website www.printed-armies.com And if you want to stay in touch, you can follow me on Facebook and Instagram. I heard social media is kind of the new thing ... here are some examples of what I did so far, enjoy
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  13. Hi everyone! We're already a month into 2017 and it feels like this year is flying by already! I just want to take this opportunity to let you know know some of the stuff that we have in the pipeline for the coming months! We've just upgraded our forum to IPB 4.0, which brings with it a whole new realm of possibilities that we will most definitely explore! Strike and the gang have been working hard to make this forum upgrade a reality for everyone to enjoy and now that we're finally here we can start focusing on the future a bit more. We're proud of the work that we do here in this community, but now we have even larger ambitions that we want to carry out in order to make this place bigger and better than it has ever been before. Here's just a few features that you can expect to see over the coming months: Tiberian Sun: Reborn: We are currently fully committed to completely re-balancing and overhauling Tiberian Sun: Reborn in order to make it a much more enjoyable game to play. Work is currently underway and we'll try and release some more information when we have more things to show! Wallywood is at the helm of the project once again, with myself moonsense715 and TeamWolf all committed to helping push the release out. The 10th anniversary of December 31st 2006 may have passed, but rest assured, Reborn will see a lot of love this year. Red Alert 2: Apocalypse Rising: Development on AR is simmering along nicely, although a few of us have been redirected onto Reborn for the time being. Rest assured though, once Reborn has been overhauled, we'll be training our eyes back onto AR once again, with some great new features that will change the way you play C&C mode forever! Expansive Civilian Warfare: We're aiming to publish ECW to the launcher publically with the view distance executable fix as soon as we can, although there are a few complications that we need to overcome first pertaining to that system. We're putting in the work that should hopefully allow us to install, run and update this great project from the launcher fully, so watch out for it! Red Alert: A Path Beyond: APB will continue receiving updates as per usual. Not much to report on here, but the next point should provide more info on what other APB-related things we'll be doing to in infrastructure in order to keep it running smoothly. As always, big kudos to pushwall for keeping the engine running on this fantastic project. Players & Stats: we have a dedicated team working on upgrading the stats system for APB and porting it over to Reborn, which should help boost player counts, but we'll also need your help to spread the word and tell the internet about the awesome games that we make here! At some point in the next few months, I'd personally like to put together a media pack with screenshots, posters, banners and other things so that we can tell PC gamers about the fantastic work that we do here. I feel that APB and Reborn aren't being played as much as they could due to a lack of awareness, so this year we'll be looking to tackle that problem and bring more players into the fold. Download Manager: We'll be plugging in IP.Downloads to handle community mods, custom skins and other files, just as it was back when we were at BHP. Hopefully we can rely on you guys to make some great content for the entire community to enjoy across all of our projects! Discord Server: FRAYDO has been working hard to set up a community Discord server. For those of you who don't know about Discord, it's a text and voice chat application that can be used via a client or web browser. This won't replace our current TeamSpeak server, but will sit nicely alongside it, in order to provide an accessible place for the community to gather. We understand that not everybody is comfortable with voice chat as well as installing TeamSpeak, so this is our solution to those of you who want to chat and play games together. Integrated Chat: We want to work on integrating a chat box into the forum. We haven't decided whether to directly plug in IRC or our upcoming Discord server. We've still got some details to work out on that end. Bug Tracker: The bug tracker is noticeably absent from the new forum, but it will be back at some point. Advanced Tags & Prefixes: The old thread tagging system from the previous version of the forum is also missing, but we have plans to return it soon! These are just some of the great game updates and community upgrades that you can expect to see this year. We also have a couple of extra things that we're keeping close to our chests as well. We've got to have a couple of secrets right! I also want to take this opportunity to sincerely thank akhero47, as without the donations that he made to the community, these upgrades would probably still be on hold. So a big thanks to him for all of his help! As ever, if you guys feel like contributing to our community improvement projects, feel free to drop us a PM. We'll have a proper donate button up soon that will allow this system to be a lot more seamless and we will make sure to let you know what your donations go towards if you contribute. We're very fortunate that we have people like Strike who are willing to keep the lights on for us, but as they say, every little bit helps! As a final present, I want to let you all know that the Reborn forum theme has now been completed and is available for you guy to use! I put in some hours over the weekend to get this up and running as soon as possible, since I know you guys love dark forum themes! I'll be prioritizing the APB theme next! You can access the theme by clicking "Theme" at the bottom of the page. I have also made it the default board theme for now as well. Thanks for reading guys and I hope you're all as psyched for 2017 as we are! - OWA & the W3D Hub Staff
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  14. A big welcome to Imperial Age and its staff! Welcome to W3D Hub! A big welcome to Imperial Age and its staff! Welcome @dblaney1, @Kaskins, and @KTFF to W3D Hub! A Renegade mod, Imperial Age aims to deliver dynamic gameplay with many new units, vehicles, and weapons. Imperial Age Features The current build has around 120 vehicles; 60 per team. This number is not including aircraft, naval units, Forgotten and neutral vehicles. Each vehicle has its own passive abilities and role to play. 20+ maps, each with their own unique way of playing. Some maps are best suited to open vehicle combat, others may see good chokepoints to build barricades and place minefields, while some may feature hazards such as quicksand! Research and upgrade terminals to improve your team's vehicles and weaponry. On maps with Construction Yards, you can restore base structures depending on costs. Vehicles have weak points, and in some instances you may even land critical hits. Faster paced gameplay than Vanilla Renegade. More to come in the future as the list goes on. - Imperial Kaskins
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  15. Happy Leap Year Day! It's been a while since we last did an update, though we do have a couple of new things for you guys to see. Come check it out! Hey everyone! It's been a while since we last did an update, so I just wanted to kick off this update by saying that hopefully from now on our news will be coming to you in smaller, but faster doses. This way we can provide regular updates and content drops and show you guys that we're actually working on stuff, rather than stockpiling it up in the back room to the point where it's overflowing. I've also just noticed that today only comes round once every 4 years, so Happy Leap year day! Anyway, here's a couple of new things for you guys to check out! Airforce Command HQ Build Animations moonsense715 has done a great job on bringing some life to the Allied Airforce Command HQ with some amazing work on the interior and Harrier construction animations. Take a look in this video below! Crates! Whether it be bonus cash, free vehicles or veterancy points, the humble crate will deliver. Romanov has done us proud with a great couple of models for the standard and water-based crate. Check out these great texture models below! You may have seen these without textures in our last update. More info on how crates will work in AR will be released when we talk about what surprised we want to put in them. Who knows, maybe the nasty nuke crate could resurface? That's it for now! That's it for this small update guys! Let us know if you want to get smaller, but more regular updates like this in the future and we'll try and keep up with your demands! Also, a Happy Birthday goes out to our resident Test Coordinator Nodlied! He turns a number of years old today! Wish him well guys!
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  16. Some of you might know that I develop video games for the U.S. Army. Here's a sampling of some of the work I've created: F-16C Falcon/Viper (modeled, UVed, textured, animated, rigged) inside of my UDK environment designed for I/ITSEC 2014 here in Orlando. F/A-18E Super Hornet (modeled, UVed, textured, animated, rigged) inside of my quick mockup of Nellis Air Force Base for I/ITSEC 2014. Uses models from other members of my team. The environment (terrain modeling and texture painting) was developed by me, but the structures and terrain textures (with the exception of the taxiway markings) are work that my team developed. I've got a variety of ~20,000 polygon game-quality models and low-poly Renegade-like models I can put up here if anyone is interested. The more I dig through my old office work the more likely it is that I'll update my portfolio. Which, of course, I haven't touched since 2011.
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  17. [thumb]thumb_ar.3.png[/thumb] [blurb]According to NORAD we've got updates coming at us from all directions and renders pushing up through Mexico. I don't know how they snuck in on us.[/blurb] Dioptic manifold clear! Unit ready! Electrodes ready! Welcome to the Apocalypse Rising May Update! This month's update features the Allied Prism Tank, the Soviet Purchase Terminal, and the Soviet Shock Trooper. Prism Tank It's Einstein's Prism tech on wheels. The boys at the lab call it a Prism Tank. Careful not to burn yourself! - Lt. Eva Deployed late into the war, the Prism Tank is yet another shining example of Allied technological superiority. Developed by Professor Albert Einstein, the Prism Tank operated as the Allies' anti-structure artillery unit. Utilising the same technology found in the Prism Tower base defenses, the Prism Tank is effective against enemy infantry and structures alike. Powerful as it may be, the Prism Tank is not without weaknesses. It's light armour and low rate of fire make it particularly ineffective against heavy armour. Coordination with Allied Grizzlies and IFVs in the field combined with its long-range beam offers more favourable engagements against Soviet Rhinos and Apocalypse Tanks. "Intensifying light trajectory!" Model by @Romanov Soviet Purchase Terminal In the previous war, Allied and Soviet structures shared many similarities from external appearances to internal terminals. As the opposing sides' architecture began to take on more unique motifs, so did the individual aspects that made up the internal infrastructure. Soviet engineers stayed true to the industrial element that is the working class and designed accordingly. Putting aside the sophisticated and sleek features that their Allied counterparts possessed, the Soviet Engineer Corps set about and designed a straightforward and reliable Purchase Terminal for use throughout friendly bases. Serving the same purpose as its previous war iteration, Soviet units may access these terminals and purchase infantry and vehicles from the Soviet arsenal. Depending on the country chosen (Russia, Iraq, Cuba, Libya), additional units may be authorised for purchase. "(56k modem dial-up sound)" Concept Art by @Squid Empire, Model by @Romanov and @moonsense715 Tesla Trooper Always striving towards the next step in Tesla technology, the Soviet Union has introduced a new class of soldiers into their ranks: the Tesla Trooper. First deployed during the occupation of Washington D.C., these shock troopers are highly effective on the front-lines. Armed with a Tesla Coil gauntlet, the Tesla Trooper is particularly devastating to enemy armour columns. Shockingly, the Tesla Trooper has proven to be equally effective against enemy infantry, due in part to the armour they wear that their Conscript and Flak Trooper counterparts lack. Wearing an insulated combat uniform that also houses the back-mounted Tesla Generator, the Tesla Trooper also cannot be crushed by enemy vehicles. It is this heavy armour and deadly weaponry that makes the Tesla Trooper a threat to all Allied units in the field. "Commencing shock therapy" Model by @Romanov Screenshots Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. 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. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
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  18. Join us this Saturday for an APB game night! Come join us this November 19th for a Red Alert: A Path Beyond GAME NIGHT! At 9PM BST, jump into the server and earn your place on the official leaderboards! Climb to the top ranks and secure your position! View the current stats here @ http://www.w3dhub.com/ranks/apb/ Note: We have activated the event rankings module. This is a separate ladder that will be present for every individual game night! Be in the top 10 of the Game Night Event! Everyone is welcome to join! Tell your friends! November 19th, Official RA:APB Server, 9PM GMT Check the event countdown here See you then!
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  19. Check out the October Update for Apocalypse Rising! Surprises found inside! Hello, everyone! It's time for another dev update, and is there much to cover! So much so, that we can't fit everything into one update. Progress has steamed ahead and each testing session has become more interesting than the last! With so much content being divided into equal parts, expect several updates as we catch up on our reveals! Today's update: Bots, Attack Dogs, and Spies! Bots In C&C Mode A wonderful feature we are proud to introduce into AR, bots now populate the maps and fight the good fight! Upon the start of each match, AI offensive modules and AI defensive modules are loaded in. Speaking generally, bots that attack and defend join the battle, meaning that players can play the game against the AI! Offensive bots immediately move out to engage and attack the enemy forces. Defensive bots, on the other hand, will remain at base to protect against trespassers. The offensive bots forces comprises your team's ground arsenal, from infantry to tanks. Infantry AI will support friendly tanks and engage enemy infantry. Additionally, they will infiltrate enemy buildings, and will even attack weakpoints within the enemy base! If the unit is armed with C4, they will stick it onto major weakpoints. A little C4 knocking at your door! Tank AI will prioritise enemy armour first before engaging enemy infantry. If properly supported by friendlies, they may even bring down a base defense or two, and then move on to shoot base buildings! Offensive bots battling for field control. The defensive bots forces comprises of basic infantry and engineers. Infantry will be stationed around the base and inside friendly buildings to ward off enemy advances, as well as chasing and killing enemy units that enter the buildings themselves. Engineers will be positioned at Repair Nodes to repair any damages caused to the base, but will leave the building they spawned at to run to other buildings when repair duty or C4 disarming tasks call. Naturally when attacking the enemy base, it would be viable to send soldiers inside to wipe out the repairing personnel. An Engineer bot taking care of a Repair Node. Bots are removed/added back to the game dynamically depending on the playercount (if enough players are ingame, all the bots are gone). This ensures the game is always full of action, even if there are only a few players online. A lot of time has been spent on this new feature by @moonsense715 that makes bots able to play classic C&C mode. In short, the AI learned how to destroy and repair bases. He'll be working on improving offline and online gaming experience in AR by making bots smarter. Soviet bots paradropping. Invasion confirmed! Attack Dogs Attack Dogs have made it ingame, and are purchasable from the Barracks. Both teams have their respective canine companions; the Soviets with the Siberian Husky and the Allies with the German Shepherd. An effective anti-infantry unit, Attack Dogs introduce a new element to close-quarters combat. Consider biting enemy infantry while inside a building! Allied and Soviet Attack Dogs, created by @Romanov, animations by @Jerad2142. Spy Tactical Espionage Action. Always with an affinity for subterfuge, the Allies again employ the use of Spies in the Third World War against the Soviet Union. Armed with his quick wits, a silenced Walther PPK, and a Disguise Kit, the Spy seeks to obtain intelligence and sow confusion among the enemy forces. The Spy's sidearm, the Walther PPK, created by @Romanov. With spotting scope in hand, a Spy may find an enemy infantry (or a driver of an enemy vehicle) to disguise as from a relatively safe distance. Once disguised, the Spy may then bypass enemy base defenses without worry. Moments later, the Soviet base finds itself without power! Fancy that! Secondly, with the same disguise ability, he can act as a decoy unit by targeting teammates. Imagine the soviets seeing 2 Tanyas approaching their base, but they don't know which one is the real threat! @FRAYDO demonstrating @Romanov's disguise scripts. For base infiltration, the Spy has a slowly respawning hacking device at his disposal. This ensures that the Spy cannot sprint from building to building shutting everything down. The mindful Spy will keep note of the cooldown timer of the hacking device, as well as soviet movements within their base while determining which building to infiltrate next. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send me or One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Team Messages OWA: Work at Creative Assembly has been slowing down progress, but the G.I. should *finally* be in the game before the end of October. Also there is work to be done on vehicle cameras now that we have a multitude of new vehicles. Stay tuned for more updates. moonsense715: MEGA amount of dev progress in August and September! Building interiors are done and tons of new units were added to the game core. FRAYDO: Testing sessions have been crazy fun! If you haven't already applied to testership, what are you waiting for?! Romanov: TDBERR Killing You: *Creating lots of sound effects* End Any questions?
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  20. Ahem! Is this thing on? I need to make an announcement! My time machine has proven its worth once again by delivering us a blast from the past. An ancient technology that some of you may remember. . . A game from a bygone era. . . Our engineers have been hard at work in the lab, inspecting everything to make sure that it has survived intact the journey from past to present, and ensuring that it can survive on computers in this new time line, as much has changed. Things are looking well, and it is almost ready. . . W3D-Hub is proud to (re-)present to you: Red Alert - A Path Beyond [BETA] 1.2.0 Coming soon to a launcher near you! Over 10 years ago, the APB team moved the project into its [BETA] era, which was the height of player counts and online gameplay, clan games, mp-gaming, oxi-stats, demo noobs, and so much more! It was the "golden" era that defined the game in many ways. The game then moved into its "Cold Fusion" (1.3) and "Nuclear Winter" (1.4) updates, then Gamma (2.x), and finally what we all play now - Delta (3.x). And while Delta is undoubtedly the best and most advanced version of the game yet, it is fun to go back and see how things used to be, if for no other reason than to gain a deeper appreciation for what it has become in recent years. But if you're like me....you like to play Beta, because it was lots of fun, and there are lots of good memories associated with that point in time. To give a little more info on what this actually is, it is simply a "system update" of the original game. Starting with Windows 8 and moving forward, it is increasingly annoying to even get the stock game to run, much less "as it should", depending on your computer. This is largely due to the old version of the engine that Beta was built on (3.4.4). So we have ported the game forward to the latest TT4.6 scripts, which is the same version as Interim Apex, and probably most up-to-date stock renegade servers as well. The point is that it is made to work on modern computers. This was the first step. After that was done and the game was running stable, it was time to do some cleanup of old files, and of course fix some new bugs that appeared due to changing scripts versions. It was said by some that it would not even be possible, nor worth the effort to try to fix everything. But we found that surprisingly little was truly broken in the upgrade. The largest issues were related to Purchase Terminals and Aircraft settings, but of course there was a handful of other things. But it has come together quite nicely, and our testing phase is almost complete! What you will notice has changed from the stock Beta experience: It runs faster and more stable. It runs smoother and so much better overall than it ever did back in the day, and crashes less. You can have a near-miss with a tree or building while driving a tank, and you won't lag-warp back to it 3 seconds later. 10+ years of engine updates are to thank for this. It won't make you reboot your PC if it does crash. The old engine was notorious for causing a scene when it would crash. Most common issues from this were a black screen which the user could do nothing about, a "dead" area on the screen, in which nothing could be clicked, computer stuck in low resolution, and other forms of weirdness. Again, thanks to a much newer engine version, all of these are now non-issues. (Also, you can Alt+F4 to exit the game at any time now, which is cool). V-sniping is gone. For those that remember, V-sniping was a "feature" of Beta. It does not exist in the new version of the engine, so you will get a more "normal" sniping experience. There are 60 clicks on the scope zoom, so that should suffice The stealth shader is different. The stock Renegade stealth shader is being used because the one that was used in beta did not carry over. We might be able to implement this (or a better one) in a future update, but not at this time. A misunderstanding on my part previously. The shader was not activating at all, due to lack of configuration on the new engine, and thus merely displaying the underlying texture. This has been mended. Scroll-wheel in the sidebar! A happy accident of the engine upgrade, you can now use the scroll-wheel on your mouse to quickly navigate the sidebar purchase menu. Enjoy! Better and easier-to-find screenshots. Another happy accident, screenshots are now stored in their own folder with the other games' screenshots folders in your Documents folder. Absolutely ridiculous FPS (700+ on my PC!!!). Same old song, the newer engine made it better....maybe a little too good Unless you are still running a computer from when this version of the game was new, I would recommend that you max out all of the settings for this game, and run it in the highest resolution that it supports. Also be sure to tick on V-sync. Else you'll have super high frame rates, to the point that it will actually start to cause physics bugs to happen. Also, in order to play online, it is always best with games on the W3D engine if the client FPS and the server FPS are as close as possible. Our test server has been keeping a near-constant 59 FPS, and with maxed out settings, the clients run at 60 FPS - which is perfect. Bluehell is GONE! Another major benefit of using a newer engine, the bluehell bug (which is where you fall through the map into the blue "hell" below) was eliminated by simply upgrading! New (old) maps! In addition to all of the original maps that shipped with this version of the game (minus CamosCrossing until we fix it), we are also able to include several additional maps, which were made by fans or other staff members during the Beta era. Some you may have seen before, others likely not! Credit where credit is due. I would like to thank @moonsense715, @dblaney1, and @CMDBob for their effort in making this possible - these guys fixed the bugs. @Dghelneshi, @Jerad2142, @triattack, and @Pushwall for giving excellent tips, advice, and assistance in this. @A4R91N for providing me with some maps which I did not have previously (which was so long ago that he may not even remember doing it) @FRAYDO for accidentally giving me the idea to do this in the first place (he asked for old screenshots and I delivered a game ). @NoSoldier and @OrangeP47 for taking some extra time to test this. The Tiberian Technologies Team, as this would have not even gotten started if new engine updates were not available. And I would also like to thank all of the people who put work into making this game and the maps so many years ago. There are too many of you to name, and I don't know all of you anyway. But thank you. We are still enjoying your work. [blurb]Red Alert: A Path Beyond [BETA] 1.2.0 - coming to the launcher soon![/blurb][thumb]thumb_apb.3.png[/thumb] 0.9935 is next
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  21. <<<Incoming Transmission>>> Source: Cobra's Nest Actual Priority: Viceroy Scramble Index: Foxtrot-Beta-9 Intel has discovered that GDI has undertaken a redesign of their detestable War Factory, unlike what our operatives on the field have encountered thus far. One of our Black Hand operatives, codename "Hasak", has managed to infiltrate a nearby GDI base in the area and we have received his findings via comlink. <<Begin Visual Feed>> <<End Visual Feed>> Hasak's initial analysis shows that the master control terminal has been moved to an upper location, much like our own Nod War Factory. The hangar area appears to have been repurposed as a Wolverine maintenance bay. Also, a large area has been opened up in the back and what appears to be a surplus of vehicular components are now stored there. Observations have noted that the production speed of the War Factory has not been affected by these changes. <<<Transmission Offline>>> [blurb]#Incoming Transmission# [Source: Cobra's Nest Actual] [Priority: Viceroy] [Subject: GDI War Factory Alterations] #Requesting Acknowledgement#[/blurb] [thumb]thumb_tsr.d.png[/thumb]
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  22. You may remember these from back in 2009 when I first showed them back on BHP. Now I decided to revive and improve them a bit, with some new artwork. Also, to go with them, a little advertising poster:
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  23. Kotaku UK have featured W3D Hub in a fairly lengthy article that sheds a nice light on what Command & Conquer-related projects we are working on. A while back I met a freelance journalist who was really interested in covering the work that we do here. Over the course of a few months, I gave them some info about the community and the result was this article! A link to the article can be found right here: http://www.kotaku.co.uk/2017/05/02/the-renegades-remaking-command-conquer-as-firstperson-shooters Although it's great to get acknowledged by a major gaming publication, there are unfortunately a few inaccuracies that are mentioned in the article. I've listed the facts below to set the record straight: Renegade was a 2002 game, not a 2005 game @OWA is currently moonlighting as a Seconded Game Designer at creative Assembly, so no longer a Tester (for now) Renegade X was in development as far back as 2007, so the devs didn't all leave to make Reborn in 2011 as the article suggests @OWA didn't have much of a hand in the handing over of Reborn at all. That task was masterminded by @Wallywood, who made sure that the game was in good hands before moving it back over to what was then Bluehell Productions It's Nod, not NOD (old joke is old) MCT terminals, i.e. Master Control Terminal Terminals Reborn doesn't feature Thieves The section about 2009 graphics upgrades is uninformed. Here's the scoop straight from @saberhawk: "We slowly took over the rendering engine and rebuilt most of it a few times; the original game was D3D8 (DirectX 8), all the latest things are D3D11 (DirectX 11)" Even with these inacurracies, it's really great to see this level of attention from a major game news site (even if it's only from the UK branch of Kotaku) and get our message out there that C&C isn't quite dead yet. This shows that even though we're creating games on an older engine, it still continues to spark interest, which I think is amazing. I'm really proud of what we achieve every day here and I think we should all enjoy being in the limelight as one of the few teams still standing that is continuing to carry the banner for the Command & Conquer franchise and fans everywhere! With improvements and new site features on the way, W3D Hub is going to be a community that will be around for years to come! Stay tuned for more good stuff right here! [blurb]Kotaku UK have covered W3D Hub in an exciting news article, featuring our very own OWA![/blurb] [thumb]thumb_tsr.j.png[/thumb]
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  24. Now free of rubberbanding, dotted tracers, black water and MBT carpooling! Red Alert: A Path Beyond Update There's one day left until the first year anniversary of Delta's initial release, but I was never the type to intentionally delay important things just to have them happen on a date that sounds better. Plus it's not exactly a "megapatch" worthy of that anyway. Since the recent rubberbanding troubles have been so troubling, I wanted to get this patch out as soon as the fix was made. Enjoy! Changelist GENERAL NetUpdateRate is now set correctly, this should annihilate your rubberbanding problems! Being scoped in when the map ends no longer causes you to stay scoped on the next map. Added engine.cfg override for monitor refresh rate. Added armour bar to HUD target box for any unit that has armour. This should reduce the confusion about inconsistencies in weapon damage. INFANTRY Infantry armour is now more effective against "weak" explosive splash damage, reducing health damage by 62.5% instead of 50%, and the armour itself is completely immune to this damage. Effectiveness of "strong" explosives (artillery, V2, C4 and hand grenades) is unchanged. VEHICLES Light Tank, Medium Tank, Heavy Tank, Mammoth Tank can no longer carry passengers. BUILDINGS Purchase terminal zones now have physical collision, so it is no longer possible to get so close to them that you are unable to use them. Fixed shape of Construction Yard roof VIS sector, should prevent some oddities when camera is over the "arch". Construction Yard second floor has grates beneath the PCTs, so even if the PT zones fail, you should not fall through them when buying stuff. Added blocker behind MCV in non-tunnel version of Construction Yard basement, so it is no longer possible to get stuck behind it. Sub Pen now has mesh fences on the ends of the piers, making it harder for Allied infantry to disembark directly into the pen (but still possible) and harder to fall into the water while trying to defend against navy as an RPG/Volkov. Naval Yard now uses the same mesh fencing as the Sub Pen. Collision plane on Allied Barracks basement stairway now properly connects to the lower floor; this means that infantry descending the stairs will no longer "fall" and get accuracy penalties as a result. AESTHETICS Added Kaskins' Imperial Age bullet tracers with his permission, to replace the outdated and broken emitter-based tracers. Weather particles no longer fall through water; this also allows us to add weather back to naval maps that previously had it at some point. MAPS RA_HostileWaters: Added light snowfall. Fixed water brightness. Water now fades at shorelines. RA_Siege: Fixed water brightness. EVA now reminds you about the cannon side objective every so often. Cannons now repair at half the previous rate and take 25% more damage from Hinds. Cannons now use the same radar marker as base defenses. Added collision planes to the landing pads, so ground vehicles should not get stuck on them and infantry walking onto them should not "fall". Fixed a bad texture blend on the hills behind Soviet base. RA_Under: Added snowfall. Parts of the Soviet Radar Dome are no longer untargetable.
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  25. Siege developer notes by Raap. Come see the completed project! Siege developer notes - by @Raap "Hey folks, I'd like to thank everyone for being patient with the release of this level. It took a lot more time to develop than I anticipated, and then some real life matters caused further delays. I simply had to get the level out this year, so I made a concentrated effort to wrap up development on the level, so that you can finally play it." "Siege originally started a rough development back in 2008 during the BlueHell Production days, where it was designed to be the first airplane-enabled level. The order was to create a level with enough open space for airplanes to do their air-planey-things, but unfortunately that feature never made it into any public APB release, and Siege was put onto the backlog of other unfinished projects." "Siege has seen more changes than most maps. Once featuring a massive castle interior, I eventually opted to simplify the map design in order to focus gameplay into smaller areas, which also meant I could focus my development attention on smaller regions. The level was divided into a few segments which were all developed separately; The caves, the ramparts and balcony, the courtyard, the team bases, and the rivers/lake. To spare the technical details, you can assume it involved -a lot- of different files and assets." "In terms of gameplay, the intent was to keep the map focused on core APB gameplay, and not be quite as big of a departure as HostileWaters was in this regard. The gameplay development went towards secondary gameplay elements, such as the permanently present Siege Cannons; Stationary castle wall cannons capable of dealing extreme damage, and repairable once destroyed. Additional mini elements are also present, such as destructible scaffold bridges. Last but not least, I've experimented with a new side feature not quite done before, for now, I'm simply calling it a "map secret challenge"." "In closing, I hope you folks enjoy Siege, it is my second contribution to APB Delta, and there is one final contribution coming up, and trust me, I did save the best for last..."
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  26. Red Alert: A Path Beyond Update Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Changelist GENERAL Fixed radio command spam. Tesla weapons have been nerfed a bit against infantry, having their direct damage removed entirely but having the damage-over-time effect buffed. Since only direct damage gets affected by limb multipliers, this means that shooting an enemy in the chest or leg will do exactly as much as shooting them in the head. So Shock Rifles still kill most infantry in two shots but can't upgrade to instant kills via headshots any more, and Tesla Tanks still kill regular infantry in one shot but can't one-shot Tanyas via headshots any more and need another shot (or possibly splash) to kill anything tougher than a rifle/rocket soldier. Mousing over a targetable object and then mousing over a hidden phase tank/gapped object no longer instantly removes the target box, so this method cannot be used to scan for such units. Some rebalancing to the new event; details are confidential though INFANTRY Infantry now take half as much damage from barbed wire. C4/Tanya C4 damage to heavy vehicles (LT/HT/Med/APC/ML) up by 50%. C4 damage to aircraft up by 100%. C4 damage to Ore Trucks up by 100%. C4 damage to building exteriors down from 12.5% to 10%. Tanya C4 damage to building exteriors up from 12.5% to 20%. VEHICLES Vehicles now take half as much damage from deep water. Tesla Tank inaccuracy up from 0.25 to 0.5. Tesla Tank range down from 125 to 122.5. Hind damage to naval units down by ~17% (0.3 -> 0.25) Longbow damage to naval units down by ~17% (0.9 -> 0.75) BUILDINGS SAM Site rockets can no longer travel significantly further than the SAM Site's target acquisition range. Soviet Ore Silos, Refill Pads and Service Depots now properly give 100 points to each Allied player when destroyed like Allied ones do for Soviet players. Concrete Wall health up from 150 to 225. AESTHETICS Flamethrower, Shock Rifle and Volkov's handcannons no longer "tilt" while reloading (since they don't "reload" in a conventional manner) All weapons and vehicles now have proper HUD strings (only relevant if you're using a custom HUD like Threve's) MAPS RA_CamosCanyon_Bots: Infantry bots at home no longer remain idle and block ore trucks until an enemy comes into view. Revived RA_CanyonRiver! Map now meets Delta standards--terrain remade from the ground up, with scattered foliage and objects to match. New series of tunnels connects the two caves where the river enters and exits the map (allowing a vehicle route completely hidden from the main thoroughfare), plus offshoot tunnels as infantry routes that connect to the main map area. Allied War Factory rotated to a position that complements the Barracks. Defenses added to the bases. Each team gets two silos, each team's silo area spruced up with fenced-in area that contains a PT and some props. New lighting, plus scripted weather and fog scheme. Vis fitted for additional player comfort. Added a waterfall, foam, small ponds, a retaining wall with a tunnel, a graveyard, guard towers, scaffolding, sculpted cliffs, and so many more things that are too numerable to mention here! RA_Fissure: Thief zone exists now on the lower Soviet silo. Made it a little harder to get close to the lower Soviet silo. RA_HostileWaters: Added a small chance of getting a Golden Wrench crate. This depleted Golden Wrench only has 40 ammo (enough to capture anything except a teamed SD/rpad - it will still neutralise those though making it possible to capture them with a second wrench) and cannot repair buildings. RA_PacificThreat: Fixed the ugly slope by the Soviet barracks. RA_StormyValley: Rocket partisan should be more aggressive now. RA_Under: Tesla Tanks can no longer jam Allied radar from the central plateau.
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  27. <<<Incoming Transmission>>> Source: Viper's Nest Actual Priority: Monarch Scramble Index: Bravo-Tango-4 We have received new findings from our operatives in the field concerning the GDI Barracks. Aerial recon has noted changes to their exterior, and Agent Hasak has once again infiltrated a nearby GDI base to provide us information of the interior. Standby for visual feed.[blurb]We have received new findings from our operatives in the field concerning the GDI Barracks.[/blurb] <<Begin Visual Feed>> <<End Visual Feed>> Analysis indicates that the GDI Barracks' interior has been greatly expanded on in an effort to better accommodate their own rank-and-file troops. Nod strategists anticipate a boost in GDI infantry morale, although our warriors of Nod will always best them in combat. Attacking forces are advised to be wary of ambushes from behind the weapons lockers and beds. Agent Hasak has proved himself as invaluable as ever in providing us this intel. In the name of Kane! <<<Transmission Offline>>>
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  28. Red Alert: A Path Beyond Update General Taskbar now shows the title as "Red Alert: A Path Beyond" not "Renegade". Replaced a bunch of lower-quality RA music tracks with higher-quality versions. New font rendering. Improved error message for when the game crashes, giving easy access to the crash dump file and instructions on what to do with it. Gap Generators (both mobile and stationary) Fog is now a little more lenient. (2-16m for infantry -> 5-30m, 11-40m for vehicles -> 15-40m) Being under an enemy gap field no longer darkens your screen (the black fog is enough of a hindrance anyway) Infantry Infantry now swim on the surface of water. This is mostly for the sake of looking less silly than the original "iron boots" water, so swimming is still harmful and doesn't let you access much more than you used to be able to. Here's how infantry work when in deep water: Since they're on the surface, they are easier to notice and for naval units to crush. Uncrushable infantry become crushable. They cannot sprint, jump, or use weapons. They are slowed to 65% of their original speed (same as crouching infantry, half as much as sprinting infantry). They can crouch to dive just under the water surface, but this slows their movement speed even further, limits their sight range, and will cause instant death if done for too long. Your screen will turn red if you are running out of time. They can reach and enter LSTs and abandoned boats a fair distance from shore much more easily now; however, naval vessels outside the "landing safety zone" are still inaccessible. (If you don't see the 3 green arrows, you can't get in.) They will not receive any damage for the first 10 seconds of swimming; after that they will receive 2.5 damage per second (was 6.25 starting instantly). So now swimming times are greatly improved; a Rifle Soldier can swim for 30 seconds instead of 8, and a Tanya can swim for 70 instead of 24, but that's assuming nothing shoots them, and the slower movement speed means they can't travel THAT much further than they used to. If they end up deep underwater due to driving a vehicle into deep water and losing it, they will die instantly. This was already the case with subs but now extends to any ground vehicle. They receive an extra +50% damage from Tesla weapons' direct hits, and +100% from their splash damage. Flamethrower Added dispersing flame/smoke visual effect for projectile impacts. Vehicles Water damage for ground vehicles works a little differently than before; if you're only slightly deep enough to start receiving water damage, the damage received is a lot weaker than it used to be, so you aren't too harshly affected if you can back out quickly enough. However, if you go about 1-2 metres deeper than that so your vehicle is fully submerged, the damage received is a lot heavier than it used to be, so fully submerged vehicles are likely done for (as are their drivers). Gunboat Acceleration/deceleration reduced; now takes about 3 seconds to reach maximum speed instead of 1.5, making it a little harder to change direction to dodge Soviet naval weapons. Destroyer Reload time up (3.25 -> 3.5) Damage multiplier to air units down (1.25 -> 1) Range down (160 -> 140m); can no longer outrange tesla coils Max speed up (10.5 -> 11m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 3. Cruiser Minimum gun tilt raised (0 -> 2.5 degrees up), giving it a bigger close-quarters blind spot. Max speed up (8 -> 9m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 4. Attack Sub Attack Sub range down (140 -> 130m) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Missile Sub Max horizontal speed up (11.1 -> 11.5m/s) Max vertical speed up (3.9 -> 4.6m/s) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Longbow Damage multiplier to naval units down (0.8 -> 0.7) Yak Damage multiplier to helis up (1.5 -> 1.6) Damage multiplier to naval units up (0.7 -> 0.8 vs health, 0.35 -> 0.4 vs armour) MiG Missile mechanics reverted mostly to the original release, where you had to acquire a lock-on to reliably hit, but now the rockets are somewhat more reliable at this as their turn rate is higher than before and their error ratio is lower, so the missiles do not require nearly as much height as before - you can fire at tanks while being only slightly higher than Siege's fortress walls and still hit the tanks instead of the ground. This should make it much easier to maintain a lock on your target - don't forget to use the alternate camera (press F) when "bombing" to give you more vision on your targets. Delay between salvos down (1.5 -> 1 second) Range down (110 -> 100m) Missile velocity down (100 -> 50m/s) Missile no longer has an enlarged hitbox Damage to various targets changed: Vs heavy vehicles (75 -> 80) Vs mammoth vehicles (60 -> 70) Vs aircraft (100 -> 90) Vs boats (70 -> 80) Vs cruisers (110 -> 120) Vs infantry (5 -> 50) (the lack of "proximity" means they will almost never hit infantry anymore anyway) Buildings Upgraded a bunch of older building textures (mainly in the Refinery) courtesy of Kicken. Power Plant Removed the generic big crates on the ground floor and instead added coal piles, shovels and shaftcarts around the furnaces. War Factory New model for main door. Maps Bonsai Added pillbox covering the beach behind the Allied Missile Silo. The little "dip" behind the Allied Refinery can no longer be accessed from water. Guard Duty Added flame tower covering the Airfield river bank. Removed rope ladder on Allied cliff. Added water sounds to river (previously there was just the ONE sound at the bridge). Made the deep parts of the river deeper so that it's more impassable to vehicles. Hostile Waters Tweaked terrain around Missile Silo and Gem Silo so they are easier for naval units to hit. Moved existing Tesla Coil closer to Sub Pen; added second Tesla Coil to cover Missile Silo. Starting credit bonus is now +1400 instead of +700; only a bit of donation will be necessary to get cruisers out of the gate right away. Pipeline Fixed oil silo terrain seam. Seamist Fixed Tesla Tanks getting stuck in War Factory. Stormy Valley Fixed floating well. [thumb]thumb_apb.b.png[/thumb][blurb]More naval combat rebalancings! Also, swimming and less obnoxious gap generators.[/blurb]
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  29. Red Alert: A Path Beyond Update Remember, remember, the fifth of November time when APB had updates? Yeah, sorry about that; the recruitment of a ton of new talent to the scripting team, as well as a bunch of sudden contributions from 2D and 3D artists, mean I have been very backed up with implementing all their work and making sure it... works, in addition to what I normally do. On top of that, my hand in this got delayed further by almost a week due to my computer suffering a PSU failure. But the long wait should be worth it, many bugs and performance issues have been squashed and we have 2 new units to play with. And there is hopefully more to come as well! General Improved UI performance. Improved level loading times. Particle effects should have less lategame performance issues. Asynchronous texture loading to reduce stutter. Flight ceilings are now "soft" - you still can't ascend beyond a certain height, but there's nothing to scrape against, so you won't be slowed down and you won't get temporarily stuck if you try to bank. This is most important for planes who no longer need to worry about crashing into the flight ceiling - because of this, there isn't a warning when you approach the flight ceiling anymore. Entering/leaving scoped view for scoped weapons no longer causes your view to tilt up slightly. Using the camera change key in a vehicle will no longer toggle your infantry camera between third/first person. Your chosen vehicle camera will now be remembered if you exit and reenter the same vehicle. Alternate cameras for vehicles have been improved: Position for alternate first-person/turret/close-up cameras now takes the vehicle's tilt into account, so you should be less likely to clip the camera through your own vehicle when looking up/down while on a slope. Thanks to the above change, all trucks with interiors (Supply, Demo, MGG, MAA, Cargo) now have functional first-person cameras. Not particularly useful, but fun! Turret cameras now pivot around the turret and not the body. This is especially handy for boats since their turret is so far from the centrepoint of their hull; now you can always see what you're aiming at. First-person cameras for single-barrel vehicles are now slightly offset to the side, just like first-person infantry weapons. Fixed the physics issue where vehicles crossing complicated terrain (such as craters) were liable to tip onto their backsides. Simplified vehicle hitboxes. Bots driving vehicles no longer drive slower than players do. (This doesn't affect ore trucks - or shouldn't as I've lowered AI ore truck speed to try to keep them unchanged) Vehicles that cost more than 1200 credits now only give 240 combat credits (assuming 100% HP damage; repairs will obviously increase this) instead of the full 1/5th of their cost. Hitbeeps are a little louder, but now only one beep can play every 0.05 seconds. This means you will not be bombarded with a ton of hitbeeps at once when hitting something with the full spray of a shotgun. Kicken has made a spiffy new HUD featuring: larger and more prominent radar and health/armour bars. (Radar may in future be accompanied by new radar icons.) enhanced space for weapon names. Like Renegade/Reborn this relies on text strings, so now you'll know what weapons your vehicle has too - as well as if it has any secondary fires or needs to be activated by Q. everything concentrated in one place. No longer do you need to dart your eyes between the lower left and lower right corner of your screen when checking ammo and health. improved aesthetics in general. Infantry Repairmen Clearing Charges have been replaced with the Shovel, which has the same purpose of getting mines and barricades out of the way, but isn't entirely the same tool as before: Has infinite ammo, but has a much longer cooldown between uses - 6 seconds instead of 1. Is on slot 5 and has a holstered model so its existence should be a bit more obvious (it'll show when holding the golden wrench) Unique kill icon (and no way to mask it) should make it more clear that your minefields are being cleared. Destroys all enemy mines within an unobstructed 10 metre radius from the tip of the shovel (instead of the Clearing Charge's 7.5 metre radius from where the charge lands). No fumbling around with odd throwing arcs, but you also essentially have a shorter range and can't take out mines through walls. Damage to barricades depends on distance. At point blank range you do about 40% damage to hedgehogs per "swing" - near the maximum 10 metres you do hardly anything. No, you cannot use it as a melee weapon. (Except in the same way you'd use Clearing Charges as a "melee weapon".) Repair Tool/Golden Wrench are no longer able to break windows. Flamethrower The old, out-of-place M2 flamethrower has been replaced with the LPO-50. Still a flamethrower, but it behaves differently: Launches a stream of fire (10 projectiles over 1 second) instead of a single fireball. A bit closer to the real LPO's behaviour but not perfect. As a result it also needs a whole second to fire its full salvo instead of just one frame, so the user has to expose himself more when attacking. Extra projectiles also mean a lot more times and chances to apply the burn effect, so it is better at disrupting medic healing, and also a lot more chances at getting direct hits, which the weapon is now more reliant on for damage against infantry. Direct damage per salvo up (70 -> 100) Splash damage per salvo up (25 -> 35) Splash radius down (8 -> 7m) Direct damage multiplier to infantry up (0.2 -> 0.3) Inaccuracy when standing/jogging increased (0 -> 0.5) Inaccuracy when jumping increased (7.5 -> 10) Projectile velocity up (50 -> 100m/s) Time per salvo up (3 -> 4 seconds) Splash damage no longer occurs if the shot reaches its maximum range without hitting anything. Range up (80 -> 100m) Grenadier Splash radius up (7m -> 9m) Mechanic Health down (70 -> 60) Medic Health up (80 -> 90) Medic kit charge time down (2 -> 1 second) Medic kit cooldown time up (0.5 -> 2 seconds) Medic kit now affects other medics (but only 20%) Armour cache radius up (25 -> 30m) Officers Inaccuracy when crouched increased (0.25 -> 0.5) Rocket Soldiers Redeye/Strela range back up to 170m. Shotgunners Now have 16 projectiles instead of 10. They still do the same total damage as before, they're just more reliable. Tanya Colt damage up (25 -> 30) Volkov AP cannon now does an additional instant 2.5 fire damage whenever its burn effect sticks. Added new scopes courtesy of CMDBob. Vehicles MRJ/Tesla Tank No longer has an uneven axle track, which was causing it to move forward/backward noticeably when turning on the spot. Ore Truck Price up (700 -> 1400) Airdrop price is now equal to its War Factory price instead of 50% higher (1050 -> 1400) Chrono Tank Chronoshift range up (250 -> 300m) Projectile velocity up (50 -> 150m) Projectile range up (105 -> 110m) Move speed down (8.6 -> 8m/s) Reload speed down (1.9 -> 2 seconds) Health down (350 -> 300) Armour class is now Mammoth instead of Light (combined with the health drop this makes it more vulnerable to most anti-tank weapons, but less vulnerable to Volkov and much less vulnerable to flamethrowers/small arms) Can move/fire immediately after a successful Chronoshift. Is invulnerable for 2 seconds after a successful Chronoshift. Now has a first-person alternate camera. Mammoth Tank Mammoth Tusk projectile velocity up (50 -> 75m) Phase Tank Projectile velocity up (50 -> 75m) Yak Damage received from BulletFMJ ammo (M16, AK-47, MP5) up (0.27 -> 0.3) Damage received from Artillery ammo (arty, V2) up (0.8 -> 1.2) - now dies in one shot from arty No longer has its own unit limit. (You might still run into the fairly stringent limit on total purchased aircraft though.) MiG Added to the game. As General Kukov suggested in the unit's introduction in RA1, it is a bomber - its missiles are strictly air-to-ground. Getting the missiles to hit Longbows in flight is very difficult due to their arc, and unlikely to result in a favourable engagement due to the MiG's vulnerability to return fire from the Longbow, so it should stick to attacking ground vehicles, boats and buildings. If you want to clear the skies, get a Yak. Unlike with a Yak, you should engage ground units from a high altitude so as to give the missiles time to home in on the target. Going in a bit lower than the flight ceiling can give the enemy less time to dodge, but go too low and you risk your missiles hitting the ground instead. If you're having a hard time acquiring lock-ons against small ground vehicles, use the alternate cameras (press F). Available on Tech Level 5 plane maps (Hostile Waters, Siege). Navy Submarines now takes 3 seconds to gain submerged resistances instead of 2. Boats have a faster turn rate. Boats now have a "no damage" hitbox inside their normal hitbox, so subs surfacing inside them to avoid damage may also fail to inflict damage. Improved submarine submerge resistances again; anti-tank weapons now only deal 37.5% instead of 50%. Gunboat Health down (400 -> 300) Gun damage up (60 -> 70) Gun rate of fire down (per 1.25 seconds -> per 1.375 seconds) Range increased (110 -> 120m) Depth charge splash damage no longer occurs if the shot reaches its maximum range without hitting anything (so just use them against submerged subs or try to hit the seabed, don't try to catapult them too far) New model. Destroyer Role revised; is now more reminiscent of the Beta and RA Destroyers - it's more of a jack of all trades with anti-sub combat on par with the previous patch's Gunboat (depth charges travel as far as the Gunboat's, and in a straight fight with no misses and both parties noticing each other at the same time, the Destroyer will only barely lose to an Attack Sub - so it's disadvantaged but not helpless anymore like the old "not meant to be fighting subs" Dests), and the same top-tier anti-air capability it's always had, but slightly reduced effectiveness against infantry and buildings. True siege power is now in the hands of the Cruiser. Range decreased (170 -> 160m) New model. Cruiser Added to the game. As you might expect, it's a siege monster, but it can also fight submarines effectively from a distance, and may even be able to hit low-flying Yaks once in a while. A high minimum range, too low of a barrel angle to hit MiGs/Hinds which don't need to fly low to hit boats, and lack of depth charges prevents it from being unstoppable against properly-used subs/aircraft though. Rear turret must be manned by a passenger. (Rear turret is entered if you try to enter the vehicle while standing adjacent to the rear turret; entering from anywhere else will make you the pilot.) Taking a passenger with you gives you more bang for your buck and gives the whole vehicle less blind spots, but demands more coordination; it can still dish out competent damage even without a passenger though. Available on Tech Level 5 naval maps (Coastal Influence, Hostile Waters). Attack Sub Health down (400 -> 300) Torpedo velocity decreased (50 -> 40m/s) Torpedo damage up (90 -> 110) Torpedo rate of fire down (per 1.5 seconds -> per 1.75 seconds) Range increased (120 -> 140m) Missile Sub Health up (300 -> 375) Shore bombardment and anti-air capability are now split into two firing modes. Primary fire launches ballistic missiles for use against buildings, shoreline units, and slow/stationary boats. Unlike the standard missiles it had in previous versions, the ballistic missiles actually deal heavy damage to boats if you can hit them - but hitting them is the problem. Cruisers are fairly easy targets, but you may have a harder time hitting Destroyers, and against Gunboats you're a sitting duck. Secondary fire launches surface-to-air missiles. Range increased (170 -> 180m) Buildings Buildings' script zones (spy/thief interactions, war factory killzone, naval unit purchases, ore truck dumping, airfield landing/refilling) are now part of the building instead of being manually placed in the editor. This not only means that their size and position is consistent for all maps and will never get screwed up again, but building zone placement is another load taken off of future mappers' backs. A lot of "inaccessible" areas on buildings (for example, the slanted parts and chimneys of the Refinery roof, and the crane of the Construction Yard) now cause instant death to infantry, so you can't plant flares on them on maps with aircraft+nukes. Tweaked building resistances to provide more incentive for attacking things other than the naval/war factories: Repairs are about 5% less effective Refill Pads take noticeably less time to kill (about 20% less time) Construction Yards have had the same level of health reduction as Refill Pads, putting them on par with War Factories. Barracks, Power Plant, Radar Dome, Missile Silo, Helipad, Ore Silo, and minor base defenses take slightly less time to kill (about 5% less time) Refinery and Airfield take slightly longer to kill (about 7% more time) War Factory, Naval Yard, Sub Pen take noticeably longer to kill (about 20% more time) Naval weapons also take about 20% less time to kill buildings, so while their kill speed against naval factories and war factories isn't changed much, they are better at bringing down most inland structures. AA Gun Now fires bullets instead of instant laser beams. They'll still reliably hit aircraft though as they travel at the same speed as all other non-sniper bullets. Airfield Now refills all of a plane's ammo at once after 8 seconds, instead of partially refilling in 2 second increments (this was required due to the difference in ammo/magazines between the Yak and the MiG; using the old system would have let the MiG regain all its ammo in just 2 seconds) Allied Barracks Removed two purchase terminals (the ones that were kind of redundant cause they have another terminal right next to them) and their associated spawn points. So now the Allied barracks has the same number of spawn points that the Soviet barracks does. Construction Yard Improved vehicle collision around the front entrances. Minelayers and Rangers can now easily get over the "bumps" to the sides of the main gate. Is now affected by its own auto-repair. So in spite of the health drop it is still the toughest building, but not by much. (Of course, the more DPS your rush has the less this auto-repair matters.) Naval Factories The "Advanced" models are now the standard for all naval maps, and the old ones removed. Attacks that hit parts of the building that are more than 5 metres under the water surface no longer damage the building. (This includes C4.) Added ladders in the spawning/repair bays to allow infantry that fall into the water to save themselves. Fixed issue with (Advanced) Sub Pen where infantry would spaz out when aiming at certain sections of the floor. Opened underwater collision around the (Advanced) Naval Yard repair bay so that, in the rare event that Allies steal a sub, they can actually fit it into the repair bay and repair/sell it. Added passageways to the sides of the "main gate" of the (Advanced) Sub Pen, so it's possible for Soviets to go out to the front of the building (to defend from frontal boats, disarm flares, etc) Pillbox Instead of firing a "laser beam" that comes from between its two guns, it now fires projectile bullets from its two guns, and can rotate its barrels to hit targets that are sitting between them. (Anyone who's played Lunar Paradox and seen the "laser pillbox" may understand why we weren't able to take the two-barrel approach with the real pillbox before.) Power Plant Fixed falling through door frames. War Factory Can still produce AI Ore Trucks even after its destruction. So destroying it will not knock out two birds with one stone; you must destroy the Refinery in order to completely shut down the ore mining economy. Replaced side ladders leading to the roof with small elevators. Smoothed collision around roof windows, so you won't lose accuracy when walking onto them anymore. Aesthetics Readded support for MSAA. LST now sinks when destroyed just like other naval units (but only when not near land). V2 Launcher no longer floats slightly above ground. Impact sounds for vehicles are now consistent with their armour class (light vehicles and aircraft = light metal, heavy/mammoth vehicles and seacraft = heavy metal) More glass parts of vehicles (such as headlights and tank viewports) now produce glass impact effects and leave lasting broken glass decals. The jagged bolts of Tesla weapons should no longer turn into lasers during times of low performance. Cinematic for reinforcement drops (Radar dome/Seamist) now moves at a more realistic speed. "On fire" sound for infantry is less obnoxious. Fixed some poor smoothing on various infantry models. Buoys are orange again! (A lighting mishap stripped them of their colour before.) The shoreline foam from Siege/Hostile Waters is now present on all maps with large bodies of water. The seaweed from Hostile Waters is now present on all naval maps. Civilian buildings with interiors have been spruced up somewhat with some KOTG house props, some new props by Ice, and less ancient textures. Construction Yard, Power Plant and Refinery have had their window frames redone. Power Plant and Refinery pipes have been upgraded to the War Factory ones. Refinery furnaces have been upgraded to the Power Plant ones. Construction Yard crane mode has been upgraded to the Advanced Naval one. Building pipes now have supports. Barracks and Refinery now have shelves with more props. Refinery ore piles now also contain dirt. Refinery chimneys now use a yellow concrete texture, similar to how they were portrayed in the RA1 sidebar icon. Power Plant roofs are now a flat brown concrete instead of reusing the brick wall texture. Missile Silo now has desert (Zama) and snow/urban (Hostile Waters, North by Northwest, Siege Soviet) variants Service Depot has a new texture by Kicken. Tesla Coil no longer has electric effects during low power. Building glass is now reflective like vehicle glass. Damaged buildings now emit smoke as well as fire. Damaged building fire is no longer silent. Auxiliary buildings now have damage fire/smoke/alarms and death smoke. Maps Reduced rocks on various maps. Flight ceiling height has been made consistent across all maps - now they are all 75m above the main play area. (For Ridge War this just means the middle of the map.) This means Guard Duty (125), Siege (120) and Hostile Waters (110) have gotten a considerable reduction in flight ceiling height, while Pacific Threat (50), Ridge War (60) and To the Core (65) have gotten an increase. Large bodies of water on non-naval maps are now treated as solid for naval units (just in case admins decide to have some fun). There's no shoreline blockers though. Coastal Influence Fixed War Factory construction paths. Hostile Waters Islands and base have been remade to reduce travel time and put more focus on attacking buildings besides just the naval yard/sub pen. Income is now a flat 4 credits per second; 2 of this is from a Gem Silo, and 2 is from the Advanced Naval building (so the flow of income can't be stopped completely). Removed Barracks, refill pads and Radar Dome. Added Missile Silo. Soviets have an airfield instead of helipad/SD. Capturable strucures no longer exist. You gain an additional 700 credits once the jukebox starts up, granting almost immediate access to the Destroyer/Missile Sub, since Gunboats/Attack Subs don't really serve much purpose without them on a map with noticeable shoreline defenses. (We weren't able to do per-map starting credits so this is the closest thing you'll get; please kindly donate to people who join in the middle of the match.) Icebergs are now smaller, more spread out, and inaccessible to infantry. (Unless you use a heli to land on them, but that's an Allied-only option and they have no infantry that can damage submerged subs, so there's not really much point in doing so except binoc scouting.) Visuals for the base islands are incomplete; this is because I want to test how well the new base layout/distance actually works before spending more time on it. If it tests well, the map will see visual upgrades in the future. Lunar Paradox Landing pads no longer cause free aim to freak out. Metro Mine limit down (30 -> 20) North by Northwest Fixed drowning damage being applied from higher than the standard -1.5m depth. Terrain around service depots is more even. Improved accessibility for Soviet WF walls. Pacific Threat Raised moon height so the sun halo doesn't show up through the water. Siege Downgraded defences covering front entrance; Allies no longer have a Gap Generator, and Soviets only have a Flame Tower instead of Tesla Coil. Replaced Power Plant with Missile Silo. (Would have just added the silo without removing the PP, but there's not really room to add more buildings into these bases especially since super cramped bases = too easy for a nuke to kill everything). Shifted walls at Allied side entrance around so that the way in is better covered against chinooks. Shortened the cliff at the Soviet side entrance to make the route more open to Allied attack. Removed Soviet refill pads (they're compensated by the airfield anyway). Zama Reduced amount of ore rocks/gems in the resource patches because it was quite ridiculous compared to other maps. Made mudslide slightly less steep. Fixed backface in mudslide. [blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog.)[/blurb] [thumb]thumb_apb.5.png[/thumb] [blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog. When you have time. It's a big one.)[/blurb]
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  30. [blurb]The update everyone has been waiting to see![/blurb][thumb]thumb_apb.7.png[/thumb]Hello everyone! Welcome to the late night update! The update you've all been waiting for the past few weeks! I'm your host, Coolrock-o! I bring you an exciting new showing of what's been in the works for the past few months. Let me tell you, it wasn't easy getting this all ready for the fans that have been sticking around all these years. Be happy that Pushwall is here, otherwise none of this wouldn't be possible! I know I have a lot of you on the edge wondering what this is all about by now, so let's get to it! MiGThe MiG is finally finished, and will be added into the game come the next patch. More details will be released in the developer blog! For now, I have a very nice render to show off the final product. This should be a nice flash back for anyone familiar with the Red Alert cutscenes. Model by @Sir_Phoenixx | Texture by @Fabian| Render by @Dghelneshi With such a flashy new MiG being added into the game, which threatens the Allied Navy, we decided that it was also time to overhaul the naval units. Let's face it, the older models have served their purpose! Gunboat While the best looking of the two ships, we still felt that this ship needed a new look to match the other detail wise. Here's a look at the new Gunboat! Again, more details will be given once the developer blog is released. Model & Texture by Omegavision | Render by @Dghelneshi Let's jump right into our last update for the night! DestroyerThis has to be one of the biggest improvements to a vehicle this game has seen in years. Hands down one of the best looking vehicles currently in the game. This will be your go-to when protecting your fleet from incoming Yaks, MiGs, and Hinds! Model & Texture by Omegavision | Render by @Dghelneshi Along with all this happening, the Soviets also need to see an update also. Currently a WIP, but I wanted to share this with you guys anyways! Missile SubSorry for the picture quality, but it's the best I have for this sneak peak. Hope you guys don't mind! Model by @Kane000 This one won't be ready for a while, but it'll be coming with hopefully a new Attack Sub later this year! With all that said and done, I hope you guys enjoyed this little teaser. I swear I'm forgetting something though Oh that's right! How silly of me! Cruiser Model & Texture by Omegavision | Render by @Dghelneshi IT'S HERE NEXT PATCH! GOODNIGHT EVERYONE!
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  31. We're talking about Gary motherfucking Oak. You two got a problem with each other, y'all had better settle that shit in a Pokémon battle.
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  32. COMPATIBLE WITH LATEST A PATH BEYOND RELEASE! Texture pack last updated 2016/06/22 for Delta's 3.0.6.X release. See changes/additions below. All content featured in this texture pack should be compatible with the most current/recent patch of Red Alert: A Path Beyond. Enjoyed playing Red Alert? Ever wanted to play Red Alert: A Path Beyond with faction colors? Then this texture pack is for you! The textures contained in this pack will colorize the characters and vehicles of APB to represent their house colors from the Red Alert RTS. Allies will have the following house colors: Blue, teal, green, desert/sand Soviets will have the following house colors: Red, orange, yellow, brown When choosing a unit that has multiple camos, the symbol on the upper left of the purchase icon will tell you which color you will be buying: UPDATES FOR DELTA 3.0: SEE UPDATES FOR DELTA 3.0.6 IN THE NEXT SPOILER! UPDATES FOR DELTA 3.0.6 DOWNLOAD HERE INSTALLATION Unpack the contents of the RAR file into the game's "data" folder. For reference, the installation path should be the following: Once unpacked, load up APB and play like it's 1996 all over again! Special thanks to V0LK0V and Kicken for the original idea of the classic colors pack. Without them, this texture pack would not have existed for this long.
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  33. Red Alert: A Path Beyond Update This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! Changelist INFANTRY Credit yield of sergeant up from 20 to 30 (matches new price) Credit yield of rocket soldier up from 60 to 80 (matches new price) VEHICLES V2 arc shots no longer explode in midair at long range. Gunboat cannon damage down from 70 to 65. Gunboat depth charge splash damage down from 80 to 60. Gunboat depth charge splash radius down from 25 to 22.5. Gunboat maximum turret tilt up from 7.5 to 8.75 degrees. Longbow damage multiplier to naval units down by 10% (1 -> 0.9) Longbow damage multiplier to submerged subs down by 67% (0.15 -> 0.05) APC maximum turret tilt up from 30 to 45 degrees. APC projectile velocity up from 250 to 500m/s. APC damage multiplier to air units up by 17% (0.75 -> 0.875) Light Tank maximum turret tilt down from 35 to 30 degrees. Medium Tank, Heavy Tank, Mammoth Tank maximum turret tilt down from 20 to 17.5 degrees. Mobile AA Gun now has alternate cameras. Phase Tank physics redone to be less slippery and accelerate/decelerate more quickly. Hind damage multiplier to heavy vehicles up by 11% (0.225 -> 0.25) Hind damage multiplier to air units up by 10% (0.5 -> 0.55) Air units' rotors no longer have camera collision as this caused the camera to freak out when flying close to a friendly flier. BUILDINGS Pillbox has its old sound back. Pillbox damage down from 10 to 9. AESTHETICS Mobile AA Gun and Mobile Gap Generator driver/passenger no longer hover above their seats. MAPS RA_Antlion Added ambient sounds. RA_AS_Seamist Soviet Helipad should function properly now. Shallows are no longer darkened like deep water is. RA_CoastalInfluence Fixed terrain seam by Allied forward service depot. Fixed river transparency. RA_Fissure Re-enabled Thieves. Flamethrowers and Thieves (TL2 units) cost double the normal amount of credits. RA_RiverRaid Moved rock at front of Soviet WF that was easy to get stuck on. RA_ToTheCore Added ambient sounds.
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  34. Version 0.7.1.0 of the W3D Hub launcher is now available. This update includes an improved package downloader for users with less stable internet conections Version 0.7.1.0 of the W3D Hub launcher is now available via the automatic update mechanism. This update includes an improved package downloader which will recover from transient network drop-outs during a download. This should improve the install and update experience for users with less stable network connections. Note that this is only a first pass at improving the entire download and install process and doesn't resolve all outstanding issues. Longer network drops will still cause a failed download if it is unable to resume within the timeout period and, at present, would require downloading again from scratch at a later time. Support for resuming a download at a later time is in the development plans.
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  35. Well, hello again everyone. It's been just over a year since we've done one of these, which is pretty bad on our part, but hopefully you'll forgive us in lieu of the wealth of AR info that we're going to be offering today. A lot has happened since the last update; Apocalypse Rising now has a new home at W3D Hub, a new development environment which is already doing the job of proving to ourselves that the gears can once again start turning and that there are still a good amount of W3D developers looking to collaborate if they are given a chance! We've got lots of new assets to show off and we're looking to expand our community and team from here on out. One of the big developments that happened last year was AR's migration to the development build of scripts 5.0! this means that we can make use of the latest and greatest developments from the talented individuals who are pushing the envelope on what the W3D engine can really do! We're thinking that this year will be a great year for AR; we've got a lot of energy back and we're looking to really push forward with the project in a way that couldn't be achieved before. We all hope that the community that we are building here will eventually be the go-to place for all W3D modding, but we'll speak more about that later, so now enjoy the resurgence of Apocalypse Rising! Robot Tank Romanov has done a magnificent job of recreating the Robot Tank for the Allies to utilize in the battlefield. This unit is essentially a hovering drone that mounts a couple of light cannons. Players will need to activate terminals to purchase this vehicle and use it in the battlefield remotely. This means that their character will be vulnerable if the Soviets storm the base, but they will not be killed if their Robot Tank is destroyed. In AR, Robot tanks are a great alternative to the Grizzly Tank in terms of speed and their ability to cross water, however they are not as well armed or armoured as the Grizzly, which is why they are somewhat cheaper. Robot Tank control will eventually be dictated by the Robot Control Centre, but for now their operation will be controlled from terminals in the Air Force Command HQ (until the RCC is modelled). Mirage Tank Romanov has modelled up a new Mirage Tank, since the placeholder model that we have ingame currently is around 10 years old now. We are looking to include more than just Radar Tech in our first release now; so extra battle-lab tech units, such as the Mirage Tank, are being created for full implementation. In AR the Mirage Tank is pretty good against infantry and light to medium vehicles, but it is not as effective against buildings, meaning that any Allied team looking to smash in some Soviet defences will need to back up their Mirages with Prism Tanks (and yes, that means the Prism Tank is coming soon!) Tesla Tank Romanov has also finalised the model for the Russian Tesla Tank (he's been a busy guy this past year!). Soviet Russia has access to this unique, but natural extension of the Tesla Trooper. The Tesla Tank goes against the normal conventions of Soviet Tank design because it is fairly lightly armoured and very mobile. The twin tesla coils mounted on the turret are incredibly effective against enemy infantry as well as being fairly good against vehicles. The Tesla Tank will probably be the first vehicle in the game that makes use of danpaul88's country randomiser. For those of you who don't know, this game mechanic randomly picks from the countries in Red Alert 2 at the beginning of the match so that battles will play out slightly differently each time for the most part. This should hopefully keep the gameplay pretty fresh! Here are some images of the new Tesla Tank, built using the best bits of concept art and RA2 installer renders. Attack Dogs Something that a lot of people have been wondering, ever since the start of AR's development, is whether dogs would eventually be implemented or not. Well I'm pleased to announce that with the hard work of Jerad and Romanov, we have our solution! Jerad from ECW (Expansive Civilian Warfare, the mod that used to be RP2) has recently joined our team to help out with us and eventually fully integrate into W3D Hub (but more on that in a community update). He brings with him a wealth of information on how to create custom character animations and skeletons for Renegade which is incredibly invaluable knowledge given how niche the W3D Engine is. With this, he has been able to set out the framework for attack dogs and how they will be implemented in AR. Here are some videos showing some of the animations in action with a stock model that Jerad bought. Romanov has created the Allied Dog model (a German Shepherd) that will be rigged up to these new animations so that we can use it in AR. Here's a screenshot! Among other things, attack dogs are great against infantry and are especially useful when routing out spies. It is currently being decided on how they will fit into AR's balance, but at the end of the day, they should be an incredibly cool addition! One more thing to note is the fact that now we have a dog skeleton, it will be possible to create Tiberium Fiends for Reborn as well as eventually creating additional skeletons for things such as Floaters, Viceroids and the dreaded Tiberium Veinhole Monster. The possibilities of what we can do with animals and other creatures just became a lot more open! Spys Chronometer and Spyglass Romanov has modelled the "weapon" for the Spy! We say "weapon" because although it acts like a selectable weapon in-game, it is more of a utility. With the Spyglass and Chronometer, you will be able to target any enemy unit from a long distance. This will activate small holographic projectors affixed to the Spy's Tuxedo, making the spy disguise himself as an enemy or friendly unit. Whilst Spies can choose to disguise themselves as enemy units, they can also disguise themselves as friendly units; allowing the Spy to be a SEAL or Tanya decoy to confuse the Soviets. Here's a render of the textured models! We anticipate that the Spy will be a really fun unit to play as once he is in the game! It's refreshing to have a unit that we can really have some fun with and enhance their abilities to shake up the gameplay a bit. Hopefully a smart Spy will cause some entertainment on the battlefield as they troll the Soviets with their abilities! Gurdian G.I.s Spectre M4 Sub-Machine Gun When choosing what weapon we wanted to use for the Guardian G.I., we wanted to pick a weapon that would match the chunky aesthetic of the character. after deciding that using a third MP5 would be a bad idea, we settled on the Spectre M4. Not only does it share similarities with the concept art, it also falls in line with our design for the Allies being a multi-national fighting force that uses guns from all over it's territory (the Spectre being italian). Moonsense has already rigged this weapon up and it's in-game, but you'll have to wait for a screenshot of that. Team Updates We'll hopefully be keeping up this tradition in our new community round-ups! But for now, let's see what people have been up to! OWA managed to procure a job at The Creative Assembly in June of last year. Since then he has worked on and been credited in Alien: Isolation and Total War: Attila as a QA Technician! He has finished the Conscript model and moved on to work on finshing Romanov's G.I., making a new Apocalypse Tank and generally improving the community services! There's an AR forum skin on the way! dtrngd changed his name to moonsense715 and has rerigged all of the weapons with new hands! He also has been working silently on the Allied Airforce Command HQ. danpaul88's been working on the launcher, mainly fixing bugs and upgrading it with new features! cfehunter is back and has joined the graphics/shader department of the engine/scripts team led by Jonwil. Jonwil has been working hard on a ton of new script features for all the mods! Romanov has been modeling and texturing all sorts of assets, as you can see that everywhere in this blog Generalcamo has joined the team and has been working on making aircraft fall on death like in RA2. He should have a video ready soon! Killing_You has been working on vehicle sounds, and will soon be moving on to start on weapon sounds! Dee Bingo and Methelina from the BFD team have been working together on an exciting character model but we can't tell you any details just yet! Squid Empire has been drawing concept art like a machine for developers to use for reference. Nuclear Kommando created a bunch of new Interface graphics and has moved on to upgrade the ingame HUD. Pushwall from BHP helped moonsense with ingame vehicle physics. Byamarro has been lurking around and has textured the Conscript. We are looking for Testers! We need people to test all this cool new stuff we made and are making! If you are interested in becoming a part of history, CLICK HERE to learn how to apply! The last AR Random Corner This is unfortunately the last AR random corner. Luckily for you though, it's a good one! First off we have a sad song to mourn the passing of the Random Corner. If you guys played Metal Gear Solid 3, you'll know how crazy this is. Some interesting archive footage of the Mark VIII Liberty Tank! Also for you 40K fans out there! Here's a remake of Episode 1 of Bruva Alfabusa's If the Emperor had a Text to Speech Device! It's a great series for those of you who haven't yet seen it! Finally, to celebrate Space Jam month here at W3D Hub, here's some Command & Slam! The Future of Blogs and Updates Hey guys OWA here. I wanted to address you all directly about how long it's taken to push this update out. I won't lie to you guys and gals, but the time it took to post this was pretty unacceptable on my part (mainly thanks to my escalating work schedule and lack of motivation over the last year), so in lieu of this I've decided to re-vamp the way we deliver our game updates. What I'd like is for our content to be posted as it's finalised, instead of waiting for a big chunk of stuff to release all at once. I feel that smaller updates will help to keep you guys engaged in what's happening as well as help us out with critique at more crucial times. When we founded W3D Hub, one of our goals was to be open to the community about some of the cool stuff we were working on, so this ties into it quite nicely. Through these smaller development updates, you can keep up to speed on the cool stuff that we are doing! Also, for those of you who prefer reading larger updates, so that you don't have to keep checking back, we are also considering running a fortnightly/monthly W3D Hub community roundup, which will include all of the latest developments from all of the mods, as well as keep you guys informed about what's happening in the community. Please feel free to voice your opinions on this, as we'll take it into consideration for our next updates! See you on the battlefield! - OWA
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  36. Today is February 26! And you know what that means! Today we celebrate the anniversary of C&C Renegade, the game that started it all for us. Check out the tribute video made by Havoc89 and the Renegade X team![blurb]February 26! Today we celebrate the anniversary of Command and Conquer Renegade, the game that started it all for us. Come check out the tribute video made by the Renegade X team![/blurb] [thumb]custom_thumb_ren.png[/thumb]
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  37. Kennel Migs Remodeled ships Cruiser
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  38. Hey guys, I figured that it is time for a new thread since this is no longer an "uncategorized" project! This is an upcoming Red Alert: A Path Beyond core gameplay level, and for the first time, this is a mission set on US soil. But as I do not wish to spoil everything in advance, I will keep the remaining information such as the background plot close to myself until release... But here is what I CAN share! The level features a large number of 4096x4096 diffuse textures, created from real photography and edited by myself. All photography was paid for, as I could not have taken them myself given that I live in Europe! The level features a lot of experimental graphical effects, the bulk of which could not have been rendered in older versions of the W3D engine and game tools. The level geometry uses some of the most complex meshes that W3D can presently support. Everything you see is still a work in progress! Here is a video demonstrating some of the environmental effects, such as periodic overhead dust storms, persistent distant dust storms, full screen colour filtering, full screen dust particle animations, and some decrepit old windmill, because reasons! [NOTE: Unfortunately, YouTube murders the image clarity a lot, so the smaller details are hard to spot, but in-game these will be much more visible!] As always, let me know what you think, if you have suggestions, or whatever. Post words!
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  39. Life signs, the best kind of signs. Preview of the revamped Hostile Waters, Soviet base. Key feedback was always that LST landing parties had too many easy angles of approach, so each of the two bases are gaining some significant terrain changes to make attack routes more defined. The Allied base uses more natural terrain for the same purpose, while the Soviet one uses more industrial themes, an approach I also used back on Siege. Note that I'm having a few strange issues that are roadblocking further development progress, so as of now the only thing I can work on is aesthetic changes and general terrain changes, such as this one. This means, no ETA for when I finally get to complete this APB level. Upon delivery, release is entirely the decision of Pushwall. Added note: Due to time restrictions and concerns regarding network based gameplay behavior, the rail cart system and related underground tunnels have unfortunately been cut from the reboot project, despite having been largely completed already. I figured I'd make this a post regardless of the lack of substantial 'meat', I might post future updates in this thread however.
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  40. Red Alert: A Path Beyond Update Hello everyone - apologies for being almost completely absent the past few months save for answering one or two forum/IRC queries, but I kind of needed a break. Have a Christmas present for your patience! General Wrecked Medium Tank prop has been redone completely by @Ice using the Delta Medium Tank as a base. Fixed some unwrapping issues with the wrecked Light Tank prop. (again by Ice) Some minor improvements to the Wrecked Heavy Tank prop and texture. (again by Ice) Updated to a much newer scripts build; now we can debug crashdumps again. Bots driving vehicles on the server now actually show their turret rotation properly to clients, so they will no longer appear to fire a projectile in a completely different direction from you and still hit you. I only just learned about this script-fix less than a day before the patch was meant to go live so I haven't been able to do anything with it yet; for the time being it'll make Camos Canyon bot matches less awkward, but you can expect to see bot functionality added to a few more of the less-complicated maps in future. Infantry Grenadier Projectile velocity up (50 -> 60m/s) Medic Self-healing now starts after 5 seconds instead of 1. Health down (100 -> 90) MP5 ROF down (12.5 -> 11.25) Captain/Kapitan M60/PKM damage to MCTless buildings down by 6.25% (0.2 -> 0.1875) M60/PKM damage to base defenses down by 16.67% (0.15 -> 0.125) Portable Stinger (misc. event weapon) Range down (180 -> 135m) Reload time down (2.5 -> 2s) Projectile damage down (120 -> 70) Splash damage down (30 -> 25) Splash radius down (14 -> 12m) Projectile velocity down (200 -> 50m/s) Rifle Soldier M16/AK-47 damage to MCTless buildings down by 6.25% (0.16 -> 0.15) M16/AK-47 damage to base defenses down by 7.4% (0.135 -> 0.125) Spy Fixed oversight where he could establish radar relays while his own Radar Dome was still up, which caused his dome to stop working after the relay's timer expired. Sniper Fixed rendering issue with Allied Sniper where his bandolier glowed in the dark, so he should be harder to spot now. Added snow camo variant for both teams courtesy of Ice; click the gold arrow on the purchase icon to switch what camo you're buying. Volkov Anti-tank cannon range down (90 -> 85m) Vehicles Ranger Damage to MCTless buildings and base defenses down by 6.25% (0.2 -> 0.1875) Tesla Tank Fixed alt camera being too high - it was sharing the Mammoth Tank's alt camera which got moved up when the Mammoth was resized. Buildings Refinery Improved collision on the rails in the stairwell. War Factory Construction magnet doesn't block camera movement anymore. Missile Silo Launch animation is slightly redone to be less silly from the basement view; the missile smoke doesn't clip through the wall of the basement quite so much, and a new missile will not materialise right in front of onlookers' eyes. Maps RA_NorthByNorthwest Brought back from the dead! Map has been shrunk slightly. Bases are now backed up against the map borders. The spring on the central hill is now a much more defensible position to infantry, surrounded by rocks/vehicle wrecks/bunkers that prevent vehicle access. To compensate, the hill is not quite as heavily forested as before, so compared to Gamma it shouldn't be as painful to move vehicles around the edges if you control the area. The corner hills are now much steeper than before, and are only accessible from certain ramps. Added 3 neutral Supply Truck spawn points. Tech Level set to 2. New Delta jukebox: Depth Charge (initial track just like in Gamma), Creeping Upon, Re-Con, We Will Stop Them Added a Missile Silo, an Ore Silo (as usual), and an extra Service Depot. Less defenses in total, but since the bases are assailable from less angles than before and the walls are a little more helpful than before, bases are still pretty well defended. Somewhere there is a fidget spinner new neutral building to explore, courtesy of @CMDBob, with a randomly spawning crate that can be of great use to you. Whereas KOTG's crate focuses primarily on weapons, NBNW's crate focuses primarily on defense and reclassing - it's not recommended to pick one up if you're comfortable with your current class. It can even give you some infantry units from higher tech levels or from the other team, or maybe even something beyond all that! RA_KeepOffTheGrass Crate now spawns every 90-150 seconds (like the new NBNW crate) instead of a fixed 120. Crate can no longer give radar invisibility or medic kits. Crate can now give limited M16s, AK-47s, Shock Rifles and Colt .45s. Crate now has a 1/4 chance of changing you to a Captain or Rocket Soldier (or the Soviet equivalent). This will reset your inventory, making it much less likely for crate abuse to turn a character into a walking arsenal, but at least you still have a useful field class. RA_Metro More destructible hedgehogs have been added, this time to the bridges. Now you need to clear them if you want vehicles to attack at all. Added concrete walls to the east of the north Soviet silo to make assaulting it from the bridge more difficult initially. Soviet WF construction death zone no longer pokes slightly out of one of the sides of the construction pad. Bots can't buy vehicles anymore - they wouldn't know how to handle the hedgehog blockades anyway. Bots can't buy Tanya or Volkov anymore - they shouldn't be available to them due to tech level. Moved the silos around: Soviet north silo is now moved outside the map border fence. You can still repair it from this position, but it's harder to do so while under attack as the area from which your tool can reach it is fairly limited. Most importantly it is now much more protected from almost-b2b arty fire. Soviet south silo is now slightly further from the WF, on the other side of the drainage grate. Some cones have been removed to make it still feasible to mine. Allied south silo is moved all the way back to the war factory, so it can't be attacked from behind the bridge anymore. Allied north silo is moved back slightly, giving attackers from the hospital/restaurant side a better angle of attack against it. RA_Pipeline Removed a barrel that was clipping through a concrete wall. Sandstorm particles no longer move in the opposite direction of the Barracks flags. RA_RiverRaid Added a vehicle blocker to the upper tunnel so Rangers can't get in. RA_Siege Fixed a bit of the castle wall filler mesh that was poking out into the real world. RA_Zama The lower-elevated parts of the map have been heavily deforested; the large forest between the Allied base and the river has been turned into more water (bringing it a bit closer to the actual Red Alert version of Zama), and the large forest between the Soviet base and the village has been turned into a rocky valley.
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  41. Red Alert: A Path Beyond Update This is a big one, so if you don't have the patience for the whole changelog or you just want the cliff notes, just look for siren-marked units and bolded sub-entries. [blurb]Be sure to check out the latest developments for Red Alert: A Path Beyond! Warplanes, consistent AA, reinforcements, a combat score/economy overhaul and more![/blurb] General Gamma's radio commands have been replaced with Nuclear Winter ones, for consistency since not all of the NW ones got replaced before by whoever voiced the new ones. Due to limited voice-splicing capabilities with the old commands, and some unusual placements of newer commands, some commands have actually become different ones as a result: Ctrl+3 = "Beware enemy mines" (was "Attack the Barracks", which was for some reason separated from the other attack commands.) Ctrl+4 = "Don't buy Demolition Trucks" (was "Attack the War Factory", which was for some reason separated from the other attack commands.) Ctrl+9 = "That's real, disarm it" (was "That's a real threat". A true loss to us all, but let's face it, it was basically the new Intelligence Dubious.) Ctrl+Alt+3 = "Attack the Helipad" (was "Attack the Construction Yard"... a Helipad command exists in the old commands, but not new ones, and I ran out of room for all of the buildings. The helipad is a more pivotal structure than the CY so it deserves a command more I'd say.) Ctrl+Alt+5 = "Attack the Barracks" (was "Attack the Power Plant"... there's no PP reference in the old commands so we couldn't keep this.) Ctrl+Alt+6 = "Attack the War Factory" (was "Defend the base"... which is kind of already covered by "Bolster our defenses" and "Building needs repairs") Infantry General Unequipped A-Bomb Signal Flares are now visibly carried on a character's waist (though if they have multiple weapons the visibility of this depends on which weapon they have equipped because "back weapons" are weird). Pay attention to these so you know who to shoot! Officers Damage multiplier to building exteriors up by 50% (0.1 -> 0.15). Damage multiplier to MCTless buildings up by 7% (0.175 -> 0.1875). Magazine size up (50 -> 100). Reload time up (2 -> 4). This means the bigger magazine does not affect their overall DPS - just their alpha and their ability to give suppressing fire. Accuracy penalties adjusted (1 standing/0.2 crouching/0.2 crabwalking -> 1.25 standing/0.1 crouching/0.25 crabwalking). Accuracy penalties stabilise faster (1.25 -> 2 units per second). Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Flamethrower Splash damage up (27.5 -> 30) Splash radius down (10 -> 9.5). This is a winning trade unless your shot lands more than 6m off target. Death explosion damage up (50 -> 60) Death explosion radius down (10 -> 9.5). Tech Level down to 1. Grenadier/RPG Trooper The "artillery" form of the Grenadier has been cut from the game entirely, and the RPG Trooper has stolen his name on a technicality (he has a Rocket Propelled Grenade launcher, see?) as well as something else I'll mention further down the list. He uses the RPG Trooper's pale brown fatigues by default, but has old Grenadier yellow as an alternate camo. RPG-7 has an arc again. RPG-7 range up from 105 to 110m (same as LAW). Grenadier (aka RPG Trooper) no longer has a limited Makarov sidearm; instead he has limited F1 grenades (only 12), which take on the same role of being a last-ditch self-defense option against infantry: Now explodes on contact. Now only hurts infantry. Accuracy penalties actually work now (3 when jumping/sprinting, 0.25 when idle/jogging, 0 when crouching/crabwalking, stabilises at 3/sec). C4 logic was precluding this before. Velocity down (60 -> 37.5m/s) Range down (150 -> 75m) Splash radius down (10 -> 8m) Splash armour penetration down (50% -> 37.5%) Splash damage up (30 -> 40). Combined with the penetration reduction and damage dropoff this is actually a downgrade unless your foes are naked or you get a direct hit. Projectile size up (0 -> 0.25m) Screen shake is twice as harsh and long. Direct damage up from 0 (which was due to C4 not supporting direct damage) to 12.5. This uses the same warhead as the pistols, so this is merely equivalent to one Silenced Beretta shot, but that's not counting the splash damage. Rocket Soldiers Redeye/Strela are no longer homing. You will HAVE to lead your shots now - but if you can do this then you have a very reliable weapon, unlike the tracking version which just randomly didn't work. Redeye/Strela damage decreased (Redeye 140 -> 110, Strela 120 -> 80). This means the Redeye needs 1 more hit and the Strela needs 2 more to kill the enemy team's aircraft, but that shouldn't be a problem if tracking has resulted in plenty of misses for you! Strela reload time down (2.5 -> 2.2), to compensate for its greatly reduced power. Redeye/Strela velocity up (Redeye 200 -> 500m/s, Strela 160 -> 500m/s) Redeye/Strela range up (170 -> 175m) Redeye/Strela damage multiplier to boats up (0.5/0.4 -> 0.625/0.5), to compensate for the base damage reduction. Effectiveness in this area is barely any different to before as a result. Redeye/Strela accuracy penalties actually work now (2.5 when jumping/sprinting, 0 when idle/jogging/crouching/crabwalking, stabilises at 2/sec). Tracking logic was precluding these before. Redeye/Strela have a thicker smoke trail to make their presence more obvious. Now have their sidearms on Deathmatch maps. Mechanic Repairs Mammoth-class vehicles 33% slower. No longer auto-repairs at a faster rate when being a passenger instead of a pilot; with the removal of extra MBT seats this feature got relegated to the Ranger and APC, and was only relevant for the latter to aid in killwhoring. Medic Medic kit now takes 1 second to equip after switching/sprinting (was 0.5). Shotgunners TOZ-194 is now shouldered for easier headshotting/firing over cover. The "quick fire" DOT inflicted by Remington/TOZ dragonsbreath is now slightly weaker (2.5 damage over 2 seconds instead of 5 over 3) but has a 100% chance of being inflicted (was 40% per attack). Good for cancelling medic heals. Thief Can now steal from Ore Silos on any map (as long as the silo's terminal is not obstructed). However, he can only steal 33% of the Soviets' funds from Ore Silos, as opposed to 50% at the Refinery. Has a HUD help message explaining how to use him. Volkov Volknades range up (80 -> 100m) Volknades direct damage up (35 -> 70) Volknades splash damage up (27.5 -> 30) Volknades splash radius up (10 -> 11). Volktillery spread down (3 -> 2.5) Volktillery now has a harsher explosion effect and screen shake ala Beta; damage is identical though. Vulnerability to accidental AP mine detonation decreased (was 50% that of regular infantry; now 25%) Vehicles General Light vehicles (Artillery, V2, MRJ, Supply Truck, Demolition Truck) no longer have an innate 25% Tesla resistance. Updated purchase terminal logic for "optional" vehicles (MRJ, Soviet Ranger, Allied Chinook, Ore Truck) so there should no longer be any discrepancies in price/techlevel/availability that shouldn't exist. All that's really changed for the layman is that it'll be easier to enable these vehicles when map editing (for when the SDK comes out) and Ore Trucks are no longer available on maps without a Refinery. All vehicles have had a portion of their points reward converted from damage points to kill points. Demolition Truck, MAD Tank: 100 kill points Phase Tank, Tesla Tank, Mobile Artillery, V2 Launcher, Longbow, Hind: 50 Every other vehicle except ST: 25 Supply Truck: 12.5 Some vehicles' total point yield has been reduced: Longbow, Hind: Down from 150 to 125 Chinook, LST, APC: Down from 100 to 75 Mobile Radar Jammer: Down from 100 to 50 Just like with points, cash rewards for vehicles are partially shifted from damage cash to kill cash. Cash rewards are split halfway between damage and kill cash (just like with infantry), except for the Demolition Truck/MAD Tank where they are 75% kill cash, 25% damage cash. Vehicles more expensive than $1200 no longer have a cap on their cash rewards, so they are more lucrative to hunt down. Suicidal or unarmed vehicles (including the Minelayer) now only provide cash equal to 10% of their price in rewards, instead of 20% - just like how it is for infantry whose only means of self-defense is the Makarov/Beretta. Naval units that are not near a shoreline/dock/naval structure cannot be "accidentally" ejected (or entered) and all their occupants will instantly die when the unit is destroyed away from these areas. Currently this does not apply to Destroyers/Gunboats as doing this now would break their animations, but it may be expanded to them some time in future if this is resolved. APC Health down (400 -> 250). Armour class upgraded to Mammoth, which affords it slightly more resistance to flame weapons than its former 400-health "Heavy" self had, and making it almost as resistant to small-arms. Doesn't help against real anti-tank weapons though. Max speed up (13.66 -> 15.46, a ~13.2% increase). This puts it second only to the Ranger in straightaway speed. Acceleration/deceleration decreased; reaching max speed/stopping takes about twice as long as before. Which still isn't very long, but enough to make it hard to dodge back and forth like an LT. Spread up (0.25 -> 0.5) Projectile damage increased (6 -> 7), a 16.67% DPS increase against most targets. Projectile damage multiplier to mines up (0.75 -> 1). Projectile damage multiplier to aircraft decreased (1 -> 0.875). This lends it only a ~2% increase in DPS with its higher base damage. Projectile damage multiplier to buildings decreased (0.2 -> 0.16). This lends it a ~6.7% decrease in DPS despite its higher base damage. Projectile damage multiplier to mammoth-class vehicles decreased (0.5 -> 0.375). This lends it a 12.5% decrease in DPS in this area. Maximum/minimum turret tilts adjusted (+45/-22.5 -> +60/-20) Has a horn. Mobile Artillery Minimum turret tilt heightened (0 -> +2.5), effectively increasing its minimum range on flat ground by about 15 metres. Reload time down (4.875 -> 4.75), a ~2.6% DPS increase. Price up to 900. Chinook Transport Ascent/descent speed up (10 -> 11.6, a 16% increase) Destroyer/Missile Sub Range up (175 -> 180m) Mi-24 Hind Turn rate up (40 -> 75) Ascent/descent speed up (8.6 -> 10.75, a 25% increase) Bullet velocity up (250 -> 500m/s), should again help with actually hitting things. Damage multiplier to Mammoth-class vehicles up (0.125 -> 0.175). Pierces vehicle armour more (37.5% -> 50%) Clicks when out of ammo. AH-64 Longbow Turn rate up (55 -> 90) Ascent/descent speed up (13.5 -> 16.7, a 24% increase) Damage to naval units up (75 -> 80) Damage to Tesla Tanks down (80 -> 70) Clicks when out of ammo Minelayer Fixed bug where Soviet Minelayer stolen by a Spy would be targeted by defenses. Mobile Radar Jammer Can no longer be stolen while deployed. Price up to 1200. (If you're curious as to why, see the Radar Dome section.) Ranger Fixed issue where attempting to drive downhill at max speed would cause you stall out until you fell to LT-ish speed. Damage multiplier to defenses up by 6.66% (0.1875 -> 0.2) Armour penetration up (75% -> 87.5%). Now needs less 1 less headshot to kill most units. Now has a unique armour class, largely similar to light vehicles but with a few key differences: Retains the 25% Tesla resistance that light vehicles used to have. Only takes 75 health damage from AT mines (armour still gets insta-stripped as normal). It might not sound like it makes sense... but bear in mind due to the mine's targeting quirks, larger-profile tanks often have to drive straight over a mine to trigger it, while Rangers trigger them without even being that close to them. So just see it as them being less affected because they don't get directly hit Repaired 33% faster by Mechanics. Takes 25% more damage from Hinds. Shield does not take 25% reduced damage from nukes like other light vehicles do. Attack Submarine Projectile speed up (50 -> 62.5m/s). No longer has projectile extension so its projectiles will not noclip through targets at point blank range. Supply Truck Max speed up (12.23 -> 13.48, a ~10% increase). Does not affect Demolition Trucks. Tesla Tank Range up (122.5 -> 125m) Max speed down (10.11 -> 9.97m/s, a 1.4% decrease) Spread down (0.5 -> 0.25) Now immune to Shock Rifles (0.25 -> 0) Takes 40% less damage from other Tesla Tanks/Tesla Coils (0.375 -> 0.225) LST Max speed up (14.86 -> 15.12m/s, a 1.7% increase) Acceleration/deceleration is now much more rapid, reaching maximum speed or stopping in less than half a second (previously took over 3 seconds). Rotation is now much less drifty. Health down (500 -> 450). Now opens its forward ramp when near a shoreline/dock/naval structure, both indicating that you're inside the "safe zone" mentioned above and that you will disembark from the front (something that wasn't terribly obvious before). The LST's collision box is also lengthened slightly to include this ramp. Yakovlev Yak-9P Yes, you're seeing that right - the Yak is an actual main game unit and no longer a Lunar joke, thanks to some clever scripting. It's certainly not "proper" fixed-wing physics, it's just a VTOL with restrictions - but it works! Right now it's debuting on Guard Duty only, but it may find itself on a few other maps in future. In terms of their damage to units, think of them as a flamethrower with a lot more power - good at dealing with light vehicles, armour-broken vehicles and infantry, but can't put much of a dent in heavy vehicles that still have their armour. Also their splash damage ignites infantry, helping light them up for snipers/rangers/other Yaks to finish off if you fail. Unlike other aircraft, they have infinite ammo with a very long reload time (though since you have to turn around to hit the same target again, this reload time doesn't make much difference) - pick your battles wisely to capitalise on this to stay in play for as long as possible, since you can't take much punishment before dying (which will also kill your infantry) or having to return to the Airfield to repair or sell! While sitting on the Airfield you can idle, reverse and rotate like a helicopter all you want as long as you don't float too high (keep trying to descend if you're worried about this). Make sure to build up speed on the Airfield before you take off; while you're airborne falling below 30m/s will cause you to take a slow trickle of damage, and below 22.5m/s you're dead. Only 4 Yaks can be in play at a time. Bots Since bots are unable to compensate for weapon arcs, MBT cannons, RPGs and Flamethrowers have no arc while under their control. Enfield/Dragunov still do though. Rocket Soldier/Grenadier bots now have a preferred range of 108m instead of 100, which should allow them to outrange a Pillbox/Flame Tower just like a player can. Captain bots are unchanged as the Captain's range advantage over defenses is very finicky anyway. Bots will now steal unattended vehicles if the owner suicides or takes too long to show up. Bots can no longer buy Rangers since they don't exactly use them intelligently. Buildings General Optimised unit collision detection on base defenses and Ore Silo, and ensured consistency between all their life/death states (so for example you should no longer get stuck in a SAM Site if you are standing on it when it dies). Airfield Of course, this has been added to the game too. This is where you repair and sell your Yak planes, and where you find them when buying them. Currently only on Guard Duty, but may find its way onto other maps eventually. (However, due to technical reasons, it's unlikely they'll exist on the same map as Soviet Helipads. Basically the airfield IS a "helipad" in the code and some issues arise if you have multiple.) Flame Tower Projectile damage down (120 -> 105) Splash damage down (40 -> 30) Splash radius up (12 -> 15) Reload time down (3.25 -> 2.75, resulting in a ~3.4% projectile DPS increase with the damage change) Power Plant No longer causes radar to go down on Radar Dome maps when destroyed/disabled. Now causes other main buildings to take 10% more damage when destroyed/disabled. Unlike the playercount scaling defenses, this applies to all forms of damage, and does not increase repair speed. Radar Dome Now contains terminals that can be used to call in an airlift of a Medium/Heavy Tank or Supply Truck if your War Factory is dead. These vehicles will appear somewhere near your Radar Dome - just look for the red/blue signal flare. However, this purchase method takes 30 seconds to cool down (though the tank and truck have separate cooldowns) and costs twice as many credits compared to a WF purchase, and cannot be used if your radar is offline (i.e. Dome is dead or jammed). These terminals do not exist on Hostile Waters or Seamist. Using a Spy to establish a relay will not re-enable the terminals. Turret Projectile damage down (105 -> 70) Splash damage down (25 -> 20) Reload time down (2.25 -> 1.5). So no DPS change on its projectile here; just harder to dodge. Aesthetics Re-enabled the new stealth shaders, as their buffer issues that previously resulted in extreme slowdown have been resolved. New main menu screen (plus a barebones version for the chat history background) by CCHyper and One Winged Angel. PCT screens, Ore Silo terminal screen, and Radar Dome screens are now fullbright. The ore chute on the Ore Silo is now tinted slightly blue for the Allies. TOZ-194 viewmodel moved to a position more in line with other shouldered weapons. Forklift's steering wheel is pulled backwards to match the hand positions of the driver. Turret's barrel now has visible recoil when firing. Turret now has a reload sound (shared with the Gunboat). Barracks flags have a new texture by Killing_You. Hind has a new urban camo texture by Killing_You. "Battle Control Terminated" now has a 3-second delay so as not to overlap with a building destruction announcement if the game ends that way. (Won't stop it from overlapping from a nuclear multi-destruction though.) Maps RA_AS_Seamist Enabled thieves again. RA_Bonsai Reduced out-of-bounds trees. RA_CamosCanyon_Bots Soviet Ranger is no longer available. Tweaked pathfinding for Soviet Barracks interior; now bots will be much more likely to path out instead of suiciding. Adjusted rally points near bases so that AIs will gather attack teams at smarter locations. RA_CoastalInfluence Reduced out-of-bounds trees. RA_GuardDuty Soviets now have an Airfield. To compensate for Soviet vehicular power being split among two buildings, Allies now have a Radar Dome that can serve as a backup WF. Both teams' Ore Silos are moved to more secure positions behind the War Factories. Allies' central Pillbox replaced with a Turret. Allies now have 2 AA Guns, one behind the Barracks and one on the Refinery hill. Soviets now have a third Flame Tower, far out by the southern end of their side of the river. Soviet base now has another backdoor infantry route, going along the riverbank behind the Refinery cliff and leading to the Airfield. However, it is blocked by a concrete wall which the Soviets can jump over from their side. Vehicles cannot use this. Shrunk some of the tall evergreen trees on the inside of the map to make it easier for Yaks to divebomb safely. Got rid of the wooden ramp in the Soviet ore field. Moved Soviet ore zone slightly so AI truck should not reset its animation constantly. The cliff between the Soviet refinery and the bridge now sharply drops off into the river so infantry/LTs cannot circle around it. Shallow water is a little less transparent as it looks basically nonexistent from above. Shore around island now fades properly. RA_HostileWaters Has been removed from the game entirely until Raap's overhaul is ready. RA_Metro Power lines no longer have projectile collision. Fixed floating telephone pole in Allied base. Removed a couple of props around Soviet base entrance alleys. Allied north silo has been moved further forward. RA_LunarParadox Uber Captain machinegun accuracy penalties harshened (jumping/sprinting up 5 -> 10, walking up 0.5 -> 2, crabwalking up 0 -> 1; stabilising rate up 2.5 -> 3) Uber Technician PortaCoil accuracy penalties harshened (jumping/sprinting up 2 -> 5, walking up 0.25 -> 1.5, crabwalking up 0 -> 0.5, stabilising rate up 1 -> 2) Uber Captain/Technician health down from 250 to 200. "RAlistic" Grenadier now correctly gives his monetary kill reward once on death instead of for every hitpoint he loses (which resulted in a total $2500 reward) Yuri Molotov now has the correct gravity settings. RA_PacificThreat Removed all non-AA defenses. RA_RiverRaid Rangers can no longer slide over the Mammoth Tank/barbed wire blockade between the Allied War Factory and their ore field. Increased fog thickness to 240/360 (was 300/450) RA_Siege Cannon primary warhead changed from Artillery to Shell (which means DPS to buildings is down 28%) Cannon primary spread down (0.5 -> 0.25) Cannon secondary projectile extension up (0.25m -> 1m) Destroyed cannons take 87.5% longer to repair (now 3x as long as the "living" cannon) Re-added and expanded on the filler mesh between the castle walls. All the castle wall meshes are no longer double-sided, since the updated filler mesh does the job of preventing camera clipping instead and with less of a performance footprint. Water damage is no longer dealt through an outdated netcode-hungry method. RA_Under Reduced out-of-bounds trees. Removed one Allied Turret. Added a filler mesh in between the tunnels to prevent camera clip abuse. Snowfall reduced by half. RA_Wasteland Fog endpoint now randomly fluctuates between 60-300m (was 60-450m). Snowfall reduced by half.
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  42. [thumb]thumb_w3d.0.png[/thumb] [blurb]Version 0.7.2 of the W3D launcher is now live.[/blurb]Version 0.7.2 of the W3D launcher is now live. This version adds under the hood improvements to the server listings to make them more reliable.
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  43. Someone just made a video of a VR RA2 game. I never thought that someone could make a VR RTS work, but here it is.
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  44. The official release of the Red Alert: A Path Beyond stats system! Hello everyone! We have a big announcement for you! We've been collecting game data and working hard behind the scenes in the past few months and now we proudly present to you our reworked, Official Statistics and Ranking System for RA:APB! For A long requested feature, you can now find your place among the best players. Head ingame, collect all the medals and rank up now! Get your rank! In our stats system, you will climb up the ranks from Private and progress towards Corporal, Sergeant, and so forth. All new players will be set to Allied ranking by default. For those who wish to attain Soviet rankings such as Gefreiter and Praporshchik, type !defect when in-game. In doing so, you will be welcomed to the USSR and from then on climb up the Soviet ladder. Should you change your mind at any time later and wish to return to Allied rankings, type !defect again and you will be welcomed back into the Allied coalition. See how you rank up against everyone else and if you climbed or dropped a rank, see your total score and k/d ratio, how many games you have won as either Allied or Soviet, and how many times you have earned the MVP spot. You can even see when someone last played or is online now! Additionally, you can click on any player's name to see their detailed statistics such as unique building kills and medal information just to name a few. For your country! Even see how you rank up together as a country versus another country's players: Rank images into your forum signature Proudly show off your ranking with our signature rank images, which highlight your current rank statistics: Climb the ranks and we'll see who is the best! As of this announcement, all stats have been reset! The number one spot on the leaderboards is yours for the taking! See you on the battlefield! The system is still getting a lot of updates as we speak so it is far from finished. For example, the medals will get a visual update and we are planning on reintroducing clan wars and adding clan statistics to this ranking system. Game nights will also be recorded separately and you'll find the best players of them and other special events when we'll host them. A big thanks go out to @rantanplan for the coding, making the stats system a reality and @oxi for letting us base the system on his. @Pushwall, @triattack, @GeneralCamo and @moonsense715 have been working closely together with rantanplan to shape the system. Thanks for the rest of the W3D Hub team (including testers) for the constant feedback, testing and support. For those that are wondering, yes, TS: Reborn will also get its own, similar ranking system a bit later.
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  45. Did the advanced naval yard layout confuse them to the point where they considered you to be part of the environment, or what? Edit: Wait, you're an Allied spy, why are you spying on your own team?! sometimes when ispy i forget what team im on. Like this one time i accidently stole a teammates demo in our base. it was horrible we all died
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  46. The June update for Red Alert 2: Apocalypse Rising has been released! Boris may or may not have arrived! Hi everyone, welcome to the latest AR development update! This month we have a big surprise for you in form of Boris; the Soviet's Hero unit! "Let the games begin!" Boris Field commander, elite commando, and Hero of the Soviet Union, Boris is a formidable force on the battlefield. Armed with his unique and specially modified AKM, Boris mows down enemy infantry with ease. At his highest veterancy status, he can even hold his own against anti-infantry and light vehicles. There is nothing that can stop Boris. Well, except for water. Unlike his Allied counterpart, Tanya, Boris cannot swim. Intelligence reports cannot indicate whether it is a simple refusal to swim or if he never learned how. With his extensive training and battlefield experience, Boris is a soldier without fear. In every mission, Boris will see to it that there is nothing less than victory for Mother Russia. "Russia's fate is with me." "Boris has arrived!" Model by @Romanov. MiG Aircraft After the conclusion of the Second World War and the Allies as the victors, there were dark times for the Soviet War Machine. The Soviet Airforce, once a proud and strong component of the Soviet military, was reduced to scrap metal and "civilian applications". The MiGs and Yaks that had survived the war nonetheless found themselves dismantled, their materials used to rebuild the broken Russian economy. For the purpose of self-preservation and self-defense, the Allied Forces agreed to a treaty that allowed the Soviets to retain a small contingent MiG fighters. It was this agreement that saved the remaining MiGs from complete and total destruction. Between the years of the Second World War and the later Third World War, these MiGs have found themselves collecting dust and had been practically forgotten about. The MiG fighters would not see service again until the arrival of Boris. "MiGs on the way." Model by @Romanov. Boris' Laser Pointer To destroy enemy buildings, Boris has been granted two things; access to MiGs and a laser pointer. Using the laser, Boris can point to and designate targets, marking them for destruction. Once a target has been confirmed, MiGs will fly in to do the job. Under Boris' command, the long-forgotten MiGs will see to key strategic strikes on the battlefield and proudly serve the Soviet Union once again. Model by @Romanov. Allied commando Tanya relies on C4 for building destruction, which requires entering the target building. Boris, however, can accomplish this without having to infiltrate the enemy building and simply rely on the MiGs. The laser pointer itself has considerable range, which grants the advantage to call in these airstrikes from a relatively safe distance, as pictured below. "Let's light them up." Airstrike Confirmed To see it in action, take a look at this video! Currently, the airstrike cinematic is a temporary animation and will see improvement in later development. Video created by @One Winged Angel, airstrike implemented by @moonsense715. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send me or One Winged Angel a Private Message (PM) via the forums and let us know which position you wish to apply for. Honesty Dev Box moonsense715: University workload is getting lower every week. Finally I can work on what I love to do. Romanov: Why is OWA always so busy? FRAYDO: I'm excited for what's to come. Romanov, though, oh man does he get it done! Model by Romanov is in here three times! Each new development from the guys here is just that much more exciting to see. If you're looking for OWA, he's busy working with Creative Assembly behind the scenes at this year's E3! End "Who is next?"
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  47. Well, you're about to see another side of APB... When everyone is bored... Fireworks Demo/Ranger Racing More racing!
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  48. Soviet Soldier Volkov does not need your parachute. Soviet Soldier Volkov can fall great distance and still crush Allied dogs. Be like Soviet Soldier Volkov.
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  49. This makes me incredibly happy. The drama is dead and buried, but the community and the games are alive and well. And I think it'll stay that way.
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  50. Welcome to this long overdue update for Red Alert 2: Apocalypse Rising. The only project in the entire world that is dedicated to bringing you a Red Alert 2 shooter experience for the low, low price of free! A Message from the Team Red Alert 2: Ablogalpyse Writing Alright comrades, now that the serious stuff is out of the way; grab your pickaxe and stock up on ammo because today's update is related to the Chrono Miner script and new weapons! We also have some pretty new content to show you! Also, happy Halloween everyone! Chrono Miner Scripts As you may know the Chrono Miner is fully working in game. The way a Chrono Miner works when driver by a player is really simple; you drive to the ore patch, harvest the ore, then once you are full of the precious metals, you press Q and boom! You are chronoshifting back to the refinery. Then you can unload the ore to process it into credits for your team and start the whole mining cycle again. An interesting tactic that has become a bi-product of this vehicle's abilities, is the option to use it as a trojan horse of sorts. Chrono Miners can be used to draw the enemy fire, whilst Grizzly tanks hammer away at the base defences. Then, the miners can return to what they were doing previously; since they can simply chronoshift away from the battle and back to the safety of the Allied Ore Refinery. To give you an example, here's a little video. Fort Bradley When we started developing Apocalypse Rising a few years ago, we asked around the community to see whether any of the similar (but dead) projects were able to give us their assets as a headstart. One of the projects we acquired was a Battlefield Vietnam mod called Verge of Armageddon; developed by DarkAngel (yes the very same) and Svensmokavich. A map that came with those assets was a reacreation of the opening mission of Red Alert 2; Lone Guardian. After acquiring a model of the Statue of Liberty from another dead project, dtrngd decided that it was time we had a map that could really sum up what Apocalypse Rising is trying to achieve; a Red Alert 2 FPS experience. What better way than to fill the skies of Manhattan with Kirov Airships and blow up the Statue of Liberty! This map will feature a new game mode: Invasion. In this game mode, Allies will have a base, but Soviets will not. The Allies have to defend points around the city from an airborne Soviet invasion force. What does this mean exactly? Well, it means that all Soviet forces are para-dropped into the battle and must then capture the points in the city in order to win the game. We envision this game mode to play out similarly to Battlefield's Conquest mode, but with a few unique Red Alert 2-esque twists! Country Swing BogdanV started making a new map. This map is based on the RA2 desert-based map, Country Swing. For those of you who don't know what the map looks like in RA2, here is an overview of it. He has started on the map itself in 3ds max which is shaping up to be pretty good. The main point of contention will be the middle choke point of the map, but there will be also ways in which you can flank around to avoid it. AWP Sniper Rifle Romanov has been really cranking out the models lately and the AWP is no exception. This powerful Sniper Rifle is the British Sniper's best friend and it is highly effective against infantry units. Allies will get a 1 in 5 chance to wield this powerful weapon every round, as the country selection won't always land on Britain. However, if Britain is selected then Soviet infantry will definitely have to keep their eyes peeled for that guy who loves to camp; the British Sniper! Javelin Launcher When the Guardian G.I. deploys, he gets armed with this deadly rocket launcher weapon to turn Soviet armour battalions into scrap metal. Shiny! There was a lot of debate over what the Guardian G.I.'s deployed weapon should be. First it was an AT-4, then it was an SMAW, but we've finally settled on the Javelin because of three key points. -The Guardian G.I.'s deployed weapon is called "Javelin" in the RA2 ini files. -In RA2, the weapon appears to be wire-guided, like the real-life Javelin. -The weapon is able to take on both ground and air targets, just like the real-life Javelin. Romanov has done another great job on this. I think we know who the team member of the month (or last few months even) is. Robot Tank Artwork Byamarro has whipped up some great concept for the Robot Tank. This picture gives a look into how the Robot Tank should appear once finished. This is complete with a little satellite on the back so it can communicate with the Robot Control Center. Competition Time So, we've been having a big think recently and have decided to deviate from Red Alert 2 just a tiny bit. Don't worry though! It's a move that is sure to make the game a lot more fun! We want to add a new structure for each faction, but we need you (the community) to design it for us! If you can't make 3d models, then don't worry! You can still submit 2d drawings/images for your entry to the competition! So what do we need you guys to design? Well, he's an explanation of what we're looking for. One thing that we have observed through playing games of Renegade, APB and TSR is the fact that the gameplay slows down and becomes less enjoyable when ingame structures are lost. For example, losing your War Factory and Helipad on Ridgewar in APB after the first enemy rush can make it pretty hard to come back from; not to mention the fact that you have to walk everywhere due to the lack of vehicles. Another example, although not as extreme, would be on TSR's Grand Canyon map. Losing a War Factory on that map can mean for some painfully long walks across the battlefield with little-to-no infantry cover. So what do we intend to implement? The short answer is; a dedicated structure to provide reinforcement units that can be purchased at a higher price than normal once the War Factory or Barracks has been destroyed. It will function kind of like the Starport from the Dune RTS games. We call it the 'Reinforcement Bay'. List of gameplay features: The reinforcement bay is an indestructible structure featured on all C&C-mode maps. Players can use it as a secondary War Factory queue at no extra cost whilst the War Factory is still functional. If the War Factory is destroyed, players will be able to continue buying basic vehicles from the Reinforcement Bay at an increased price. These vehicles will be air-dropped via parachute (a bit like the Nod Airstrip in Renegade). If the Barracks is destroyed, you can buy basic soldier kits from the Reinforcement Bay at an increased price. When the Refinery is destroyed, the Reinforcement Bay will begin producing credits every once in a while (Think of the USA Supply Drop Zone from Generals). The credits will be para-dropped in and give every member of the team a fixed amount; although it won't be as regular as a Refinery dump. The Reinforcement Bay will constantly spawn Supply Trucks (maximum of: 3), this will allow players access to transport even when they don't have any cash. List of design requirements: A minimum of 1 room(s) is/are required to allow players to spawn at the Reinforcement Bay and purchase items. The Reinforcement Bay must have a Helipad/Drop Zone that is large enough for vehicles to land and drive off of. The Reinforcement Bay needs to have a garage that will allow Supply Trucks to spawn and drive out. Basic Concept: Here is a simple model that we threw together to show you guys the type of thing we are looking for (in case you wanted a visual idea). Notice the air pad, the supply truck garage and basic hut-type structure. Competition Rules: You may enter as many times as you like! So if you want to do an Allied Reinforcement bay and a Soviet one, you can! Your entry must be emailed to bluehellproductions@gmail.com, PM'd to One Winged Angel or posted in the competition thread! This competition will close on the 1st of December! This gives you all one month to design your structure(s)! The winner will get their structure(s) modelled and put in-game as the official designs for the Reinforcement Bay! A thread for this competition can be found here! Feel free to discuss your designs and ask any questions you may have about the competition in the thread! Community Announcements! So let's see what the team has been up to! OWA has been meeting up with BHP community members (from left to right: TerrorTowers, TeamWolf, Kane000, OWA) at Comicon London! dtrngd has been working on all manners of Level Edit, using all manners of SVN. danpaul88 has been working on loads of new surprises for you all! Romanov has been modelling and texturing like a boss! TeamWolf has been working on Isle of War! The rest of the team has been gearing back up to tackle some more AR work now that Reborn is out! Also worth mentioning is the fact that we are running a RenAlert 9935 throwback event that kicks off on Monday next week! If you want to find out more, click on the picture below! Finally, the community team extends their invitation to come and join a Halloween TeamSpeak and TinyChat event this evening at 10pm EST/2AM GMT! We'll all be dressing up and getting on camera in the name of Halloween (also so that Venom can add more pics to her collection of course )! So come join us on TeamSpeak at ts.bluehellproductions.com for frightening fun and spooky frolics! The Random Corner! Here's a few funny videos to laugh at before we sign off on this update! We like adding these to show you guys that we have a sense of humour. Some Medieval Fun Times! Some Space Marine Nerdiness And finally! Don't forget to REMOVE GDI! That's all folks! We'll catch you next time for another Apocalypse Rising Update! In the meantime, don't forget to enter our competition and attend the 9935 event next week! Lots of things to do next month, starting tomorrow! If you guys have any questions about the competition or anything else mentioned in the blog, please don't hesitate to ask!
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