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  1. It has been some days without some TS:R news, huh? I would like to thank those of you for noticing and speaking up in our Discord, such as DenWellinston. I appreciate your interest and will now deliver some long-awaited news. This news update may or not be very GDI focused. And why, you may ask? Some would argue that: Of course, we brothers of Nod know this to not be true and that this is only slander. Kill Icons Nearing Completion Since the last update of the kill icons, the team has achieved full completion on the weapon list. The screenshot below shows off a few guns icons in use. Users viewing the image may notice something peculiar about the screenshot. Worry not! I know exactly what's peculiar about it. When you kill bots, the kill icons have no name on the receiving end. Thankfully, with a bit of coding this issue has been fixed. Misc Building Fixes Raap has been keeping busy in the background with numerous changes. He has overhauled the GDI Power Plant exterior textures and also added new destroyed decals to the building. Most importantly, Raap has also removed the GDI Power Plant's particle overload and replaced the associated materials. This translates to a more performance-friendly building, which is always a benefit for our games. In more aesthetic changes, Raap has also fixed the Construction Yard's rotating fan and light animations to rotate in a perfect circle and no longer hitch. Inside and out of the Construction Yard, he has fixed the white cables and the elevator fences now use Alpha Test instead of Alpha Blend. These miscellaneous changes translate to "the Construction Yard is better to look at now". Having finished these changes, Raap has since returned back to mapping. There is much to be done! New Refinery Tiberium refining is a thankless job, and a boring one at that. So boring, in fact, that the guys in the break room spend their time doodling away. An officer confiscated this and subsequently fired the man responsible. ...we have no idea what this is supposed to be. However, while we are on the subject of the Refinery you should know that it is getting redone! CMDBob has undertaken this task and has produced something great. Below are screenshots of his progression. Identifying the w3d materials of the Refinery Refinery concept. Added basement and proposal for a back door Back door added Ramp down to the basement Size comparison of the Refinery between new (left) and old (right). Though a subtle change in size. the new Refinery is 10% bigger The new Refinery is coming along nicely, though if the screenshots alone are not enough to satisfy, please take a look at this video. Laser Fence Upgrade Normally, it is difficult to find live crash test dummies. However, when these crash test dummies are fanatical members of Nod who will give their lives for the betterment of technology well, it's much easier. The Nod Laser Fences have been upgraded to properly dispose of would-be infiltrators. Our prayers go out to the fallen soldiers of Nod for their great sacrifice in demonstrating the Laser Fence upgrade. Cyborg Reaper Here's a thing. Imagine this terrifying monster approaching you. Credit to Permagrim of the Renegade X team for the new animations! "Fear the Reaper." I hope this update is enough for this week. More news to come! GDI stuff especially![blurb]Big news update incoming! More kill icons, misc fixes, new Refinery, upgraded Laser Fence, the Cyborg Reaper, and our Twitch! Come take a look![/blurb] Bonus Post Follow W3D Hub on Twitch or keep an eye on our Discord when we announce dev streams and tune in!
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  2. 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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  3. Man guys. Is this the full Cold retraction 2 map I see in the first picture? Totally forgot about this map allthough it costed me a lot of time to build it without even releasing it
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