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  1. What makes C&C "C&C", by FRAYDO. 1) Immersive universe. Tiberian Dawn had an amazing balance of the real-life warfare we experienced at that time and science fiction introducing the alien substance that is Tiberium. Not only was Tiberium this resource that had to be collected in order to finance your war machine, it was the focal point of the entire world. This quasi-religious organization sought to use it not only for financial gain, but for the advancement of technology and humanity. "The Technology of Peace!", as it came to be known by devout followers. Conversely, you then have our equivalent of the UN forces in GDI. The Global Defense Initiative, united in fighting against what they perceived as tyranny and fighting to protect the free world. Despite their noble ideals and intentions, they were not above using Tiberium for their benefit. Tiberian Dawn, and later Tiberian Sun, potentially had you conflicted. Is Nod's vision for the future one that should be pursued? Is their way of evolving and elevating humanity the route we should be taking? What of GDI? Are they halting the progress of mankind in stopping Nod? Or is GDI the best hope for Earth, in their mission to eliminate Tiberium and return to the status quo? As the series progresses, it becomes evident too that GDI was quickly becoming too powerful to be restrained, eventually becoming their own superpower and no longer operating within the UN's jurisdiction. Was Kane correct in warning the world that if GDI's strength was left unchecked, they would rule the world with an iron fist? Between playing the game and watching the storyline unfold in the cutscenes, it's these questions you ask yourself that immerses you further in the game. You weren't just clicking a unit here and moving him to over there. You had chosen a side in this conflict between GDI and Nod, and you were fighting to see their vision through to the end. 2) Memorable soundtrack. We all know of Frank Klepacki, the legend. He recognized that music is all too important in story-telling to be ignored. He may not have realized it at the time, or maybe he did, but his contributions in that front is what brought the game to life. You can add in a fantastic story, an impressive list of units and vehicles to fight with, and even A-list celebrities, but in order for the player to experience all this they must actually play the game. When Act on Instinct hits when you enter your first Tiberian Dawn mission, you're immediately engrossed in the mission. Get moving, soldier, we have a war to win. Better put, "We are going to have to act, if we want to live in a different world." After that song ends and the shuffle kicks in, you're still engaged in the game. Each track playing was catchy enough yet not distracting, playing on a delicate balance of keeping you the player engaged but not driven away by the music and still allowing you to focus on the action at hand. Before anyone says "if Frank Klepacki didn't make the music then it's a terrible C&C track", let me just state that you are wrong. Jarrid Mendelson did an amazing job on the Tiberian Sun soundtrack, both on the songs he did in collaboration with Klepacki and those he did entirely of his own. 3) "Classic" RTS gameplay. Not much to say that the others have not already. Deploy the Construction Yard. Build the Power Plant, then the Barracks, then Refinery, collect money, build your army, find the enemy's base, send your army, win. Command & Conquer ™ . Any variance of this (Generals, Red Alert 3, and C&C 4), is initially met with resistance. Generals and its Bulldozers/Workers system I came to like, Red Alert 3's style of Allied Prospectors and Imperial Nanocores I could barely tolerate, and C&C 4, well just no. 4) Idk. I just love Command & Conquer. The series has its ups and downs, but as a whole I love everything the series has given to me. The good memories, the communities it has brought me to, and my passion for blasting the C&C soundtracks on my car radio.
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  2. Not me included. I'm new :-)))))))
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  3. hi coolrock i don't know if you're still looking at this thread but hi anyway also hi to anyone else who might see this
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  4. Hi everyone! We're currently actively looking for talented hobby programmers to join our code team! Who are we? Just in case you didn't know already, since 2015, W3D Hub has been the authority on developing game projects for Command & Conquer Renegade's W3D Engine! Building off the back of the now-defunct Bluehell Productions, W3D Hub has served to unite the majority of the fractured W3D Engine modding scene into a single community from where we can continue to assist each other and grow. Over the years we have cultivated a strong infrastructure and knowledge-base that continues to expand and evolve every year. We have built our team with developers who have a large amount of experience creating mods in the W3D game engine; some of whom have been actively developing content ever since Renegade was released back in 2002. The W3D Hub community is welcoming and is home to a plethora of developers and fans from all walks of life. We are a satellite team, so many of us are scattered across the world; despite this though, we do our best to maintain a high level of communication using tools such as Slack, Invision Power Board, Trello, TeamSpeak and Discord. We are a strictly non-profit organisation due to the IP we work with, so we run the community as a hobby. Our mission statement is to preserve the knowledge of how to develop games using the W3D Engine, as well as to create projects that push the envelope in what the engine is capable of. Recently we have been working on a replacement for the game's primary editor, Commando Level Edit. The new editor, "Mammoth", has been written from scratch which allows us a high degree of flexibility when developing new content. What games do we make? Now a lot of you guys already know this, but it's useful to reiterate! We currently house and develop several projects that use Renegade's W3D Engine. These include Red Alert: A Path Beyond, Expansive Civilian Warfare, and Tiberian Sun: Reborn. Red Alert: A Path Beyond (which is based on the original Red Alert) is currently released and receives healthy player counts on our organised game nights. Through our server-side plugins we have been able to tie statistics and achievements into the game which allows players to see how they stack up against each other. Here's a trailer for Red Alert: A Path Beyond Why Renegade? C&C Renegade's W3D Engine is an enigma of sorts. Around the time when the Unreal and Quake engines were popular, Westwood Studios released C&C Renegade, a game with mixed reviews that didn't do too well financially. The singleplayer left a lot to be desired; the multiplayer however, was a completely different story. Two teams attempt to destroy each others bases with infantry and vehicles that are purchased using credits from an RTS-style resource system featuring harvesters and refineries. To this day there has not been a game that has come close to emulating the unique experiences found in C&C Renegade. It's worth pointing out that Renegade X remade and expanded on the core Renegade experience, but our aim takes Renegade in a different direction by experimenting with new gameplay features that require a step away from the Renegade formula a little bit in order to achieve. For the time, Renegade's W3D engine was actually very advanced; featuring very robust vehicle physics, tessellation, flood-fill pathfinding, as well as a robust AI conversation/dialog and action system that allowed for fairly complex AI interactions (for the time). When the game was released, a modding SDK was released that allowed modders an incredible amount of creative freedom. Artists could model, rig and export their own assets into the game and programmers could script custom logic for gameplay objects. Over the years, knowledge of the engine has developed to a point where we have managed to reverse-engineer a significant portion of the code base. This means that the engine itself is more flexible than ever and has allowed us to really push the boundaries in terms of what features we can put into our various games. We still develop on this engine today because it's fun and we have a good amount of flexibility with what we want to accomplish for each game. The engine is also fairly easy to develop for which allows for rapid iteration on a large scale. What are we looking for? We are currently looking for seasoned hobby programmers who are looking for a new challenge, as well as newer programmers that are looking for some experience working on games and mod projects. We are strictly a non-profit organisation, so we don't offer any kind of salary however, our community is a constant base where no work will ever go to waste. Too often, mod and game projects are created that don't see the light of day. By providing a community platform to support the W3D engine and its associated projects, we protect ourselves from ever being in the position where we are forced to abandon our projects, as the theory is that there will always be caretakers around to maintain and curate them. Here's what we are looking for skills-wise: Essential Qualities - All of the following are preferred: Intermediate to High level of C++ programming knowledge. Working knowledge of Visual Studio 2017 for Windows Development. Working knowledge of Git repositories. Good communications skills, being as we are a satellite team. A passion for video games and programming. Desirable Qualities - Any of the following are preferred: An interest in Command & Conquer or Frank Herbert's Dune would be nice, but is not necessary. A friendly attitude and the ability to work well with others. Experience reading existing code (particularly code related to graphics engines) and understanding what it does and looking at what it does, as well as being able to write technical documentation about it. Knowledge of how to profile code to find out where slowdowns are (and identifying how to make code faster or better on memory use, especially math heavy code). Experience with reverse engineering with IDA (x86 assembler and HexRays output). Experience with Direct3D 11 (including HLSL and programmable shaders) as well as other graphics-related features such as anti-aliasing and screen filtering. Good 3D Math skills including boxes, lines, frustums, vectors, matrices, quaternions, collision detection math, curves and splines. Knowledge of physics types and how to create/edit them (e.g. Fixed Wing Aircraft, Walkers/Mecha etc.). Knowledge of the FMOD sound engine. Knowledge of font rendering. Why should you join us? Joining W3D Hub presents a unique opportunity as our mission to unite C&C Renegade mod developers under one banner continues onward, so here's a few reasons why you should consider joining us. If you're a fan of the Command & Conquer series who is looking for some fun projects to work on. if you're looking for a new programming challenge. If you want to have a hobby you can enjoy and put on your résumé/CV at the same time! If you're looking for the unique opportunity to work with Renegade's W3D engine and build upon it's code base. If you're looking for a reliable team that won't fall apart as well as projects where your work won't go to waste. If you're looking for new friends (inside and outside of the games industry) who enjoy developing and playing games together. How to apply! If you wish to join our team, please send an email to jonwil, our lead programmer, at jfwfreo@tpgi.com.au and let him know why you're interested in joining us as well as what skills you can offer! Hopefully, with your help, we can further development of C&C Renegade's W3D Engine! Here are a few quick links: W3D Hub Official Website: http://www.w3dhub.com Facebook: https://www.facebook.com/w3dhub/ Twitter: https://twitter.com/w3dhub?lang=en YouTube: https://www.youtube.com/channel/UCPVori4l3Rq_AkWHEjTKdEQ Steam: https://steamcommunity.com/groups/w3dhub ModDB: https://www.moddb.com/company/w3d-hub Thanks for reading! - OWA [blurb]We're currently actively looking for talented hobby programmers to join our code team! Come and take a read and see if this is for you![/blurb]
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  6. Hey sir, long time no see! I was wondering who that was on my Steam list, and now I know! Actually still being surprised by who''s around still. Also the fact that Aircraftkiller has changed his name again, haha.
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  7. Back to Hostile Waters: according to the poll in the old thread, the second-biggest issue that people had with it was the interaction between air and naval units. gammae102 specifically posted that Destroyers/Missile Subs should be "very, very effective against aircraft". Of course, Destroyers/Missile Subs being "very, very effective against aircraft" has been the intended balance from day one. It just unfortunately doesn't work out very well because tracking is awful. Destroyer/Missile Sub missiles got a 25% damage boost against aircraft at one point but even that doesn't suffice. Missile Subs tend to miss Longbows about 2/3rds of the time, and Destroyers miss Hinds about 1/2 the time, and trying to lead instead doesn't work very well with a tracking projectile - so the results tend to be underwhelming for the boats. While Destroyers are still almost guaranteed to win against Hinds in a straight fight, owing to Hinds having mediocre anti-boat damage and Destroyers having a huge health pool, they aren't particularly great at protecting Gunboats from Hinds. Suicide hinds easily bring down GBs even under Dest protection, attack subs mop up the remains, GG. Meanwhile on the Soviet side, it's not even worth trying to take down Longbows as a Missile Sub - a sub group is better off trying to goad the Longbows into wasting missiles against submerged targets that receive barely any damage from them. And if the AA damage goes much higher it just runs the risk of being even more polarising: is it OP due to fringe instances where tracking actually works properly and the missile sub miraculously one-salvo's a Longbow, or UP because the tracking never actually works? While tracking has been removed from the Redeye/Strela, vehicles unfortunately have had to live with it since they don't have the luxury of being able to instantly turn to face any direction like Redeye-wielding infantry can, and the Longbow/Missile Sub in particular don't even have turrets so they would be completely unusable against anything other than buildings if they didn't have tracking. However! Not long ago, Eggman891 found and fixed a stock renegade bug that was causing tracking to constantly fail (yeah believe it or not it's not just a random % roll, like I and probably many others have believed for so long), and this has opened the floodgates for some more potential fun tweaks regarding tracking. I've checked the basic fix out on local FDS and it seems pretty consistent even against a moving target, compared to how it normally "works": 10/12 rockets managed to successfully track, and those 2 that didn't track only didn't track because my crosshair was not on the LB at the instant I fired. 8/10 of the tracking rockets managed to successfully hit, and those 2 that missed only missed because the Longbow went too far away and the missiles reached their maximum range. It may still look like it reflects badly on the Sub, but compare this to the average engagement in the current game, where Missile Subs simply cannot engage Longbows unless they outnumber the LBs 2 to 1 and the planets are aligned. With this change Missile Subs are now pretty well set for bringing down Longbows in 2 or 3 salvos and they still have the range advantage to get 1 "free" salvo. Oh, and that 25% damage boost I mentioned that dest/missub had against helis? I disabled it for this video. They probably won't be needing that anymore Tracking that actually works is also another step towards having MiGs be balanced for naval combat (assuming we ever get the assets we need). What this means for Hostile Waters, as well as Pacific Threat, is that the Dest/Missub will become formidable AA for once, and Hostile Waters won't be Hostile Skies so much anymore. I guess at that point though, aircraft will end up being used solely for picking off patrol boats without AA escort, doing scratch damage to deeply submerged subs, and for base assault (and only after the AA defenses are downed too). Pacific Threat already sees limited use of aircraft so I may remove one or two AA defenses there, but Hostile Waters' bases are probably fine as they are. Maybe I should remove the AAs from the central buildings though, so that the option of using Hinds for anti-infantry is always there so they're not rendered too irrelevant? And I guess Longbows will need to do slightly less pathetic damage to submerged subs so that Attack Subs can't just laugh them off and Missile Subs are more encouraged to engage.
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  8. Great minds think alike, I suppose.
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  9. Eh, while I liked it early on, by the later games that kind of became cliche. Probably after C&C 3.
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  10. That dramatic death animation always amused me. Edit: His right leg looks broken though!
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  11. I didn't know this was a joke thread. ❤️
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  12. ❤️ Cooly. How you been man?
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