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  1. 13 likes
    Thursday again! This week in TSR news: the Mobile EMP tank, weapon updates, and bot support! The Mobile EMP As many may have guessed from last week's footage, the Nod strike team was in fact ambushed by GDI's newest weapon: the Mobile EMP. Highly effective in disabling Nod vehicles and Cyborgs, the Mobile EMP will be a valuable asset for GDI forces on the battlefield. As it is unarmed, it will require support from other GDI units so it may play its role in the field. Mind the recharge time of the EMP blast, as once Nod forces have discovered the Mobile EMP in the field, they will waste no time in seeking out and destroying it. Mobile EMP in-game It should be noted that while ingame, the Mobile EMP is not yet final as we dabble around in emitters and textures. Otherwise, our testers have made effective use of the tank and we are drawing positive feedback of its inclusion and capabilities. We hope you will enjoy using this unit as much as our testers have. Weapon Updates: Part One Through cunning ingenuity, we have modified some models to experiment with pistol variants! Currently only the engineers and technicians have pistols, though the concept on the table is expanding this and providing sidearms to various other characters. As Nod will have three pistol variants, so will GDI. However, it is still a concept and may not see final release. As part of our updating process, the Burazu-zu Plasma Rifle wielded by the Nod Confessor has been cleaned up and given more style. The Brotherhood's finest warriors deserve the best equipment, after all! More weapon updates to come! Bot Support While I posted around TS:R news on ModDB and elsewhere, the question of bot support came up a couple of times. In response to that, please take a look at this image. Advanced bot support will be included in TS:R 2.0 in both offensive and defensive capability! While this image features only repair bots at work, notice the various characters responding in chat. I will provide more visuals of bot support and bots in action in a later update. That about wraps it up for this Thursday! The Reborn team thanks you for your continued patience and promise you will not be disappointed by the release! For pressing questions or inquiries, please post here and we will be happy to answer. [blurb]Thursday again! This week in TSR news: the Mobile EMP tank, weapon updates, and bot support![/blurb]
  2. 12 likes
    Hey gang, I could use your help. As we know of the Internet, things that get a lot of upvotes get more reach. I appreciate everyone that follows our activity on social media, and your likes and comments are even better. Thanks for that. Anyway, I had an idea to request your assistance in our publicity efforts, if you'll hear me out. This thread, the upvote thread, will be our repository of posts, updates, videos, etc., in which I hope to increase our overall likes and shares across the social channels. Basically, I ask that whatever is posted here gets a boost in likes and upvotes (not meaning the forum upvote). From my end, expect official W3D Hub Imgur posts, Reddit threads, ModDB articles, and all else in our efforts to gain more attention and exposure. In doing this, we can get ourselves featured on the frontpages for all to see! In the spirit of collaboration, I would like to state this is an open thread. Just as I am seeking more upvotes to expand our media's reach, you are absolutely more than welcome to post your own stuff. If you have videos, music, mods, etc. that you want to gain more exposure, I will be happy to give a like. Stuff related to W3D Hub such as recorded gameplay footage, livestreams, fanmade trailers, promo screenshots and art are likely to receive a share as well. Discuss the viability of this. Let's talk about how successful this can be, or not be. I'm open to feedback and thoughts. Stay tuned for more posts in the realm of public relations.
  3. 12 likes
    <<<Incoming Transmission>>> Concerning news, brothers. We have recently lost contact with one of our strike teams -- their status: unknown. We have only this piece of footage from the field before communications went dark. We do not yet know what to make of this, though soon intel will discover more. Be advised. [blurb]Concerning news, brothers. We have recently lost contact with one of our strike teams -- their status: unknown.[/blurb] <<<Transmission Offline>>>
  4. 11 likes
    Unit reporting. This update brings more improved textures and a look at Nod's new Laser! Texture Improvements TSR 2.0 will not only play nicer, but look nicer! High Command wants you to compare these pairs of images and their texture differences, so please take a look. Tick Tank (Current) vs. Tick Tank (2.0) Attack Cycle (Current) vs. Attack Cycle (2.0) Wolverine (Current) vs. Wolverine (2.0) And this is just a sample of things to come! In the end product, a lot of our weapons and units will be much more better to look at! Some may argue this doesn't do much overall, though subtle improvements such as these make all the difference in giving you the best Tiberian Sun: Reborn yet. New Nod Laser Tired of having to replace the lasers and repair the base after each GDI attack, a lone Nod Engineer was drawing up a concept for improvements to better fend off the enemy. Below is what he came up with: The engineer has not been heard from since. Sources indicate he was killed in the same tunnel collapse that took Oxanna's life. Rest in peace. However, his input did bring to light the need for improvement. The old laser had a couple of issues that have been overlooked for quite some time. Namely, its hitbox was the size of an infantry unit making it difficult for GDI units to assault it. Combine that with the fact that GDI weapons are prone to jiggle and it becomes that much harder to hit. Another issue was the fact that GDI units can repair their Component Towers safely behind cover, whereas Nod units must expose themselves to enemy fire to get to their Laser defenses. Thus! A new design has been rolled out to Nod bases worldwide. While GDI units will be able to more easily hit the Laser, Nod units should now be able to repair their base defenses in relative safety, thereby prolonging the Turret's life during assaults. Units on repair duty should be mindful of the splash damage though! Thank you for checking in again. More TSR news to come! Tune in next Thursday! [blurb]Unit reporting. This update brings more improved textures and a look at Nod's new Laser![/blurb]
  5. 11 likes
    Red Alert: A Path Beyond Update Apologies for the long wait, but what can I say, there's been a lot going on... General Added the console command hud_during_screenshot (or hud_d and then hit enter to autocomplete); toggling this off will cause the HUD to not appear in any screenshots you take. Very handy if you like to take screenshots (or if another screenshot contest happens) and don't want the HUD to get in the way but don't want to have to disable it manually every time you take a screenshot. Remember that this also hides the chat window; if you need to screenshot someone's chat for whatever reason and don't want to keep enabling/disabling the hud, bring up the chat history with U and screenshot that, as chat won't be hidden there. Texture Detail setting (Options -> Configuration -> Performance) now works properly. Fixed stealth effect (and a few others) being recompiled for every single object instance. This fixes second long lag initializing a (mobile) gap generator and some occasional stutter throughout the game. Nukes Tweaked Signal Flare shading and smoke effect to make it easier to spot the source. Reduced damage radius of both from 120 to 100 metres. Demo Trucks now use the same method of calculating damage that A-Bomb flares use. Damage to ground units increased by about 25%. Infantry You can now set crouching to be a toggle (Options -> Controls -> Movement). Among other things this can be helpful if you want to remain crouched while typing. Fixed a bug that was causing crouching speed to be affected by factors that shouldn't affect it. Previously when crouching, you would move at 46% of jogging speed when moving forward/backward/sideways, 53% when moving diagonally, and 65% when moving while holding the jump key. Now, crouching speed will always be 50% of your jogging speed. All infinite-use tools with cooldowns (Binoculars, Medic Kit, Shovel, Repair Tool) are now consistent in their cooldown behaviour; swapping from Binoculars/Repair Tool to another weapon and back will no longer instantly reset their cooldown (which would allow you to repair faster than normal or spam radar markers everywhere), and Medic Kit and Shovel no longer require you to have them equipped to reset their cooldown - all of them now have a fixed cooldown that you can't reduce, but you can use other tools/weapons while you wait for these to recharge. Rifle Soldiers AK-47 alt-fire is now "semi-auto" fire, like in .9935, instead of some unexplained thing that magically fires faster than full-auto. Compared to the primary fire, rate of fire is halved, but accuracy is improved, giving it a situational use similar to the M16's burst, instead of just being a point-blank prayer to the RNG gods. Damage to vehicles nerfed; takes 20% longer to kill unarmoured vehicles, 40% longer to kill light/heavy/mammoth ones. Want to kill vehicles? Shell out that money. Even if it's just for a captain. Damage reduction against ground vehicles' armour is now -60% instead of -50%. Takes 2.3% less time to kill buildings at MCTs. Shotgunners Weapon now takes 0.5 seconds to ready after sprinting/switching, just like every other non-Volkov weapon, instead of 1 second (it couldn't have a shorter ready time previously due to an exploit which is now fixed). Damage to vehicles nerfed; takes 20% longer to kill light and unarmoured vehicles, 7% longer to kill heavy ones. Mammoth vehicles are unchanged. Takes 3.1% less time to kill buildings at MCTs. Officers Damage to vehicles tweaked (mostly nerfed, but not as much as the other guys); takes 2% less time to kill trucks/planes, 9% longer to kill light vehicles/helis, 6% longer to kill heavy vehicles. Mammoth vehicles are unchanged. Damage reduction against ground vehicles' armour is now -33% regardless of type (was -20% against light vehicles, -25% against heavy, -33% against mammoths.) This is factored into the above change, so basically vehicles without their armour take about the same time to kill as before; it's against armour that the nerfs really hit them. Engineer Shovel now causes mines to be disarmed safely instead of just blowing them up. Allied Engineers will still want to watch their step to avoid actually triggering them, but they won't have to worry about being killed by their own minesweeping. Shovel charge time down (2 -> 1 second). Shovel no longer affects explosive barrels (it used to make them blow up as well, which was not particularly helpful). C4 now only does 90% damage to minor base defenses instead of one-shotting them. Grenadier Direct damage up (45 -> 50). Splash damage up (40 -> 50). Flamethrower Damage to vehicles nerfed; takes 11% longer to kill light/unarmoured vehicles (except aircraft), 32% longer to kill heavy vehicles (which for the Allies is basically just medium tanks), 20% longer to kill mammoth vehicles. However against mammoth vehicles the difference between health damage and armour damage is greatly reduced, so their damage will start out a bit better than before against a mammoth vehicle with armour. Takes 1.5% less time to kill buildings at MCTs. Each magazine now holds 50 "shots" instead of 10; it still takes the same amount of time to empty the magazine and the damage per magazine is the same, so this just means you have more chances to hit whatever you're aiming at. Splash damage down (35 -> 30). Splash radius down (7 -> 6m). Don't worry, the greater shot granularity makes direct hits much easier. Medic Medic Kit cooldown increased from 2 to 4 seconds. Remember that you don't have to have it equipped anymore for the cooldown to wear off! Combined with the 1 second charge time and the 5 second healing duration, if you keep using the kit you'll still heal the same amount over time as before, but your efforts will be more easily disrupted by Flamethrowers and other things that cause burn effects since you can't reapply your healing as frequently. Damage to vehicles nerfed; takes 20% longer to kill unarmoured vehicles, 40% longer to kill light/heavy/mammoth ones. (Uses same warhead as riflemen.) Takes 2.3% less time to kill buildings at MCTs. Shock Trooper Range down (80 -> 75m). Direct damage to infantry down (25 -> 22.5). Volkov Weapons now take 1.5 seconds to ready after sprinting/switching instead of 2. Vehicles Wheeled vehicles (Ranger, V2 Launcher, Mobile Gap, anything with "Truck" in the name) can now apply brakes by holding the space bar or crouch key. If you need more precision than just tapping reverse. Ore Truck Fixed a random bug that, once triggered, would cause a team's AI Ore Truck to never spawn even after changing to another map. AI Ore Trucks now take 30 seconds to spawn from a dead War Factory instead of spawning instantly. Destroying an AI Ore Truck almost instantly after its construction will no longer prevent the truck from being rebuilt on that map. APC Damage to planes up (1 -> 1.25). Artillery Fixed armour class (was unintentionally using the Mobile Gap's "extra weak to tesla weapons" one). Light Tank Can no longer dodge Flame Tower shots reliably. Reload time up (1.2 -> 1.25 seconds); DPS down 4%. MAD Tank Now also uses the A-Bomb Flare method of determining if a building is in range to do damage, and their damage radius is reduced slightly to compensate (250 to 225 metres); really they can still hit most main buildings from about the same range as before, but this also means their "rangefinder" weapon (letting you get target boxes on anything in its damage radius) is more accurate - if you can see the target box of a main building, you WILL damage it when you deploy. Phase Tank ROF up (3 -> 3.2 shots per second); DPS up 2.6%. Splash damage radius up (9 -> 10m) Naval All naval units except the LST now have multiple lock-on points for homing weapons. Destroyer Range back up (140 -> 160m). Turret tilt restriction loosened (15 degrees up -> 45 degrees). Damage to buildings up (0.375 -> 0.4). Damage to base defenses down (0.375 -> 0.3). Turn rate increased. (Now takes 11 seconds to do a 90 degree turn instead of 15) Missile turn rate increased. Cruiser Turret turn restriction loosened (135 degrees each side -> 150 degrees). A two-man cruiser should have an easier time lining up both turrets to hit something now. Damage up (125 -> 150) but reload time up (7.5 -> 8.5); slightly improved DPS overall The Seamist "fake cruiser"'s global firing sound is now used if you're too far away to hear the main firing sound. Attack Sub Range back up (130 -> 140m). Projectile velocity up (40 -> 50m/s). Missile Sub Damage to buildings up (0.375 -> 0.4). Damage to base defenses down (0.375 -> 0.3). AA secondary is now tracking, but doesn't have a huge projectile size anymore. Speed down (11.5 -> 10m/s). Missile turn rate increased. Helicopters Now use mouse steering. Longbow Damage to planes up (0.6 -> 0.8) Projectile velocity up (75 -> 100m/s) Hind Gun now has horizontal turn restriction of 90 degrees to either side (though this doesn't matter much due to the mouse steering) Planes Has something more resembling fixed-wing physics, instead of just being a VTOL that is forcibly propelled forward! Your direction is now controlled by the mouse (when using basic controls). With basic controls, W/S control throttle, A/D manually roll, Jump/Crouch manually pitch, Q toggles he landing gear. With advanced controls, Jump/Crouch keys control throttle, A/D manually roll, and the arrow keys control pitch/rudder. No longer have enlarged hitboxes while in flight - they will be harder to hit. Death explosion no longer uses the heli death explosion sound. Instantly explodes if it dies from collision damage (this ensures that it will actually damage helicopters) Thrust is now manually controlled, instead of always being forced to maximum outside the Airfield. Holding W increases your throttle up to a maximum of 100%, holding S decreases it to a minimum of -5% (for reversing on the Airfield). The higher your throttle, the faster you move and the easier it is to stay airborne. Once you're airborne, letting go of W/S will keep the throttle at whatever you set it to (unless you go over the flight ceiling), providing similar "cruise control" to what the previous version of planes had. Of course, you'll pretty much always want your throttle to be at the maximum while traveling or fighting, but being able to slow down before you land on the runway (and not instantly losing all your throttle and faceplanting in the process) helps a lot with making a safe landing. Can now fly higher than helicopters; their flight ceiling is set at 125m, versus the 75m of helicopters. If you exceed 125m, your throttle will decrease to 0%, and you will not be able to reapply throttle until you start losing altitude, which may make you a sitting duck for Longbows if you've gained so much altitude that you go into freefall. Instead of dying from low speed, you now die (or take massive damage) from colliding with things (this includes trying to land at too high of a speed/steep of an angle that your landing gear can't take the impact). Just like how being at the Airfield used to save you from the low-speed death threshold, being at the Airfield will now allow you to collide with other vehicles safely. Landing gear is no longer just a simple animation; it's something you can manually toggle with Q that actually actually affects your flight. Having your landing gear out reduces your maximum speed slightly (40 -> 35m/s in a Yak, 50 -> 45m/s in a MiG), causes your plane to pitch backwards a bit (which can make it harder to hit things below you as a Yak), and allows you to land safely (you will die trying to land without it). You can now land and eject your plane almost anywhere, not just the Airfield. However, you must deploy the landing gear and bring your plane to almost a complete halt before you are able to eject, and trying to land anywhere with difficult terrain, a lot of obstacles, or enemy units is not recommended as all of those are likely to destroy the plane (and you since you're inside it) before you can slow down enough to eject. If throttle is very low, the Yak's propeller will turn more slowly, the MiG's exhausts will stop spewing, and boths' engines will sound "dead". This is not a 100% indicator of the plane's ability to keep flying, as depending on your control you may be able to barely maintain altitude at a middling-low throttle - but if you notice any of these things and you're not trying to land, it's a clear sign that you should throttle up again before you do fall out of the sky. Yak Range up (105 -> 200m) Rate of fire increased (7.5 -> 10 shots per second) Splash damage no longer pierces cover. Damage to naval units reduced slightly. Damage to heavier ground vehicles reduced. Damage to aircraft increased. MiG Health up (200 -> 300) Range up (100 -> 150m) Missiles' initial path is now directly ahead of the MiG instead of "dropping" directly beneath it; you will have to fly it like a Yak now instead of "bombing" things from max altitude. High reload time between salvos, so now it must make two passes to use all of its ammo, just like the Yak. If you fire your missiles less than 0.5 seconds after you stop aiming at a unit, your missiles will still lock onto that unit if you got a lockon indicator. This will make it much easier to hit all the non-naval vehicles which are much smaller targets. Now only has 4 missiles (total base damage is still the same as it was with 6 missiles though) Damage to naval units reduced slightly. Damage to aircraft reduced (can no longer kill a longbow in one refill). Damage to heavier ground vehicles increased (is now the same as the damage dealt to light vehicles). Buildings Interior lighting is brighter. AA Gun Damage down (60 -> 50). Now stops shooting a unit when it starts "crash landing". Barracks Removed some of the random smatterings of floor props, added more gear shelves in their place. Flame Tower Damage to vehicles tweaked; takes 10% less time to kill light/unarmoured vehicles (kills light tanks in one less hit!), 8% longer to kill heavy vehicles (which is basically just medium tanks). Reload time up (2.75 -> 3 seconds). Naval Yard Reduced amount of props. Radar Dome Added a second light in the basement, between the purchase terminals. Refinery Since the MCT-side staircase up to the top floor was often unusable due to infantry hitting their head on the walkway to the rooftop, that staircase been removed; now only the purchase-side staircase remains (but wider and with added guard rails) and there is a walkway connecting the two sides of the top floor. Guard rails no longer block bullets. Silos Gem Silo now gives 5 credits per second, instead of +1400 start credits and 2/sec. On Hostile Waters this should allow an earlygame where LSTs have more purpose. You'll be poorer early on but after about 10 minutes you'll have more money than you had in the last version. "Double strength" and "triple strength" ore silos have been axed; Wasteland just has a gem silo and Soviet Seamist has 3 ore silos. Sub Pen Infantry no longer have seizures when looking at the big crates. Tesla Coil Range against naval units increased (150 -> 180m). No longer outranged by destroyers! Unit-repairing buildings Repairs now happen automatically when a unit is in the zone instead of needing to press a button. This happens on a 1-second delay so you have plenty of time to sell if you don't want to repair. Repair zones now take 10 seconds to fully repair instead of 8. Service Depot help text now also mentions that it can automatically reload Minelayers. Naval factory repair help text now also mentions that you should surface a submarine before selling it (since infantry drown when ejected underwater). Naval factory repair zones will no longer fail to show their text for Destroyers/Cruisers. You can no longer sell the same plane multiple times. War Factory Overhauled interior props; instead of random shit scattered all over the place, some of which wasn't even relevant to the war factory and some of which was easy to get stuck on, it's now mostly on shelves and there's a wider variety of stuff, such as some mid-assembly vehicles and vehicle parts. Added guard rails to the catwalk leading to the MCT room, so you can dodge around without falling off (and also so bots don't dive off the catwalk onto some prop and then go braindead because they can't pathfind anywhere else from where they landed) Guard rails no longer block bullets. Main door trigger size greatly decreased; it now won't open because of infantry units on the ladders or at the purchase terminals, and it won't open for purchased vehicles until they're near the edge of the construction pad. Aesthetics FPS is now capped at 300, so you won't get any more of the animation hiccups that happen at 1000 FPS. Improved sun flare effect. All metal features on units and base defenses now have a specular lighting effect. (This isn't working for stuff that uses baked lighting, like main buildings, yet.) Tweaked stealth texture to look a bit more like the RA1 stealth effect. Re-exported some textures (mostly vehicles and base defenses) that were suffering from artifacts, they should look crisper now. Made the pulse effect on radio command emoticons smoother. Grenades, depth charges and siege cannon shrapnel now visibly tumble in flight. Ejected bullet casing effects are somewhat less limp; velocity is slightly increased, randomness has been added on weapons that lacked it, and casings now bounce once. Wheeled vehicles' wheels now visibly switch direction more smoothly. While using a vehicle's first-person camera, you will no longer see your own name floating in front of you. M16 now ejects three bullet casings when using the three-round burst. The Colt and Makarov now have slide and reload animations in first person (shamelessly recycled from the Beretta). Remington's first-person ejected shell now uses the correct texture. TOZ-194 actually ejects shells now (in both first and third person). TOZ-194's muzzle flash no longer produces dragonsbreath sparks. Both shotguns and the Enfield eject their shells/casings in sync with the pump/bolt action instead of doing so instantly when firing. Colt now ejects casings in the correct direction in third person. LPO-50 flamethrower has a new firing effect. While climbing a ladder, your weapon will now be stowed on your back instead of staying in your hand and clipping through everything. Vehicles with machineguns (Ranger, APC, Hind) actually eject bullet casings now. Missile Sub has a new firing sound and projectile model. Chrono Tank now has rockets in its rocket pods. MCV and Ore Truck now have interiors. Ranger's M60/PKM now has the same (smaller) muzzle flash as the handheld one. Helicopters now use the same "crash landing" logic as planes, meaning the falling husk will retain the momentum that the helicopter had when it died. Unlike with planes though, the helicopter's pilot will still be ejected in mid-air like before. Fixed "smoothness" problem with the Yak's landing gear when retracted, it shouldn't be lit so weirdly anymore. Fixed some visual weirdness with the cracks on the destroyed Service Depot. Fixed texture stretching on the insides of doors. Tesla Coil now uses the same glowing effect as the Tesla Tank's dome while charging up. Animation of Barracks flags has been improved. A-Bomb terminal in Missile Silo no longer displays anything when the building is destroyed. Soviet Construction Yard now has the correct texture on its purchase terminals. Added some depth to the building props that use A4R91N's new textures (fuseboxes, power panels, WF crane control, random electrical equipment in the PP/Dome). AK-47, M60, PKM and Makarov are reverted to their Gamma firing sounds. "Extra Crispy" voice now belongs to the Flamethrower instead of the Shock Trooper. Added the rest of the missing RA voice files for generic infantry ("vehicle reporting" is just cropped down to be another variant of "reporting"). Weapon firing sounds no longer cut off previous instances of the same sound, so rapid-fire weapons will just sound better. Most sounds now play at slightly random pitches (this functionality was broken for a long time). Bots Bot support has been added to the maps Complex and Pipeline. (Though they won't capture oils on Pipeline.) Infantry bots on River Raid may now use the infantry-only side routes. Bots now grab their vehicles faster. Instead of there always being 1 engineering bot, 2 defender bots, and the rest being offense bots (which resulted in nothing happening with very small bot numbers), all bots are now offense bots by default, and some will change to engineering/defender roles while main buildings are under attack. Using the "Building needs repairs" radio command will further encourage switching to engineering/defender roles. Defender bots now hunt down the units that are attacking a building wherever they are instead of just hovering around the engineering bots. Bots now detect enemies on radar. Infantry bots no longer bunnyhop unless they are a Sergeant, Starshina, Tanya or Volkov (the first two get very close to their targets and the latter two have very low accuracy penalties, so with these units bunnyhopping is not be a total offensive disadvantage for the situations bots get into). Infantry bots actually open the War Factory main door now instead of phasing through it. Fixed infantry bots not wanting to go into buildings at all because they saw building exteriors as a target that must be dealt with before they can proceed. Now they will completely ignore building exteriors and only shoot the MCT (if they manage to reach it) - unless they're a Rocket Soldier/RPG Trooper/Grenadier/Volkov; those will still shoot buildings from outside since they don't get bonus damage against MCTs. Music Replaced the rest of the low-quality TD/RA1 music tracks with higher-quality versions (Depth Charge, Creeping Upon, Big Foot, Fogger, Hell March Remix, Journey) Chicajo's remix of the RA1 map selection music is now used during loading screens. Tweaked a bunch of jukeboxes: Bonsai no longer has Afterlife or Bog; with the change in sky/weather the map isn't gloomy enough for those anymore. It now has Mud and Mud Remix instead. Canyon River no longer has Trenches, Fogger or Mud; instead it has Afterlife, and Bog so it doesn't go unused after being removed from Bonsai. Coastal Influence no longer has Chicajo Drone. Added Hell March Mix Electronica (a previously unused Chicajo piece that some may remember from Hourglass in Gamma instead. Complex no longer has Journey. Added Backstab instead. Dream Sleep and Floating have swapped maps; Dream Sleep is now on Metro and Floating is now on Complex. Metro's signature track is now Eaten Alive, like it was in Beta. Pipeline no longer has In Trouble, its quality sucked. Added In the Line of Fire (Tiberian Dawn) instead. River Raid no longer has Renegade Jungle. Added Crush Remix (Retaliation) instead. Rock Trap now has RenAlert Jam (Chicajo) and Hell March Remix (Retaliation) instead of Ammo Clip and Smash. Siege no longer has Trenches. Added Twin Cannon Remix instead To the Core no longer has Twin Cannon Remix. Added Smash instead. Zama no longer has Drill, Radio 1 or Techno Babble. Added Groundwire, Mud and Radio 2 instead. Now finally EVERY RA1 track is being used! Lunar Paradox... well, hear it for yourself. New map (see below) uses Trenches, Afterlife, No Mercy Remix and Snake. MapsSeamist Fixed trenches being considered as part of the water. Bonsai Reduced amount of rocks. Fixed a plateau near the Soviet Refinery that had just slightly too shallow of a slope, which let rocket soldiers get onto it for a cheap ref/ft attack spot. Complex You can no longer walk through the foundation of the Allied Radar Dome. Sky redone to more resemble the Beta version of the map. Guard Duty Added a guard shack and gates to the back of the base, taken from the Beta map "Slow Down" and slightly prettied up. Lowered various mountains to give Yaks more room to maneuver. Reduced amount of rocks. Hostile Waters Economy is different (see Silos). Rearranged anti-boat/infantry defenses to better cover the naval factory while leaving more of the base exposed. Allies no longer have a Pillbox near their Missile Silo, and instead have a Turret perched on the south-east end of the Naval Yard. Soviets no longer have a Tesla Coil near their Missile Silo, and their remaining one is moved closer to the Sub Pen. Allies now have a Refill Pad. Removed some AA defenses, particularly on the Allied side. Added some props to the bases. Flares can no longer be placed in Construction Yard basement or the top floor of Missile Silo. Supply Truck no longer respawns. Lunar Paradox Allied arsenal is now joined by Long Artillery. No gravity and 400m range so it can be pretty ridiculous at sniping, but its gun elevation is almost nonexistent, its splash is much weaker than the real arty, and the terrain layout provides very few outlets to make use of said range. Mess around with it anyway. Soviet arsenal is now joined by the Ground Yak. It's basically the equivalent to Long Arty in role; fixed gun, long range. Soviet arsenal is now joined by the Lunar Hind, the equivalent to the Lunar Longbow. Just like the Lunar Battlefield one, it shoots fireballs. Various "balance" damage/health tweaks to various units, details don't really need to be elaborated for a map like this except... Guided V2 now uses the reworked plane physics instead of behaving like a VTOL! Guided V2 no longer has manual detonation; let the collision damage do the work of detonating you. Removed the cover from the front of the MCT room, now some units can fire into it from below if the WF door is open, hit the MCT and kill repairers. The Earth is no longer mirrored. North by Northwest Removed all rocks on the corner hills. Made corner hills more accessible from the defender's side. Lowered the southwest corner hill (near Soviet WF) 3 metres. Removed a pillbox and a turret on the front. Pipeline Replaced the hedgehogs behind the Soviet War Factory with a guard shack and gates. These actually prevent you from getting in/out of the base from this direction. Removed the invisible barrier in the out of bounds behind the Soviet base, it's no longer needed with the new visible barriers. Reduced amount of rocks. Ridge War Expanded the fencing behind the Soviet base and added guard shack and gates. Siege Moved a couple of lone trees that were very close to the Airfield and interfering with landing planes. Added more out-of-bounds trees. Moved map boundaries inwards in most parts, but outwards near the Airfield so you're less likely to scrape the warning zone while taking off or landing. To the Core Reduced amount of rocks. Under The destructible rock arch has been remastered; in addition to looking better, it no longer causes instant death in a radius that may affect things outside the area it's blocking off - instead, it causes instant death to anything that the rocks themselves hit (and to anything that happens to be stuck between them afterwards), so you have more time to get away. However, the fallen rocks now block off the entire area under the arch, so infantry will have to circle around the back of the island through the shallow water if they want to continue using the island as an avenue of attack. Volcano Is now back in the game, redesigned as a full combined arms map - in addition to the original infantry/vehicles/helis, planes and naval also make an appearance. The volcano is actually dangerous now. Infantry standing around the rim will take 1 damage per second, and anything that falls in is dead. Zama Reduced amount of rocks. [thumb]thumb_apb.k.png[/thumb][blurb]A mega-update 4 months in the making; new plane physics, specular lighting, cleaner building interiors, safe mine disarming for Engineers, Volcano in island form, and more![/blurb]
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    Hello, and welcome to another Tiberian Dawn: Ground Zero development update! Like last time, this is more like an outline for the gameplay. However, this should be the last one before we get into the real meat of the updates. As in, some of the stuff we've been cooking up under the hood. To start us off, huge shout out to @CCHyper! He made us a new logo, featured above, and it's super awesome! OverviewAs mentioned, vehicles won't have quite the same amount of focus as they have in the past. Don't expect to see, for example, large battalions of Medium Tanks rushing the enemy base with the same amount of regularity as in APB, TSR, or IA. Rather, they will be designed to play a supplementary role. Furthermore, expect them to have a few more weaknesses than in the past, namely closer cameras, slower turret turning rates, and a more advanced weak point system. The compensation, however, is the sheer amount of power they will pack. They'll be able to both take and dish out a significant amount of punishment, and in the right hands, can turn the tide of battle. In short, while you probably won't see Mammoth rushes, just one Mammoth can do a lot of damage in the right hands, but a skilled and coordinated team can take it down. Shared VehiclesSUPPLY TRUCK Standard affair here. Supply Trucks, much like in APB, are low-tier, cheap transports that will allow players to refill their armor and ammunition after being inside for a short period of time. HARVESTER You gotta get money somehow. The Tiberium Harvester is the most important vehicle in your arsenal, being the source of your income and all. TRANSPORT HELICOPTER Flying buses. Take yourself and up to 5 friends around the battlefield. I'd love to say something more interesting, but you guys already know what's up, so I dunno what to add. GDI Vehicles HUMVEE Your basic scout vehicle, this low cost option is the perfect choice for getting the lay of the land early in the game. Lightly armored and armed with an FN MAG, this is also a good choice for chasing down enemy infantry... provided they have no Rocket Soldiers or vehicles. ARMORED PERSONNEL CARRIER Similar in visuals and function to APB, this is a squad's best friend. It's armored shell can protect up to 5 passengers, and it's deadly M2HB machine gun can ward off infantry and lightly armored targets. MEDIUM TANK If you want to go hunting enemy vehicles, the Medium Tank is your best friend. While a slower turret rotation means it won't be able to hit infantry as well as past W3D games, it's range and firepower more than makes up for it. Any GDI team would do well to have a few of these escorting the team. MULTIPLE LAUNCH ROCKET SYSTEM GDI's artillery unit subscribes to a single philosophy: "Paint an area with death until it dies." While it may not be the best choice for destroying vehicles, it is good for taking out bases from afar, as well as devastating dug-in infantry. MAMMOTH TANK The vehicle that has become the face of C&C. Armed to the teeth and heavily armored, this is GDI's go-to siege unit. While it's slow speed and slow turret rotation might not make it ideal for taking out enemy vehicles, it's more than capable of taking on Nod defenses. And let's not forget the TUSK missiles, which will help give it an edge against pesky infantry and aircraft. ORCA As the First Tiberium War raged on, GDI quickly realized that it needed a fast attack unit to counter Nod's hit and run tactics. Enter: the ORCA. Chase down enemy vehicles, drop a bunch of Hellfire rockets on their faces, return to base to re-arm, rinse and repeat. Nod VehiclesBUGGY Lighter, faster, and squishier than the Humvee, Nod's classic buggy makes for a good early game scout unit. It's machine gun makes it ideal for taking out squads of infantry. Against vehicles, though... Nod has a solution. RECON BIKE Now for the other half of Nod's early game Dynamic Duo, the Recon Bike. The fastest unit on the battlefield, and armed with missile launchers, this is the perfect hit-and-run vehicle, as well as the best choice for chasing down enemy ORCAs. Be careful, however, because with it's fast speed comes the lowest health of the vehicle roster. LIGHT TANK Since the announcement of GZ, some of you have raised concern about our decision to stick with an upgunned Bradley as opposed to looking for a different tank. Well, the decision wasn't made purely on visual merits. Nod's Light Tank will pull double duty as an APC, able to carry 3 passengers. This, combined with the 76mm gun, will help secure Nod's footing in a war against superior firepower. ARTILLERY Nod's preliminary field support/siege weapon, this mobile howitzer is ideal for shelling the enemy base or taking out dug-in infantry. Not that it won't do considerable damage to vehicles as well; there's just more optimal choices for it. Oh, and don't worry about trying to line your hull up with your target; Ground Zero will be using the Raad-2, which means you will have some limited access to a turret. Said turret will have a traverse limit, so you'll need friends to watch your back. Literally. FLAME TANK Heavily armored, short ranged, and packing a ton of literal firepower, this is Nod's battering ram. If you can get them into the GDI base, they will happily burn it to the ground for you. It's a risk/reward unit, especially since it won't have a turret and will be outranged by most other units, but it will have a high DPS and could be crucial for destroying the base. STEALTH TANK A natural evolution of the Phase Tank, this is perhaps the perfect ambush unit. It waits in silence on the highway's edge, waits for it's prey to pass, quickly launches it's anti-tank missiles... and then disappears as quickly as it arrived. Bear in mind that the Lazarus stealth shield will be your only defense against the enemy. If you're caught, your low health will drop fast. SSM LAUNCHER A lot of thought went into making sure the SSM didn't overshadow the Artillery. Ultimately, in my mind, it came down to comparing them to Age of Empires 2. Hear me out; the Artillery is the Scorpion, the MRLS is the Onager, the Flame Tank is the Battering Ram... and the SSM Launcher is the Trebuchet. Slow and steady, somewhat squishy, packing serious firepower (as in, two napalm-tipped Honest John missiles), and sporting incredible range. Be mindful of your surroundings, though, as the SSM will not be able to fire at close targets. APACHE Nod's air support unit is focused less on hit-and-run tactics and more on staying power. Armed with an autocannon and frag rockets, this will serve as an excellent support unit for Nod, and will be able to reasonably engage GDI infantry and light armor. Skilled pilots may even be able to soften enemy defenses and do some serious damage to ORCAs. ConclusionYeah, this took longer than usual, but I've been busy in my real life. Plus, development has kind of slowed to help focus on Reborn (2.0 HYPE!!!). Next time, we've got some cool stuff to show off, so stay tuned!
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    Good welcome, citizens. This Thursday we are bringing to you a broadcast, a look at our rescaled Juggernaut, and our improved shotgun logic. Thank you for listening. The Juggernaut has been rescaled and its deploy and walking animations are smoother than ever. "Unit ready." Thanks to CMDBob, we now also have improved shotgun logic for our GDI Riot Troopers. You can now reload shells individually and stop when you need, should the enemy not allow you the opportunity to fully reload. Development is currently at full speed, and you can expect much more to come in the following days! It could be anything; a map preview, testing footage, a simple screenshot, or another Oxanna report! Check back again Thursday for the next TS:R news update! [blurb]Good welcome, citizens. This Thursday we are bringing to you a broadcast, a look at our rescaled Juggernaut, and our improved shotgun logic.[/blurb]
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    Reborn news day! And even more, the 4th of July! Redone rifle animations, post-processing tests, and kill icons. To celebrate today in American fashion, we will be modifying our guns to be more deadly than ever before! TSR will now be a Gears of War mod, so expect more intense close-quarters combat! ... GDI Rifle Re-rig Okay so we're not really doing that. However, CMDBob has once again contributed to weapon work and has redone the first-person GDI rifle animations. In his words, "Now it looks like it's being held by a proper human, and not that weird Renegade pose". Post-processing Tests Dghelneshi has been working on a post-processing setup for W3D. While not officially in the game yet, he hopes to have it in a reasonable state soon. "So far I have two kinds of effects running: tone mapping and color grading. The former is meant to help extend the dynamic range of the image, though with how lighting currently works in the engine it mostly just looks like a contrast enhancer. Color grading is a tool for artists to fine tune the mood of a level by adjusting the colors of the image. I also plan to make it possible to adjust this dynamically based on either gameplay events (e.g. Ion Storm) or zones (e.g. Barracks indoors gets different color grading than outdoors)." (without PostFX) (with PostFX) (without PostFX) (with PostFX) This is all running ingame, no Photoshop. With the completion of this setup, we can provide a more immersive experience into the world of Tiberian Sun. It can be as vibrant or as dreary as need be to fully capture the atmosphere of this bleak future. Kill Icons Borrowing a feature from APB, Reborn 2.0 will feature kill icons. ChopBam and OWA will be collaborating on this and are making steady progress. (Some icons may be subject to change for better visibility.) The feature has already made it ingame and we'll be going down the list of icons to complete it. Thank you for tuning in again for TSR news. More news to come as we continue on the road to release. Until next Thursday! Happy Treason Day! [blurb]Reborn news day! And even more, the 4th of July! Redone rifle animations, post-processing tests, and kill icons.[/blurb]
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    Red Alert: A Path Beyond Update General Raised all non-Volcano maps' flight ceilings to 100m (helis) and 150m (planes) to match Volcano. Fixed projectiles spawning behind the turrets of certain units if your camera was nudging another unit while you fired. Fixed projectiles with enlarged hitboxes clipping through solid objects if fired right next to them. Mostly this means no more worries about depth charges going through subs at point blank range, as hardly anything has been using this logic due to how broken it was; it might get reintroduced for more things at a later date. Fixed burst-fire logic; mashing the fire button doesn't eliminate the cooldown between bursts anymore, so now we'll actually start using burst-fire logic on some weapons again! Fixed tracking weapons not displaying a lock-on indicator against units that were between 80-100% of your maximum range. (This will also stop MiGs from arbitrarily locking onto parts of boats that you aren't aiming at.) Fixed bots having wide turning circles in certain vehicles, which would often get them stuck in forests. Fixed issue that was causing players to get kicked by the anti-cheat if they joined the server while the post-match scoreboard was up. Stealth effect for mines is less of a burden on performance. If you load a map before the server does, and end up with a temporary black screen in the process, you will now see "Gameplay is pending / please wait" in the middle of the screen as a reminder that you should just wait. (This is a vanilla renegade feature but it got broken by HUD changes in APB Gamma) Infantry Weapon ready time (after coming out of a sprint) and weapon switch time (swapping between different weapons) have been decoupled so we can now set them separately. For reference, originally the ready/switch times were 1.5 seconds for Volkov's handcannons, 1 second for tools, and 0.5 seconds for all other weapons. Ready times are mostly unchanged from before, the only exception being that Volkov's handcannons now take 0.5 seconds to ready just like other weapons. Switch times have been cranked up though, mostly lining up with the weapons' first person animations. It now takes 1 second to switch to a pistol/grenade/tool, 3 seconds to switch to a rocket launcher, and 2 seconds to switch to any other weapon, including switching between Volkov's handcannons. For the most part this is just flavour, as most classes only have one weapon (excluding tools) so they're either never switching at all or only switching while they aren't in combat. All it really changes is Rockets/RPGs, Medics and Volkovs - Rockets/RPGs in combined arms maps where they have to switch between their AT/AA launcher (so no more doubleshots), Volkovs have a tradeoff where they're now better at coming out of sprint but worse at changing to their other cannon on the fly, and Medics take longer to return to their gun after healing but have slightly better healing. Fixed infantry weapons displaying their muzzle flash when you switch to first-person view. C4 Countdown display is no longer affected by area lighting. Countdown now correctly displays the timer in seconds instead of minutes. Countdown is now also visible on the screen of the C4 itself. Takes 1 extra second to explode. Rifle Soldier M16 secondary fire is now an actual 3-round burst with each shot fired separately, instead of firing the 3 rounds instantly like a shotgun. Unlike the Gamma variant of this, rapidly mashing the mouse will not increase its fire rate, and unlike the "shotgun" iteration it won't refuse to fire if you try to use it with only 1 or 2 rounds left in the magazine. Both basic rifles' secondary fires are now perfectly accurate when standing, instead of merely having 1/3 as much inaccuracy as the full-auto fire. Officers Firing while crouch-strafing now has the same level of accuracy as crouching, instead of having accuracy about halfway between crouching and standing. Flamethrower Fixed surface flame/smoke plume lasting longer than the sound effect. Firestream has 80% less particles and their size does not blossom as much near the end of their life cycle, so it inflicts much less framerate damage. Fixed firestream particles not lining up with where the actual projectiles were going if you fired while strafing. It'll actually be feasible to lead your target now. Projectiles now have generous hitboxes; they're 0.25m wide, though they still have no height or length. Their width makes it MUCH easier to achieve direct hits, so even with the following debuffs, the weapon should be much better than before at handling infantry: Now bursts its entire magazine in one click. Range down (90 -> 75m). Projectile velocity down (100 -> 75m/s). Direct damage to infantry down (40 -> 25). Splash damage down (30 -> 15). Medic Takes 50% more damage from fire-based weapons (Flamethrower and Flame Tower). Removed the 1-second charge time from the Medic Kit and added it to the cooldown instead, as the increased swap times add enough delay. Increased heal duration from 5 to 6 seconds. Engineer Removed the 1-second charge time from the Shovel and added it to the cooldown instead. Vehicles Various anti-tank vehicles Splash damage against infantry increased slightly, about 10-20%. (For the Mammoth this only applies to the cannons) Artillery/V2 Splash radius increased about 10%. Phase Tank Now fires in 2-round bursts, firing 2 rockets in 0.125 seconds and then having an 0.5 second cooldown between bursts, instead of having a constant 0.3125 seconds between each rocket (so its DPS is unchanged). Cruiser Can no longer be occupied by both teams at the same time. Rear gun's traverse limit has been reverted back to 135 degrees, so that its shots don't hit the cruiser itself now that projectile hitboxes actually work properly. To compensate, the main gun's traverse limit has been increased from 150 to 157.5 degrees. Submarines The "view of the sky is blocked while submerged" feature has been reinstated as it no longer covers the map in big black bubbles of doom. Now it'll be harder to spot enemy units from afar while submerged. While submerged, enemies will not be able to see your target box if they happen to mouse over you, making you harder to spot at a glance. Hind Now fires in a 5-round burst; unlike the Phase/M16 there is no downtime between its bursts so its behaviour is basically the same as before for standard use, it just looks/sounds less silly when you tap fire. MiG Now uses burst-fire logic for its double rocket firing, so it will always fire both rockets; previously it would fail to do so under rare circumstances. Tweaked physics; actually added roll stabilization and raised aileron damping so it levels out more by itself, so you should be less likely to clip the runway with a wing when landing. Buildings Turret No longer fails to detect enemy units if its barrel is clipped into a wall. Now tries to hit infantry with splash damage just like Flame Towers do, instead of hitting their faces with death. Flame Tower No longer has a ridiculous amount of trouble hitting swimming infantry. Maps Hostile Waters To compensate for Allies having a basic boat that can hit ground targets and Soviets not having that, and also an air unit that doesn't kill the pilot when it dies, Soviets now have a flame tower behind their airfield (with very limited coverage, but it's something) and Allies no longer have a turret on the NY. Allied Pillbox is moved to be a bit more between the SD and NY, so it provides less coverage against frontal landings into the CY/MS but still protects against incursions into the NY. SAM sites on this map have 175m range instead of 150m to further discourage using longbows as easymodo transports. North by Northwest Fixed holes in the map near the Soviet base. [blurb]Reinforcements have arrived. And by reinforcements I mean long-awaited bugfixes.[/blurb][thumb]thumb_apb.g.png[/thumb]
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    And Red Alert 2 again. I released new remake. More powerful than Motorized! It took from me almost one week to remake it and to change some things a bit. http://download.ccassault.com/museum/music/solomusic/Burn.mp3 INSANELY HARD WORK...
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    A new update is now available for the W3D Hub launcher, which contains a few small bug fixes and one major new feature. For the first time ever, parts of the launcher UI have been localised into new languages as part of efforts to make the launcher more widely accessible. This first implementation does not cover all parts of the UI, as not everything currently supports localisation, but I intend to gradually expand this to cover more and more of what you see in the launcher. As of today, translations are available for; German Russian Turkish Croatian If your Windows regional settings are set to one of the above languages, the launcher should automatically apply the appropriate translations. Thanks to @NoSoldier, @__nEmPoBu4__, @Sheila and @AZ-Stalker for their help in providing translations Localisation Help If you spot any errors in the translations, or would like to help us translate the launcher into more languages, please drop by our translation spreadsheet (created by @Jeod) and update it with your new entries / corrections. Alternatively you can contribute via the localisation forum topic.
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    Seems we had a bit of a break since the last TSR update. Someone may or may not have went on vacation without notifying the others. Whoops. Anyway, a small update of things happening. This post will have our high-res GDI mechs, a few more kill icons, and what to look forward to in the coming week. High-Res GDI Mechs Our GDI mechs have received the high-res treatment, especially the Mammoth Mk. II. What perhaps may have been an oversight for quite some time, we have changed the colour of its texture to more closely match the other GDI vehicles. More on the Mammoth Mk. II at the end of this post. "I'm a Mechanical Man" "GDI Mechs 2030" More Kill Icons Pushwall has lent a hand to ChopBam and OWA and provided more icons for use in our kill feed. In fact, I think we have all the icons we need and are finished! I believe we are still reviewing the full list for visibility, though otherwise we are completely set. Mammoth Mk. II Coming up next week, we have some big news to reveal of the Mammoth Mk. II. OWA has been putting in work to realize the full potential of this beast, and we have reached the end. Next week's update will have all the details on this. For now, I leave you with this. Do not be alarmed if you notice the towering monstrosity aiming its railguns at you. It's just testing its new weapons system. See you next Thursday![blurb]A small update of things happening. This post will have our high-res GDI mechs, a few more kill icons, and what to look forward to in the coming week.[/blurb]
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    Hello there, I'm from Russian Renegade community. We mostly promote Command and Conquer news in our segment, but when it comes to convenience and trouble free gaming experience, we take it with all the seriousness. We would like to cooperate with W3D Hub and contribute to the common goal - making the Renegade great again. If speaking more precise, we want to make Russian translations of W3D Hub Launcher and all games it provides, so our players would not face the problem of long game learning process ever again. Surely, it would be much better, if there would be more languages support, so that's why this thread now exists - if you want to contribute to the Renegade community by making the games more accessible for non-English speakers, don't be shy to begin from here! Waiting for the answer from W3D Hub and its community members, who are wishing to help!
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    May already! New month, new theme! With Godzilla releasing this month, the theme is Giant Monsters! All sizes are welcome though!
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    Renegade is here!Our very own W3D Hub Launcher can now be used to play Command & Conquer Renegade in all of it's glory! From APC rushes to 500 sniper wars, there's been no better time to return to Renegade and re-live the old days! Here's how you can do that! How do I play?First you'll need to install Renegade! Where do you get Renegade from? You can buy Renegade physically from second-hand stores or online as a standalone or as part of the First Decade collection. W3D Hub recommends Amazon or Ebay! You can also buy it digitally as part of the Ultimate Collection on Origin. Anything else I need to install?Once you have Renegade installed, you need to install the latest scripts package from Tiberian Technologies. The Tiberian Technologies patch consists of an extremely extended version of the custom scripts.dll that has many bug fixes, compatibility with newer Windows versions and wide support for mods! Click here to download it. Once you have downloaded the installer, run it and install the files into your Renegade directory. This is very important if you have the Origin version of the game. So what about the launcher?To get Renegade into the W3D Hub launcher, you first need to install it. You can get it from here: Once the launcher is installed, start off by clicking The Renegade icon on the launcher: You might find that the launcher has already detected your installation of Renegade (using known registry keys) which means that you will be able to play Renegade from the launcher with no more steps! If the launcher doesn't find your install of Renegade, you will see a new button that reads "Import Game". Click it and you will be taken to this screen:  You will be prompted to browse for your Renegade executable from the installation directory. Browse for it, select Game.exe and then click "Import Application". If all goes well, you should be done! So how do I play?Once Renegade has been imported to the launcher, you will be able to join servers using the Server Browser tab! Just pick one and hit the join button! We recommend RenCorner if you want a more vanilla Renegade experience and MPF UltraAOW NewMaps if you prefer something a bit different! Come and join us!Come and join us on Discord, where we discuss all of the games on the launcher, including Renegade! Meet people who share a same passion for Renegade and it's mods as well as be in the know about game nights and events in advance! Join us by clicking connect below! Cheers for reading! [blurb]Our very own W3D Hub Launcher can now be used to play Command & Conquer Renegade in all of it's glory! From APC rushes to 500 sniper wars, there's been no better time to return to Renegade and re-live the old days![/blurb][thumb]custom_thumb_ren.png[/thumb]
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    Smh, I can't believe you guys can't see how scummy Jeod is being this game. Have none of you noticed that every post announcing someone died was made by Jeod?!
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    @Testament do you know what is your problem? you talk to much instead play, as you can see from my log (which is not complete) you wrote 6702 lines of text (who knows what is real number) while you have 158 recommendations at this moment. you killed 797 players and you destroyed 721 vehicles @notDMBhas even worse statistics but he is first to criticize almost every single thing. Im not saying criticism is bad and I wont mute you for this but seriously you guys are wrong on so many levels that I cant even explain to you why you are wrong because you wont understand. for example @notDMBsaid in first sentence in another topic: and... he is wrong. already in the first sentence. he is not aware that 100$ home guard (and his mirror in Nod red tide rifleman) is the best character in map close_combat because he is fast, he has Anti Structure Tandem-warheads which is very good against tanks, long ranged lee enfield which can kill free characters in 1 shot AND 5 sticky bombs (1 more than needed) which can eliminate building in record time-only 21 seconds! hotwire needs 30s. imagine 2 x Daimler Armoured Car with 2x2 home guards in cold_wall power plant is dead in 5s? nobody can expect it in early game. but he said that home guard is useless. Line 3682606: kwi 11 22:16:31 <ikmapsbot> [BUILDINGKILL] LiMaDo destroyed the Hand of Nod (Dynamite VS. Hand of Nod) Line 3225270: mar 17 15:06:00 <ikmapsbot> [BUILDINGKILL] henri99 destroyed the Hand of Nod (Dynamite VS. Hand of Nod) Line 3697177: kwi 12 07:03:25 <ikmapsbot> [BUILDINGKILL] Threve destroyed the GDI Infantry Barracks (Dynamite VS. Infantry Barracks) [KILL]04 Geko400ri killed REpubilc (Dynamite VS. Engineer/Tarantula Laser Chaingun) [19:03:11] 18<ikmapsbot18> 07[KILL]04 Geko400ri killed caprigtx (Dynamite VS. Delta Force Soldier/C.M4A1 Carbine) [19:03:11] 18<ikmapsbot18> 07[VEHKILL]04 Geko400ri destroyed Tirani's Machine Gun Emplacement (Dynamite VS. Machine Gun Emplacement) and so on... he is wrong on almost every sentence, i cant even discuss with it because there is too much text, I would spend here whole week to say in english everything what I know and explain in details why exactly he is wrong and use suitable words to convince him
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    Hello, and welcome to another update from the Ground Zero team! In this update, we go over limited ammo mechanics, supply depots, the new Heavy Gunner class, and more! Limited AmmoYes, you read that right. As we push ourselves in a more realistic direction, we are reintroducing the concept of limited ammo for all weapons, including those mounted on vehicles. But fret not! While you won't have the traditional unlimited ammo, you will have plenty of ways to keep yourself supplied. For starters, you will always be able to resupply at your base, either from purchase terminals or service depots. As for resupplying outside of your base, don't worry. We have some options there. Supply Depot In Ground Zero, there will be several neutral structures that you will be able to capture, but one of the most important will be the Supply Depot. While we haven't hammered out the specifics of how it will work *quite* yet, we do know that it will resupply your ammunition. Aircraft, vehicle, or infantry, you can rely on this structure to keep your munitions in top stock. So you'll have your home base, supply depots, and of course supply trucks to keep you supplied in Ground Zero. But wait, there's more! In addition to dedicated structures and dedicated vehicles, we'll also have an infantry class whose job it will be to keep you supplied. Heavy Gunner While our original roster was mostly well-rounded, it was determined that we could use a class who could resupply his comrade's ammunition. Thus, we have decided to add the Heavy Gunner class. Here's how he works; His primary weapon will be a machine gun, and his secondary weapon will be an ammo cache. His machine gun will have a high ammo capacity and high rate of fire, but low accuracy. He will also be able to deploy his MG to a stationary position in order to greatly increase his accuracy at the cost of movement. His ammo cache, on the other hand, will be able to be deployed and resupply any ally in a short radius for a limited amount of time. All of this heavy equipment will make him a bit slower than his squadmates. This will hopefully keep him from being a "better Minigunner," while still giving him an important role to fill. At 200 credits, he will more than pay for himself in the field. Now, there is one more thing that will keep him from being a better minigunner. I hope you're sitting down, Commander. RecoilYou read that right! The scripts team has made a monumental breakthrough and implemented recoil into the W3D engine. While it's up to the heads of the individual projects whether or not to use this feature, you can expect Ground Zero to make extensive use of it. Check it out in action! (NOTE: None of the models, textures, or sounds are final) Big thanks to the entire scripts team, but especially to @Yah-Nosh and @CMDBob for putting in the work to make this happen in the first place. ConclusionThanks for reading! We'll have more juicy stuff in the next update! [blurb]The Ground Zero team has provided another update! Check out details on the new infantry class, limited ammo, and more![/blurb]
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    The summer build is here, but this time I am focusing more of polishing, re-balancing and fixing stuff rather than implementing new stuff. But don't worry new stuff are on is way. They are now officially on the Interim Apex server. -Let's start with the overhaul of some existing units with new visual model. such as M1128 MGS, with the new overhaul and suspension changes. Capable of reaching a top speed of 17m/s in 5 seconds time. M1134 ATGM has been overhaul now with the ATGM missile visible the viewer may know if the vehicle is fully armed ready to fire or require reload ( empty barrel ) Mk.2 Matilda Hedgehogs make a return with a facelift and having a mortar/artillery capabilities to launch spigot mortar. Stridsvagn 103 now the entire tank will tilt with the gun when you aim up. The secondary fire now have been swap out of twin machine gun on the right corner of the tank which is offset from the barrel. M3A1 Bradley now drive smoother on the terrain. In addition, the TOW Missile on the right side of the Bradley Turret have visible ammo capable to viewing the TOW missile in it when it has ammo. M6 Linebacker now comes with 25mm Autocannon and 4 Stinger Missile ( Ai Control ). The style of playing this vehicle has been changed being able to move fast and engage aircraft. Below here are the massive change log which is not sort out unfortunately as I got my hand full. I am 90% sure I have all these changelog recorded. Well the other 10%? Well I just got to remember to put it on changelog every time i adjusted some stuff.
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    He just didn't have a good head on his shoulders.
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    The Turkish translation is done, but there was a little disagreement between me and @MasterCan (The Unstoppable). He thinks that translating words like Black Hand, Obelisk of Light sounds weird and funny, since we're used to hearing those words only in English. He says that those words should be kept in their original forms. He laughed at my translation (I'm kind of mad about this if you're reading here master ) while it is exactly translated like that even in the official C&C websites. I think the purpose of localization is to make players feel like they're playing a game made by their own nation. I understand that those translated words may sound weird to Turkish players who are used to playing in English. But it takes time to get familiar with new words. Our national language association sometimes makes changes and says "From now on, we're gonna use this Turkish blabla word instead of that foreign gloo gloo word, ok?" Everyone laughs at those words at first but then it starts to catch on among people and it becomes the main word. There are of course some too ridiculous words that isn't accepted by public. But I don't think the second thing is the case here in my translation. There are also some other disagreements that I won't get into. Now, the translation is done but some of the words are translated into Turkish and some of them are in their English form. To be honest, it's a little bit of a botch job. In order to avoid any misunderstanding, I'm definitely not blaming MasterCan as he said it's up to me what to do in the end and maybe he's the right one. Also, I'm the one who asked him to take a look a the translation as I thought it would better to have it proofread by someone who is familiar with the game. So, I'm just merely describing the situation. I thought I should let you guys decide what to do as you're the developers of this game mod. You can publish this translation as the way it is or we can make changes or you don't have to publish it at all. Sorry to make this thing turn into an issue. I'm actually a translator in real life maybe that's why I'm a little bit obsessed about this :D
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    30 second clip: one of the oldest Rene tactics is ramming. With IA's faster vehicles and lots of ledges it's getting more and more tempting. vehpush crf25.mp4 No audio, sorry. I hadn't fixed my audio recording setup until later.
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    <ktffsoapbox> Seems like we are constantly fielding rants about the mod. Constructive criticism is certainly welcome, but some folks are way over the top and have nothing positive to contribute (trolls I say). Probably hardcore old sk00l Ren fans that cant seem to let go of what Ren started out to be almost 20 years ago. Ren will always have a fond place in my gaming heart, but frankly I would have walked away a long time ago from Ren had it not been for IA. A ton of work has gone into this mod, and continues. Most of the mods do not have the amazingly detailed custom models this one does. Hell most rip off assets from another one, throw a new skin on it and call it their own. Point being there is a lot of really cool stuff going on in this mod, and it keeps getting better. Maybe on occasion you can think beyond your infatuation with trying to tear something down constantly. Try and appreciate the positives. Hell go really crazy and maybe even compliment the work. NOTE - If you want to criticize, rant, complain that is fine. However, keep it to a MINIMUM in game. Post all you like here in the forums. The rest of us in game do not want to hear your constant pissing and moaning. For those with reading comprehension issues, I will reiterate. I did not say you cant complain at all in game. Just no mass rants about all the various things you want changed, think are OP, broken, etc. Write a book here on the forum if you wish. I will not sit back and let you go on and on in game. You will be muted. </ktffsoapbox>
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    to let you camp as sbh with ob gun forever? no thanks
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    You'll always find a way Mibado
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    Save your apolgies, it’s too late for that. My bags are already packed, Mr. GM.
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    [blurb]Absolutely no one: W3D Hub: That's right! A BFD:WOA update![/blurb] Absolutely no one: W3D Hub: That's right! A BFD:WOA update! Bulldozers From Denmark: Welfare Obsession Activist is making great developmental progress! We hope to include over 12 unique bulldozers in the final product, four for each of the three houses: House Arthritis, House Harbor and House Orifice! But FRAYDO, don't you mean Battle For Dune: War Of Assassins? WRONG. I don't like sand. It's coarse and rough and irritating and it gets everywhere. Changing the locale to the beautiful country of Denmark is the way to go. This is the new age of BFD:WOA.
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    I'll give you a moment to reflect on that statement. Kane would be most displeased if you sympathise with GDI.
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    Silos needed.
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    Ya'll better subscribe to my channel
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    Sums up every Shade post, ever.
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