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  1. no problemo. I did it for the apb gold account. Just figured id give something back for all the years of w3d fun
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  2. We are halfway toward our yearly funding goal and it is only February! A massive thank you for your massive donation! Thank you forg! For others who would like to chip in, we do have a Donations button in the forum tabs and also to the right. With forg's $500 donation we are halfway to our yearly goal of $1,000. We appreciate every bit that goes toward this goal as it keeps our servers and infrastructure running. [blurb][/blurb]
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  3. On behalf of all the staff and testers, I would like to extend our sincerest condolences to the family and friends of Wyld1. We have only now received word of his passing, but it appears that he left this world some time in February. He was a long time player and member of the Renegade community, as well as a tester here at W3D Hub, and on top of that he was a great guy. He will be missed by many. At this time we do not know any details, and we would ask that there be no speculation on this subject. We will pass this information along if/when we learn more.
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  4. @CMDBob here, and I think it's time for a proper announcement for my W3D game; Cold War Confrontation. The Situation The year is 1987… more or less. The forces of the North Atlantic Treaty Organization (NATO) and the Warsaw Pact (WARPAC) are facing off. Escalating tensions between the two factions have led to a situation where one small spark will be enough to set off a war. Then, out of the blue, both sides come under attack. NATO forces begin tactical airstrikes, and WARPAC tanks begin pouring over the border. The cold war has gone hot. However, forces beyond both factions are moving, deep underground… At this point, neither side knows, though. Even if they did, neither side cares. Each believes the other struck first, and it’s now a fight to the finish, be it the Red Army at the Rhine, or NATO at the Russian border. Will this end in stalemate, a victory for one of the armies, or nuclear fire? That remains to be seen. The Game Cold War Confrontation is a W3D based FPS game, involving combined arms warfare, with a unique visual style for the engine. Use a large number of weapons and vehicles across a variety of terrains, from urban city centres, luscious islands, and cold winter mountainsides to destroy the enemy team. Not every mission is a search and destroy, however, as sometimes, your objectives will be things beyond simple destruction, and may require more strategy. At this early stage, the 2 main factions are the US Armed Forces and the Russian WARPAC forces. The initial release will be infantry and light airdropped vehicles, as to give people a taste of the full warfare that is coming. The plan for the future is a full US/Russia release with full land/helicopter combat/bases, then releases with more NATO/WARPAC factions (such as the British Armed Forces, Czechoslovak People's Army, Bundeswehr, Nationale Volksarmee and more), as well as fixed-wing air forces and naval at some point. Know Your Equipment - Issue 1 I'll be presenting some of the weapons, vehicles, buildings, etc, that make up Cold War Confrontation. For this announcement, here's the basic weapons of the NATO forces and the Warsaw Pact infantry. The Beretta M9 and MP-443 Grach pistols are the primary sidearms of all soldiers. Every soldier has one (except for a few certain classes, which get something with a little bit more of a bang...), and these have infinite ammo. They aren't the most effective weapons, but it's better than nothing. The M16A3 and the AK-74 are the basic rifles for the basic infantry class within Cold War Confrontation. Reliable, dependable and sturdy, these weapons are good starting weapons. They also have numerous variants within the game, which I will expand upon in later updates. Keep your eyes peeled for updates within the W3D weekly updates. A final word from @CMDBob So, finally an announcement. I’ve been working on this for quite a while (the first Git commit to the project repo is on the 15th of December 2018, but I’d been working on it a while before that point. Plus, a lot of the vehicle models date back to as far as 2014). Glad I’m finally formally announcing the project. I’m having a lot of fun making it, and I hope that people eventually have fun playing it! As for my plans: I hope that I can get a build of the game out to testers as soon as possible. The main thing that I need to do is content at this point, as I’m essentially building everything from scratch. However, the more content I make, the more stuff I can use in other maps, so it’s not all bad. 😊 I’m not sure on the public release timeframe, as I want a fair few more maps before any sort of release. Still, I’ll try and release some news as often as I can. Might only be a short update on a weapon, vehicle, building, or even a game mechanic, but it’ll be something to keep people's attention!
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  5. Hey guys, hope everyone is having a great Holiday Season! So I’ve actually stopped by to deliver an early Christmas gift. So here it is..... Tiberian Sun Reborn and all asset owenership will be turned over to W3dHub with no strings attached. Effective January,1 ,2021. I’ll be in contact with the proper people over the upcoming Holidays and handle everything on my end and with W3dhub staff to go over details. Basically that’s it. Wish you all the best! Merry Christmas everyone!!!!
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  6. Hello, and welcome to yet another development update from the Ground Zero team! It's been a little while, but we do have some stuff for you! LauncherYou may have noticed that Ground Zero has made an appearance on the launcher. Yes, we got some things sorted over the past week, and can now start testing on a regular basis. Development is on the verge of kicking into high gear, and this is part of the process! Asset CollectionFor those of you paying attention to Discord a few days ago, Synaesthesia AKA The Artist Formerly Known As Aircraftkiller shared a bunch of source files for Tiberian Dawn buildings he had made in the past. This is going to give us quite the leg up in development. Unfortunately, they're not *quite* ready to show off just yet, but as soon as they are, you'll see them here! GDI BarracksEven before this happened, however, @Ice took the liberty of starting on a new GDI Barracks! Even at this early stage, this is a good indicator of the art direction that GZ is taking; drawing inspiration from multiple sources (the original game, the remasters, real life equivalents, etc...) to bring the best blend of realism and C&C accuracy possible. IconAnd that's not all! @CCHyper has generously crafted an icon for us to use! This will show up on the GZ tab on the launcher, and I have to say, it looks amazing! ConclusionThat's all we have today, but fret not- development on GZ is beginning to ramp up, and we'll have more stuff coming your way! Until then, have a good one! [blurb]You may have noticed Ground Zero on the launcher recently! Well, we've got some news to go along with it![/blurb]
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  7. As you may have noticed, our website, game servers and all other services have been offline over the last few days. This was caused by a ransomware attack on our primary host server which took all of our services offline. We are still working to recover our game servers and some other services, so please bear with us while we get things fixed Is my personal info safe? Based on network traffic statistics and other information we do not believe the attackers accessed or copied any information on our servers. As such, we do not have reason to believe any of your information stored in the forum database has been stolen. Additionally all passwords are stored as a salted hash, which means the original password is not known to us, and by extension anyone who was able to access the database However, out of an abundance of caution we would recommend changing your password here and also on any other site where your have reused the same password. Learnings for the future This incident has highlighted that we were underprepared for an attack on the primary host server, and as such we are going to be putting a lot of effort in the near future into making our disaster recovery process more robust going forward. We were already planning some updates to our internal hosting architecture to bring things in line with more modern standards and we'll be taking the learnings from this incident into account as we do that work Further information We'll update this post with any updates and information as it becomes available. In the meantime if you have any specific questions or concerns please let us know.
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  8. Available Now! Kanly is upon us! Battle For Dune: War of Assassins is now released to the public! The Great Houses demand spice! Will you fight under the banner of the noble House Atreides and for the Duke Achillus? Or will you fight for the evil House Harkonnen and the Baron Rakan? Featuring: Advanced Infantry Combat - Enjoy a completely redesigned infantry combat experience that utilises many new gunplay features! Conquest Game Mode - Capture and hold the points to bring glorious victory to your House! Six Brand New Maps - Fight over the the rich deserts of Arrakis across six unique battlefields! Redesigned User Interface - Take command of the battlefield using a redesigned and heavily refined user interface! Immersive Audio - Experience the world of Dune like never before, through immersive audio and brand new voice lines! Updated Game Engine - Play with the power of the latest version of the W3D Engine! Download Now! Arrakis awaits! Download the game on the W3D Hub Launcher now! [blurb]Battle for Dune: War of Assassins has now been released! Click below to read more![/blurb]
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  9. OWA's Birthday Game Night! Hello APB players! We're excited to announce another Game Night event! This Friday, starting February 12th, join us at 3PM EST (Time Zones for everyone else) for a thrilling night of gaming with the W3D Hub community. We'll be celebrating @OWA's birthday! We're once again calling on the fans to make this a night to remember, so mark your calendars! Prizes!Prizes will be awarded to the top 3 players based on the event scoreboard. Players who have the most points over the course of the event will win the following: 1st Place - $20 Steam Gift Card 2nd Place - $10 Steam Gift Card 3rd Place - $5 Steam Gift Card Players who are voted as the most valuable during a poll we'll hold on our forums after the games will win the following: MVP Award - $10 Steam Gift Card MVP Runner Up Award - $5 Steam Gift Card Thanks to member @ryknow69, we have another set of prizes for this special event! During the event (after a set amount of players join the server) we'll record 10 games worth of stats, and award even more prizes! They will be given away based on the following: 1st Place - $30 Amazon Gift Card 2nd Place - $10 Amazon Gift Card 3rd Place - $10 Amazon Gift Card This will be the biggest prize pool we've had at W3D Hub. Good luck to everyone who attends! Spread The Word!We hope everyone can spread the word along with us. You can greatly help us out by posting about the event on social media. Tell your friends who might've played in the past, but took a break from playing. If you enjoy the game, you can help by reaching out with us! Thanks everyone, and have an awesome week <3
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  10. 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]
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  11. Good Afternoon, This year 2022 has started out with the effects still felt from 2021 and 2020 respectively. However in the previous 5 month time frame we've also felt the ramifications of a European War that's still raging to this day by both sides, a near crash of the stock market with the total collapse of a stablecoin (Luna) that some people have unironically invested their life savings in and inflation that’s currently in limbo on when it’ll be fixed... creating financial stress (if not difficulty) on most. Behind all of this a recent shooting occurred in the state of New York where upon the person live streamed people falling to the ground from being shot point blank with a rifle. Despite any opinion on any of these topics there is something that remains which is the ability to seek and get help when needed. This brings me to the point of my topic today which is May is Mental Health Awareness month. However, I am asking everyone reading not just to not ignore the importance of this topic but also not ignore yourselves. If you’re in financial, mental or any type of distress to the point of harming yourself or others then please call the numbers listed below. I don’t know any other way to say this other than it’s not worth it. Life is worth living and you do matter. People do care about you. If you’re unable to call or unwilling then I am willing to listen and help anyone to the best of my ability if they need someone to talk to. Just PM me on discord or on W3DHub.com. Having a chat with someone here has helped me more times than I can count in my life and I know it can for you as well. It really can be that small difference. If you need help, get help. While we again, reflect on this month and what it means along with all the events of the past. I ask that if you see a friend that’s down to reach out to them. If you’re down and considering something irreversible then please reach out. We can do this. Thank you. ================================================================================================== https://en.m.wikipedia.org/wiki/List_of_suicide_crisis_lines (Worldwide) Suicide Hotline (Spanish + English) = 800-273-8255 The Samaritans Crisis Hotline = (212) 673 - 3000 The Trans Lifeline can be reached at 1 - 877 - 565 - 8860 (UK) Text SHOUT to 85258 (Free 24/7 Text based UK service)
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  12. 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.
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  13. <<<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>>>
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  14. Hi everyone and thank you for bearing with us as we continue to discuss. We never thought that the Renegade source code would ever see the light of day after all of these years, but the impossible is happening right now and it's our duty as the Renegade/W3D Engine modding community to provide clarity and direction. We've noticed your discussions, saw your questions, and had our own chats about going forward. Regarding the source code release, we have answers for you. Where does W3D Hub stand?The release of the Renegade GPL-licensed source code by EA has presented us with both opportunities and challenges, but before we get into unpacking that let's start with explaining what we have been working on already. We currently have two main development branches that are closed source: the Scripts 4.x branch and the Engine 5.x branch. Both of these closed source codebases are compliant with EA's modding guidelines for the Command & Conquer franchise: https://www.ea.com/games/command-and-conquer/modding-faq Scripts 4.x Branch Purpose: The 4.x branch is primarily focused on maintaining and improving Renegade while ensuring compatibility with older content and systems. Key Features: Compatibility: Ensures that existing Renegade maps, plugins, and other content remains functional on a variety of operating systems. Bug fixing: Fixes various bugs that were present in the released game. Anti-Cheat Measures: Includes various anti-cheat mechanisms to protect the integrity of the game. Engine 5.x BranchPurpose: The 5.x branch is a completely reverse engineered version of the W3D game engine, incorporating an expanded set of features and development improvements. 5.x no longer supports Renegade, as it's primary function is to advance and support games such as Red Alert: A Path Beyond, Tiberian Sun Reborn and Battle for Dune: War of Assassins. Key Features: Advanced Features: Introduces new functionalities and improvements over the 4.x branch, such as better graphics, physics, and tools. Future-Proofing: Designed to support future development and expansions, making it a more flexible game engine than 4.x. The Issues We FaceThe Renegade source code has been released under the GPL license, which means any code using that must also be open-sourced and available to the public. We are unable to open-source our current 4.x and 5.x branches because of the following: Releasing our code requires the explicit permission of everyone who was ever involved, and after 20+ years of code contributions and some of its developers having left us or otherwise, this is not possible. Third-party libraries, such as FMOD which we use for our audio system, are not compatible with the GPL license. Releasing 4.x and 5.x code opens the door to cheaters who can exploit our games, which cannot be done for the sake of fairness and enjoyment of our games as they are. Our Decisions The Future of 4.x and 5.x With both the 4.x and 5.x Branches, we will continue as we have always done. The Tiberian Technologies scripts patch will remain with 4.x and Red Alert: A Path Beyond, Tiberian Sun: Reborn, Battle for Dune: War of Assassins and other projects will remain on 5.x for the foreseeable future. The reality is that we still need these branches to fix Renegade in it's current form and also maintain our own game projects. This ensures that no development is halted and that our games remain available to you to play. To clarify our position, we will not be using the released GPL code in these branches as that would not be GPL-compatible. In layman's terms, 4.x and 5.x will have to pretend the code is not there, and continue that work without peeking or using any of it. A New Project Emerges: OpenW3D Using the released Renegade source code and complying with the GPL license, we are starting a new open source game engine project, simply named OpenW3D. We aim to bring the source code up to modern standards, get it building and usable, and then begin implementing the features and upgrades we developed across 4.x and 5.x and the rest of Renegade's modding history. We are not tossing away our 4.x and 5.x work, but rather we are looking to get back to that point - this time from the source code. With the benefit of hindsight taking away a lot of the guesswork, and renewed interest in coding and modding bringing activity, we hope to get this ball rolling! Here's an initial plan of action: Bring the codebase up to par with modern C++ standards (ideally 20) Put it into a modern build system (CMake, Sharpmake, etc.) Remove/replace 3rd party stuff that makes it incompatible with GPL (can be done simultaneously with above steps) As a baseline, just get Renegade working in it, and maybe build a single test map, just so we know that we can go from raw dev data to an exported and functioning game Start planning upgrades and porting over one of the W3D projects We are also mulling over the possibility of cross platform support as well, which should excite all of you Mac and Linux fans! We have hands already on this plan of action, with several of our experienced programmers tackling the codebase now. We aim to expand development shortly with some dedicated collaboration areas on our new Mattermost communication platform, so stay tuned for more info! Quickfire FAQ Here's a quick FAQ of what has been explained above! What's happening? Should I be concerned? - EA has released the Renegade source code under the GPL licence. This is great news for us as it will allow us to work on a new game engine. No need for concern! A new engine you say, what's that? - Yup, we're working on a new game engine called OpenW3D. This will be an open source version of the W3D engine that aims to be an accessible platform for developing Rene-like (Renegade-like) games. We're aiming for it to be a more robust platform than what we use currently. Sounds good, how can I get involved with OpenW3D? - Our infrastructure for supporting open development isn't quite ready yet, but in the meantime we'll be opening a public channel for OpenW3D in our Discord server. Eventually we will open a dedicated space for development on our Mattermost communication platform. Stay tuned for more info! How does OpenW3D affect the Tiberian Technologies scripts patch? - The short answer is, it doesn't. The team at TT will keep developing the TT scripts patch for Renegade on the W3D 4.x codebase as normal. The team won't be using at any of the Renegade source code that EA has just released though, as that would violate the GPL licence. So what codebase or game engine do your games, like APB, AR and TSR, use? - These games use the W3D Engine 5.x codebase described earlier in this post. Some other games use 4.x though, such as Interim Apex and ECW. Is W3D Hub using the Renegade source code in existing projects like APB and TSR? - No, we won't be, as including any of the release code would require us to release our code under GPL, which we cannot do. What about using the Renegade Source code in the TT scripts patch? - This is also not possible due to GPL. Will any of your games switch engine to OpenW3D? - Not in the short term, but in the long term when the engine has developed a lot more, we can evaluate whether we want to move our projects across. It's simply not realistic to switch engine at this stage, as it is way too early in development. Thanks for Reading Whew, that was a lot, but thanks for bearing with us! This is a really exciting movement for the community and couldn't have been possible without people at EA like CCHyper, Jim Vesella, Brian Barnes, as well as talented people in our own community here at W3D Hub such as @ jonwil , @ Unstoppable and @ Jerad2142 . It's down to the hard work of these people that we can even think about doing this today. To re-iterate, we will be opening a new channel on Discord to cover OpenW3D development and Interested people from all levels of experience are encouraged to come and engage with us in there. Once we have our infrastructure in order, we'll have more information on how to sign up soon too! Thank you for reading, and please let us know if you have any further questions, concerns, or feedback. - OWA and the W3D Hub Team
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  15. Hello everyone and welcome to this Apocalypse Rising Mega Update! We've been really busy these past few months working on a bunch of stuff, so here's a big summary of all of our major developments since February! Gameplay Videos For those who are here to see how the game plays, we will start with two in-game footage videos right away. This first one is from Renegade's 20th Anniversary Event, which ran from 19th February to 27th February! Apocalypse Rising was featured on the 23rd, which for many of our guests was their first ingame experience! Huge thanks to CCHyper for our specially-themed Red Alert 2: Apocalypse Rising screen! Expect to see that during our Apocalyse Rising streams that you can catch on our Twitch channel @ twitch.tv/w3dhub The second video is from C&C community streamer, Lunak; who has recorded himself playing the same event from a different perspective. We would like to thank him for taking the time to stream our content! If you would like to see more of his streams, visit his channel @ twitch.tv/lunak89 and tell him W3D Hub sent you! Map Updates Next on, we have a few screenshots of some maps that we have been working on. Our team has made significant progress on these and we can't wait to have you explore everything! Dune Patrol First up is are two WIP screenshots of Dune Patrol, created by @ moonsense715 . Dune Patrol features a village in the east which infantry can engage in close-quarters combat, as well as capturable Oil Derricks to earn bonus income for your team! The center of the map also features a small staging area, pictured below. Make use of the bunker and supplies found here to dominate the center and allow your teammates to push onward! W.I.P: Mayak Beach Next up is Mayak Beach, made by the combined powers of @ Romanov and @ moonsense715 . This level is still under construction and features a new super-weapon. Intel acquired by Agent Tanya and a British Spy shows that the Soviets have built a space-based nuclear weapon. This never-before-seen weapon will cause catastrophic destruction if left unchecked. This cannot happen! The Allied forces must not allow the Soviets to win this battle! W.I.P: Secret Superweapons Map Last but not least, @ Romanov has been working on an additional new map. It features a new Allied building (the Gap Generator), along with the familiar Red Alert 2 superweapons, the Weather Control Device and the Nuclear Missile Silo. The systems controlling the superweapons are about to enter a heavy testing and iteration phase! Superweapons have long been a popular demand and our testing will tell us how best to fit these into gameplay! Yes, the red barn is also a Superweapon. As are the cows that reside within. User Interface Updates Moving on, next we have some details about some major upgrades to the user interface. These are mainly quality of life improvements that will enhance the gameplay throughout. Vehicle Queuing System @ moonsense715 has recently coded up the vehicle factory queue system (APB is already using it). We have listened to player and the tester feedback and we decided that this was a very needed QOL update. This new system allows players to queue up their vehicle purchases instead of playing the who-buys-faster game at the Purchase Terminal. No longer will players stand around, waiting for the War Factory to become available. Just submit your request and wait for your order to be processed! In the mean time you can defend the base or chat with your teammates. Alternatively, until your order starts being processed, you may cancel your order and get refunded, Here is a picture of what the factory bar looks like. The player pictured below has ordered a Grizzly Tank that is waiting to be processed: A supplementary feature to compliment the factory bar is the "Queue Information" panel. This is displayed on your interface if you have an order being processed. This way you can see how much longer you need to wait for your vehicle to be ready, without having to check in the purchase terminal. This is what it looks like when the player has ordered a Grizzly Tank and it is currently 2nd in the Allied War Factory queue: Building Capture Bar Currently in Apocalypse Rising, you can capture tech buildings simply by standing next to them (the Engineer also has a bonus to capturing speed). We received some feedback that capturing buildings was lacking some visual feedback, so this is now shown towards the top of the screen in the centre, so you can clearly see the capturing progress: Dynamic Loading Screens Recent code changes by @ moonsense715 allowed us to build a dynamic loading screen. This automatically picks up images and data related to the level being loaded, for example specific images and the name of the map. We have also built a tooltip system into the loading screen. This will pick a random tip (out of a pool) and display it here. You might learn something new every time! 3D Model Updates This section contains a whole bunch of 3d model updates to various units within the game. Black Eagle After all that, yes we still have a few asset updates left to show as well. First up is the Black Eagle, which was originally a model of an F-18 made by artist Wolves-Realm. @ OWA has used this model as a base to come up with a new Black Eagle model, which is a massive improvement over our placeholder model. Rhino Tank Our Rhino Tank was beginning to shows its age and low resolution textures, so @ moonsense715 went ahead and updated it with the leading help of one of our testers, @ Purple. Big credit for the help! Pictured below are the older model and the new and improved model! As you can see from the older model, the Rhino previously have undefined barrels, an unimpressive gun barrel, and basic tank wheels. In collaboration with Purple and building upon the old model, the new Rhino Tank features a much more impressive exterior, complete with more defined armour, a coaxial machine gun, improved treads, a front window, spotlights, and more! See it all in this side-by-side comparison! Guardian GI The Guardian GI has received a new model which has now made its way in-game. He looks a bit more sturdier than the regular GI, but retains some consistent visuals between the two; such as the helmet, goggles and kneepads. This new model gives the Guardian GI the formidable appearance as befits him. "Tanks are no match!" Credit to@ OWA and @ Romanov for the model and texture respectively. Crazy Ivan Crazy Ivan is the Soviet's resident bomb specialist. Armed with a ton of TNT, he excels at destroying enemy buildings. Previously using an older Renegade model and a change of clothing, the Crazy Ivan is now represented by his new and unique model! TNT strapped to his body and donning his signature eye-patch and bandana, he is now more dangerous than ever! Credit to@ OWA ,@ Romanov and @ moonsense715 Gap Generator The Allied Gap Generators produces a fog bubble around the Allied base preventing the Soviets to be able to see what is happening inside. The Gap Generator in AR will be different to APB. We are using a new script for the concealment logic. What this means is that when a Soviet player is inside the bubble, enemy Allied players will not be stealthed (like in APB), but instead they will be un-targetable and their information on the HUD and various menus will be hidden. This includes defenses and buildings too, so if a Gap Generator bubble covers either of these, the Soviets cannot track its health. Credit to @ Romanov for the model, texture and script! Spy Bug Device This is a special device that the Allied Spy uses to hack buildings. To use it, the Spy must place it on an enemy repair node. This will then have a negative effect to the Soviet team until they are able to disarm it. The effect varies on the building that is placed on, which can be discussed in more detail at a later time. Once discovered, the bug device can be disarmed by shooting it with any regular weapon. Credit to @ Squid Empire and @ Romanov for the model and texture! That's it!That's all from the AR mega update. Join us next time for more stuff!
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  16. Welcome to the 25th edition of W3D Weekly, and the final one of 2021! A Year in Review: 2021This year has been a really good one for us, so we want to take this opportunity to celebrate all of the amazing things that we've managed to accomplish this year. @ Killing_You recently reminded us of all of the things we've managed to achieve this year, so here's a big list! Red Alert: A Path Beyond got a major release with 3.6, introducing the BTR, free repairs, and several other bells and whistles that make this the best version of APB yet. Also, plenty of full-server game nights! Interim Apex continues to be a tour de force within the W3D Community. With an update that came out this year, the server has been active most nights and the memes have been flowing like salty butter. We can't wait to see what's next on the IA menu for @ Kaskins and @ dblaney1 ! Tiberian Sun: Reborn got reintroduced to the public with a shiny bit of polish in 1.6! Red Alert 2: Apocalypse Rising keeps marching on, and managed to get a build out to streamers for the Red Revolution event. The reception was promising, as everyone seemed to have a great time. This is a far cry from way back when we showcased a trailer on Facebook showing the old FortBradley map, and got a less than stellar reaction. I feels like 2022 will be AR's year! BfD is INSANELY close to release. Large strides have been made in development, and the game keeps getting better thanks to the team's dedication to pushing boundaries and creating something that challenges the idea of what a game on the W3D engine is! ECW got a 4.x client out the door, something that was previously thought impossible! Also there have been many updates to various maps under the Jerad's Crazy Co-Op umbrella! GZ has recently gotten a massive surge in development. It's starting to resemble its own game more and more! Keep your eyes peeled for more news in the new year (and also in this update!) CWC got announced, and it looks like it's going to be a lot of fun! The more and more we see of @ CMDBob 's project, the more and more it looks like it's going to be an absolute blast to play! It's also worth mentioning that we started W3D Weekly, which has been a great way to keep everyone in the loop on our progress! Of course, if you have any ideas on how we can improve these content drops, let us know! Previous years have had ups for some projects and downs for others, but from where we're standing, every single project has been up this year. When we set out to create W3D Hub all those years ago, we had a vision of a community where people follow their passion, share their skills and unify under one banner so that each and every project sees nothing but benefits. This year, that vision has been 100% realized. The comradery we have over tinkering with this old game engine to make these games has never been stronger and we hope to keep serving and growing this community to be bigger and better in the years to come! Thankyou everyone for supporting us on our journey so far and we hope that you stick with us! Obviously we do this out of a love for C&C games, but having the love and support from all of you makes our toil all worth the effort at the end of the day. Cheers! Now for the game updates! Tiberian Dawn: Ground ZeroAnother one of @ Synaesthesia 's buildings has made it in-game! @ CMDBob has worked his magic once again, getting the Airstrip ready to go. Not only that, but he replace the old interior with a shiny new one, complete with lightmaps and a staircase replacing the old elevator! Jerad's Crazy Co-Op (Bear Island)@ Jerad2142 has been working on updating bear island. Now, the top 13 players will have special deer models (Adding @ Romanov 's Pilgrim and October deer). He is also thinking of adding some wild turkeys to the map for additional hunting. The server has also seen fixes to the math the wild animal AI uses which will make it flee players correctly instead of charging at the player in seemingly random cases. Check out the deer below! Battle for DuneBattle for Dune: War of Assassins has recently achieved a place in the top 100 for indieDB! But it doesn't stop there, reaching a spot in the top 100 out of 1500+ titles is only the beginning, we've now got to try and win a spot in the top 10. Battle for Dune has come a long way over the years, and in the last two years we not only completely redesigned our game to be a Tactical, modernised First Person Shooter. We've also made the most progress in these two years, than we have across the entire project's lifetime! Unfortunately we were a bit too late putting out this update and the voting is already over... Thank you to every who has voted and who helped get us here to this stage again, and thank you for everyone who voted to try and get us into the top 10, we appreciate all the support you've give us. Stay tuned for future updates! Red Alert: A Path Beyond We are hard at work on the next patch for A Path Beyond. This week we want to highlight one of the map edits that we are making. For a while, we've figured ToTheCore could use some love. In a recent update, we made some edits to the Soviet side of the base that brought the coastline right up to their walls. By and large this seems to have been a well-received change. This time, the Allied side is getting the attention. Merry Christmas, Allies! Starting off, the base buildings have been rearranged. Notice that the Gap Generator is now much more centered in the base. Also NOTE: the defenses are still in the same place, but they don't appear in the "after" screenshot because the Gap Generator's new placement makes the Service Depot Pillbox and other defenses inside its radius disappear for the spectator view. <- Before ||| After -> Next, the ramps leading onto the small ridge east of the base have been adjusted so it's easier to traverse. <- Before ||| After -> Lastly, we would like to highlight this new infantry ramp onto the small ridge showcased above. This route will help guys stuck in the ore field to get back into the action more quickly rather than needing to run all the way around. <- Before ||| After -> Bonus: Take a look at the trees on the background ridge in those last screenshots. See how far they won't be tilting anymore. Sometimes it's the small things in life. Till next time! That's it for this year!Normally we would ask you to see us next week for more info on your favorite projects. However, this month is full of fun holidays, so we'll be taking a break from this until next year. On behalf of all of us here at W3DHub, we would like to wish you all a Merry Christmas, and a Happy New Year! Check back for more next year, as we have a whole host of exciting stuff incoming! [blurb]Welcome to our final update for the year! All ready and just in time for Christmas![/blurb]
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  17. 3.6.0.0 This release has been a long time in the making. It's the first APB public release of 2021 and boy is it a big one. Huge thanks to all the staff and testers who helped make this possible! It will take some time to finish packing everything up, but it should all be ready to be on the launcher by this time tomorrow. The SDK has already been updated for 3.6 (minus documentation). General Changes Replaced the generic W3D Hub window/taskbar application logo with the APB red star icon. Players forced to change teams no longer have a death count increase. Levels of detail have been added to more ingame objects (such as the AT and AP mines, and the detailed house on Keep Off The Grass). This means performance improvements in some areas. Added new flare models and effects for helicopter purchases and reinforcement drops. Replaced the Soviet elevator music. Bots have undergone a few general behavioral improvements, including weapon/sight ranges. Much more robust edit_human and edit_weapon console commands. These only work in singleplayer. Two new menu options- Muting the game's audio when the window is not in focus. Skipping the quit confirmation dialog. HUD Now features W3D's brand new objective marker technology. These are points of interest or importance that appear overlaid on the screen (including a distance readout) to assist with the objective. Most of the time they are relevant to the player's current character or vehicle class. Each inclusion of the objective markers will be listed below under their appropriate changelog item. The mine limit now appears on the HUD next to the mine count; no longer is there a need to use a command on the server to get the mine limit from the chatbox. Disarmed mine messages now go to the kill feed, rather than the chat box. Disarming the AT mine now shows a shovel and the AT mine icon, rather than a shovel and the AP mine icon. Replaced the tracking lock icon with one resembling the attack cursor from Red Alert. Updated the kill icon models for the Tesla Tank, Mammoth Tank, MCV, and the Submarines. Adjusted a few other kill icon positionings slightly, also enlarging the Cruiser and Mammoth Tank icons. Re-added the "imfree" font icon. Unit Repairs Vehicular repair logic is now shared between the Service Depot, Naval Yard/Sub Pen, Airfield, and now the Helipad and Refill Pad. All vehicle types can repair at the Service Depot, if they can reach it. Only naval type units can repair at the Naval Yard/Sub Pen. Only airplanes can repair at the Airfield. VTOL units and airplanes (if they can reach it) can repair at Helipads and Refill Pads. Vehicle repairs at these facilities are now completely free of charge. Vehicles repair at the same rate as before, at 10% per second. More accurately, as far as repair ticks go, they now repair at 1% every 0.1 seconds. If a player starts taking moderate damage from any singular weapon (15 hitpoints or more), repairs will slow down significantly (10% of their normal repair rate) until 5 seconds after they stop taking damage. Aircraft repairing at the Heli/Refill pads or Airfield are similar to this, except their repairs slow down much more easily at 1 hitpoint threshold. Multiple vehicles can repair at the same building simultaneously, as long as they can all fit into the area. There is no longer a delay when starting to repair, and players no longer need to drive away from and back into the repair area in order to start repairs if the vehicle is damaged at full health while in the area, or if the player enters the vehicle while it's in the repair area. Points Distribution Points for destroying buildings, defenses, and support structures are now awarded to the team's score pool rather than all the players on the team. Disarming A-bomb flares now grants a joint 250 points to all the players who worked on it, and the other 250 points are awarded to the team's score after it's disarmed. Previously 500 points went to the player who did the last bit of disarming. Disarming C4 charges now grants live points to all the players who work on it, rather than awarding all the points to the person who fired the final disarming shot. Weapons Lock-on ranges have been fixed. They now match the actual targeting range, rather than only 75% the targeting range. Damage that is applied on the server side now sends hit markers. New Beretta and Makarov pistol reload sounds. Fixed a bug that caused the carried FIM-92 weapon model (and the Drunk Rocket Soldier's weapon on Lunar) to disappear. Firing the FIM-92 at nearby targets no longer damages the weapon's owner. Effective range for tech scanners and engineer wrenches has been decreased 3 -> 2. This is for the AI repairers to stand closer to their targets. Textures Color adjusted a rough yellow cliff texture to better match the other environment textures. Improved the barbed wire chain link fence textures. Their resolutions have improved and can be seen from farther away. Fixed a seam on a field grass texture. Infantry Crouch walk radar sneaking has returned, and its cooldown timer increased once again to 3 seconds (from 1 second). The previous bug where players could jump while crouching to remain invisible on radar has been fixed. All infantry can detect sneaking players at least 5m away from them. The Sergeant, Starshina, and Flamethrower can detect at 25m, and the Captain, Kapitan, and Spy can detect at 50m. This information can be viewed ingame through the F1 encyclopedia screen on the new Gameplay menu. Using weapon scopes no longer causes players to unsneak. Partisans can sneak once again. All infantry now use the new inertia features offered in Scripts 5.0. There is a slight graduation in momentum changes, and moreso while swimming. Strafing diagonally forward while sprinting is less restricted, and jumping while crouched no longer offers a forward velocity increase. Infantry worldboxes are now shorter while crouched. This will allow them to access very slightly tighter spaces. 100% -> 80% Sergeant / Starshina Uninterruptible per-round reload has been set up on the shotguns. What this means is that shotguns reload only the number of rounds that are missing, and only the full 8 if they are fully empty. Rocket Soldier / RPG Trooper Now have pistols. AA weapons are now on slot 3 (rather than sharing the anti-tank weapon slots on 2). Weapon switch times have been reduced for the LAW, RPG-7, Redeye, and Strela. 3s -> 2s LAW/RPG damage decreased 5%. 90 -> 85.5 Firing at nearby objects with the LAW/RPG no longer damages the owner of the weapon. AA weapons can no longer lock-on to ground units. AA weapons have a tracking delay of 0.62s, and they untrack after 1.25 seconds. Engineer The golden wrench can now repair vehicles. It works with 75% the effectiveness of mechanic wrenches. Capacity is still limited as before. Spy Can once again acquire a Sonar Pulse from the Sub Pen. The Sonar Pulse, in addition to its previous function of revealing enemy naval units on radar, now reveals all Soviet naval units with objective markers as well. Medic Fixed a bug with placing multiple medic armor caches that caused players to gain an unintended advantage. Medic cache regenerates 1 unit of armor every 1 second, instead of every 5 seconds. Mechanic Wrench range (area of effect) decreased significantly. 12.5 -> 6 Thief Can now steal credits from bots. Tanya Equipped with two weaker C4 charges, rather than having the ability to destroy a building with one. Tanya's second C4 can reload while her Colt is equipped. Reload time between C4 charges is 8 seconds. Damage of each C4 has been halved. 1200 -> 600 Disarming point rewards of each C4 have been halved. 200 -> 100 Uses different voice lines while placing C4. Fixed a mesh seam in her neck. Grenadier Added a grenade explosion inner radius of 2m. Reduced grenade explosion damage. 50 -> 35 Flamethrower Stronger against infantry, does 50% more to infantry skins and about 30% more to infantry shields. No longer has burst fire (need to hold down mouse to use entire clip). Inaccuracy when jumping has decreased. 19.5 -> 3.5 Accuracy recovery rate reduced. 10 -> 2 No longer damages his own shield when firing at nearby targets and surfaces. Now uses an ignition sound as firing starts. The kill message now has an added flame icon for clarity. Shock Trooper Weapon splash damage is now scaled (meaning it does a lot less damage if you hit further from your target), but splash damage has also been increased, leading to an overall buff if you hit the ground near your target. Now takes splash damage from electric weapons. Splash damage increased 5 -> 15. To compensate for the direct damage increase, the electric special damage type has had its damage decreased 22.5 -> 12.5. To mitigate the much weaker flame effects overriding this damage, the speed of the effect has been increased by 10. Volkov Per-round reload has been set up on the hand cannon weapons. AP HandCannon range increased. 34 -> 85 Napalm grenades Elasticity up. 0.03 -> 0.5 Napalm grenades Max Bounces down. 999 -> 1 Vehicles The helicopters have been increased in scale to a more fitting size, and their third person camera distances have been increased to match. Phase Tank, Chrono Tank, and Longbow have "no missile tracking" option when right clicking to fire. Fixed minor tread texture issues on the APC, Artillery, M.A.D. Tank, and Minelayers. Fixed a few inconsistent exit transitions (locations the players are deposited when they exit vehicles). BTR (Low Tech Soviet Scout) This unit replaces the Soviet Ranger in the Soviet vehicle roster, meaning it is only available on the maps the Soviet Range was available on (plus any added in this patch, noted in the maps section below). The BTR serves as a cheap, lightly armored vehicle that can effectively scout the map, mow down infantry, fight longbows, and clear mines. Essentially, it is a Soviet Ranger overhauled to fit the Soviet design pillars; heavy armor, high damage, and good survivability. Ranger No longer has a passenger seat. Light Tank Slightly better at handling hills. Medium / Heavy Tanks Increased vehicle turning speeds. Mobile Gap Generator Added new camera profiles that are offset to the sides, similar to the V2 and Artillery's alternate cameras. Phase Tank Per-round reload has been set up for its missile weapon (two missiles at a time). Slightly reduced hill handling. Chrono Tank Model and texture have been improved. Two more camo variants have been set up, using green paint in place of the orange paint. The default Chrono Tank variant will still be the orange/silver version on all maps. Missile turn rate doubled. 300 -> 600 New set of PT icons. Tesla Tank Model has been updated with higher quality meshes and rig. Fixed an issue where the vehicle was pulling off to the right due to mis-aligned wheel bones. Weapon splash damage is now scaled, similar to the Shock Trooper's rifle. Splash damage increased 20 -> 25. Special electric2 damage type has had its damage decreased 30 -> 25, and had its effect speed increased by 10x. First person camera angle is centered over the vehicle. Mammoth Tank Model and texture have been improved. Thickened the tracks slightly, adjusting wheel heights and spring length to match. Adjusted the rig so it doesn't get stuck on sloped terrain as often. The missile pods can now tilt. Removed the spray angle from the tusk missiles. 10 -> 0 Demolition Truck The horn has been edited so it can play while the vehicle is charging up to explode. Ore Truck When driving, you can now see how full your truck is is by looking on the lower righthand corner of the screen. When driving, there are now objective markers that instruct you on where the ore, gem, and mixed fields are around the map, as well as where to dump at the Refinery. MCV New model and texture. AA Truck No longer has a passenger seat. Longbow AI preferences against infantry have been adjusted so they don't chase after them. Hind Vertical acceleration increased. 28000 -> 32000 Chinook Handling has been adjusted so the critical fault of the chinook is eased as far as flying high. Airplanes Handling has been made easier. Most notably they are more responsive to turning/rolling, and the landing gear slows them down more significantly (allowing players with landing gear out to land at "full speed"). Exploding planes now affect vehicles and buildings (slightly) and infantry. Damage of the explosion is now scaled, and its radius has been reduced. 22.5 -> 17.5 More vulnerable to Rifle Soldiers by 2x. More vulnerable to Captains by 1.4x. Yak The rig has been adjusted so it has an easier time landing. Autocannon BurstMax has been decreased. 5 -> 3 Reduced cruising speed. 38.5 -> 33.5 MiG Reduced cruising speed. 48.5 -> 43.5 Reduced landing gear speed. 36.5 -> 33.5 Increased missile damage decently against Ranger skin/shields, and slightly against light vehicle skin/shields. MiGs can now destroy rangers in one volley, but not artilleries. Missiles adjusted to be much less wieldy. Pilots will need to be more intentional about pointing its nose at its targets when firing missiles. Range increased. 160 -> 200 Velocity increased. 110 -> 175 Gravity force has been added. 0 -> -9.5 Turn Rate decreased. 150 -> 85 Naval Units Players now teleport directly into their naval purchases if done from the naval yard or sub pen. Ships are more vulnerable to Rifle Soldiers by 3x. Ships are more vulnerable to Captains by 1.125x. Destroyer Handling has been edited so this unit is a bit more fast and responsive. Submarines Brand new models/textures. Now more vulnerable to weapons while submerged. Increased turning speeds by 10%. Disabled the floating playername on the missile sub periscope camera. Missile Sub Missile Sub's ballistic weapon range reduced. 220 -> 210 Raised the ballistic missile muzzles by 1m. The result is that they should have a slightly easier time hitting ground targets. Added a tertiary camera for sieging. Buildings All defenses, when they are damaged, now show objective markers to technicians and engineers; they are green/yellow/red depending on how damaged they are. Power Plant Adjusted some damage emitters that were in the wrong place. Radar Dome When destroyed or jammed, it only removes enemy (and stealthed friendly) blips from the radar. It no longer shuts off the radar compass completely. Fixed an issue with disappearing console screens in the sub basement. Service Depot Added a repairing animation. Features completely revamped repairing system, detailed near the top of this changelog. It works for any unit type that can reach it. Can refill airplane ammunition. Helipad / Refill Pad Repairs all friendly aircraft, using the new repair logic similar to the Service Depot. Sells aircraft with the backspace key. Refills airplane ammunition. Naval Yard Repair zone now has objective markers that start appearing at around 200m distance for any player whose naval unit's health becomes damaged. Uses new repair logic similar to the Service Depot; it only works for naval units. Sub Pen Repair zone now has objective markers that start appearing at around 200m distance for any player whose naval unit's health becomes damaged. Uses the new repair logic similar to the Service Depot; it only works for naval units. Added backings to the two ladders by the submarine spawns. Airfield Uses the new repair logic similar to the Service Depot; it only offers repairs to airplanes, but works for airplanes owned by either team. Oil Pump There is now an invisible ramp up the sides of the concrete platform so players no longer need to jump to get on it. Capturable oil pumps now have objective markers that appear for Engineers and Technicians. The oil pumps starting in each base do not have an objective marker for players on the opposing team. Equalized tech building capturing speed between the FDS and local LAN; pumpjack HP is now 20 to compensate for this (down from 40). Its textures have been upscaled. Guard Tower Now uses the lighter color sandbags only. The texture UV's on the roof have been improved. A couple unnecessary draw calls have been removed. Levels Visible boundary warning stripes have been added to all the levels. A custom file has been uploaded that will allow you to put variations on the visible boundaries. Bots get stuck at the doors less often. Fixed a stuck position between some rocks by the Allied Service Depot. Adjusted the terrain around the small water-filled basin just outside the Soviet base, so traversibility there is easier. Bots should have less trouble getting stuck in this area. Fixed a terrain texture blending seam next to the gems in the middle. Major revisions have been applied to this level. See some of those changes below. The extremely lengthy, circuitous tunnel section is now eliminated, along with all the infantry routes that led into or out of the rear sides of the bases. There is a new short, direct, and accessible tunnel route under the east hill to replace the long tunnel route that was removed. Inside the cave mentioned above is a capturable gem silo, worth 2 credits per second to the team that captures it using a Technician or Engineer. The top of the east hill is no longer accessible. The Soviets have extremely easy access to the west hill next to their Barracks, where previously it was difficult to defend. The west hill has a couple infantry routes which were moved, appropriated, and simplified from other areas of the map. The Allied base building positions have been swapped. The Soviet Barracks has moved slightly closer to the War Factory. Each team has four defenses, which have been rearranged in their own ways. Added bot support. The V2 and Artillery have been disabled from the purchase list. The BTR can now be purchased. Infantry can no longer swim to a standing spot on the sloped beach sand underneath the naval yard. Also fixed some issues with getting out of the water from the Cruiser spawn area at the Naval Yard. Ladders have been added to the docks to help players get out of the water. Adjusted vehicle blockers at infantry base entrance near Soviet Refinery to be more visibly obvious. Fixed a lighting issue on the barbed wire fences. Darkened the icebergs significantly and changed the reflective ice texture. Also removed unnecessary backfaces from them. Sank the Allied Service Depot a bit. Added bot support. Added a ramp up to the hill at the front of the Soviet base so they can access it more easily. The rear infantry routes are blocked with rocks when the player count is 20 or below. These routes include the tunnel area behind the Soviet Refinery, and the pass behind the Allied Power Plant. Fixed teleportation zone so that Chrono Tanks can no longer access the part of the Soviet hill that vehicles aren't allowed to drive on. The lake can no longer be driven on. Fixed a few terrain seams where the dirt road texture meets the pine needle texture. Added Broken Tire Ragtop (BTR) unit to the Soviet arsenal. Costs $1200 and possesses a Ghost Stalker Railgun. Added a new "timescale" crate to the LOLMap crate pool. When grabbed, the passage of time will increase by 3x, for 30 seconds. It can only happen once during the round. Fixed the "Oh crap" nuclear explosion crate. Corrected a couple inaccurate infantry names. Fixed a few minor issues with the infantry voices. Fixed missing RA nade projectile. Fixed a floating sidewalk southeast of the Soviet base. Fixed the props that were clipping outside the Allied War Factory. Grounded a floating Soviet Ore Silo and a couple props next to it. Soviet bots no longer suicide when they purchase a Technician or Engineer to repair the Ore Silo. Made the beach slope steeper under the Naval Yard, and reduced infantry access there. Added a couple new vehicle routes up to the ridge, closer to the center of the map. There is now a walkway on the section of the pipeline between the middle pumpjack and the east pumpjack on the hill, so it's much easier to traverse. Fixed a vehicle sticky spot at the base of some pipeline supports. Added vehicle blockers so tanks can't attempt to travel up the pipeline from the road and get stuck. Soviet BTRs are available on this map. Some changes have been made to the side of the map that holds the Soviet base. The Soviet base elevation has increased by about 20 meters. An Airfield has been added, and some of the Soviet building positions rearranged. The flight ceiling has been made soft, in order to compensate for the addition of airplanes. The hill by the area where the Barracks used to be (and the Construction Yard now is) has been rotated 180 degrees, which means the Soviets can access it from their base, and it cannot be climbed from the field anymore. Eliminated access to the Soviet base from the far west flank. Adjusted some details like grass, rocks, trees, props, and textures in the areas that were affected by the above changes. The overhead map that Chrono Tank players use has also been updated. Fixed the flipped two-sided settings for big bushes branches/leaves. Updated the ice reflect texture on the frozen ground area. Soviet bots no longer suicide when they purchase a Technician or Engineer to repair the Ore Silo. An underwater texture display that was missing has been restored. Moved northern Soviet Service Depot to the east side of the base. Removed hard blockers over the tallest mountains, and made it difficult/deadly for players to try exiting their choppers up there. Reassigned the textures on the two slopes directly east of the Soviet base to make it much more clear that they are accessible. Restored missing ladder rungs in one of the tunnels. Fixed texture stretching on a set of rocks. Fixed a hole in the ground behind the Soviet War Factory. Bots use the side routes more often. Added bot support. Added some light sources in and adjusted the textures of the tunnel areas. Added a ladder up to the dock from the water by the Soviet Barracks. Reduced infantry access directly underneath the Naval Yard. Added rocks to block vehicle access to front/main hill route. Reduced infantry access directly underneath the Naval Yard.
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  18. Remember those old Photo Threads we use to do and dox ourselves? Well, I figured I'd share some stuff that happened in my life since back in the day, you know, after I got banned back in 2007 :V While digging through the old Wayback machine, I realized that I was banned pretty much the same month that my now wife, then girlfriend, first got together. Here is a our Prom photo! Not too long after that, we were off to college! I apologize in advance if you have these notifications set up through email, but @Kicken is going to get blown up a bit, we went to college together after all! I'll do my best not to include photos of him though, since he's not around right now to give me permission. :V Speaking of college, here is me on my first day of College, ready to waste $90,000 that will end up taking just under ten years to pay off! :D I don't have any photos of it that are worth sharing, but it is around here that I began my ten year career at GameStop. Fuck GameStop, that is all :D My then Girlfriend and I also rescued a mutt around this time. We named him Duke, and the silly old bastard is still kicking around today! He just turned 10 last month actually Fast forward some years, and after being in a relationship for 8 years, my girlfriend and I got married! @Kicken was actually one of my Groomsmen, and may or may not be in this photo with us! A few years later and I found my true hobby calling! Video games were a massive part of my life, for a large part of my life, however they have taken a back seat to Miniature Modeling and Table Top Wargaming! Here is a photo of my first Warhammer 40,000 army, Salamanders Space Marines! I no longer have these brehs, as I grew tired with Marines of the loyal variety, but I currently have several armies. Adeptus Custodes, Imperial Knights, Astra Militarum, Necrons, and my favorite of the bunch, Emperor's Children Chaos Space Marines. I started my Emperor's Children as a Kill Team back in 2018, here is a photo of the full roster, lead by then named The Pure Asmodai :D (he's the snake boi in the center, though its hard to make out in this photo) And we come to the relative present. My wife and I have been married for five years, together for 14, my dog just turned 10, I no longer work at GameStop, and I have a new hobby that I love! From my wife and I, love you brehs, and I'm happy to be back to being a regular around these parts <3
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  19. Welcome to the 4th edition of W3D Weekly! We made it for a whole month of updates. Go us! Forum UpdatesA few more forum updates here this week. More bugs have been squashed now, so the user display on the APB theme should be back to how it was before the update. We're still figuring out which new IPB features to use though. Stay posted for more! Red Alert: A Path Beyond @ ChopBam here to say that in the next release, APB will be able to have its own designated Windows Application icon while running, thanks to some clever work from @ CMDBob ! The Soviet red star icon will replace the generic W3D Hub icon in the alt/win tab application list and the taskbar, as can be seen in the screenshots below. It's a small thing, but pretty useful in the grand scheme of things! Cold War Confrontation @ CMDBob reports that Cold War Confrontation is now on the launcher for @Testers now, so stuff can get... tested! Plus, CWC has the same icon support that I added as well. Finally, here's a shot of the game's main menu (with a sneaky cameo from the M1 Abrams in the background...) Red Alert 2: Apocalypse Rising @ Romanov is working on something. Also, the truck we received is being made into a replacement for our ancient Demo Truck (probably the oldest asset in the game at this point). That's it for this week!See you next week for more excellent W3D content! [blurb]Welcome to the 4th edition of W3D Weekly! We made it for a whole month of updates. Go us![/blurb]
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  20. Hello everyone! It is time to release our holiday patch. Stop by and have some fun with us during this season as we shoot it out on the new Christmas map! 3.5.2.0 Changelog (New map!) It is said to be a downright colorful place where magic dwells and niceness is rewarded. Features a Refinery, War Factory, Barracks, Service Depot, Ore Silo, and basic defenses. Allies harvest candy, Soviets harvest coal. Some new map decorations, including northern lights, reindeer, and some of our brand new snowy pine assets. Map is Tech Level 2, which is similar to the tech available on Canyon River (minus Soviet Rangers). Features Santa-capped Titans that boast a powerful 120mm cannon. Paired with this fearsome weapon is some soothing secondary fire. Regardless of War Factory status, they are purchasable for $1100 via terminals on shipping containers next to the Ore Silo in each base, and they will be delivered by air. Bots are supported. General/Misc Sidebar purchases now default to the map's theater. No longer do players need to cycle through the sidebar to select the appropriate unit camoflage. Alternate camoflages are still optionally available. Dynamic bullet decals on vehicles are now enabled. Players wishing to disable this option for performance or other reasons can remove the entry "DynamicDecals=true" in hud.ini. A bug that granted duplicate kill messages and points for destroying grounded aircraft has been fixed. Bots now ignore cargo trucks, and won't sit in them endlessly. HUD Changed ingame chat font and kill feed font to DejaVu Sans. Kill icons have been moved to their own section in the font file, which means the old characters that had been replaced (such as "|", "[", and "]") are available once more. The kill feed is now separated from the chat section. It is located above the radar on the HUD. The sneak icon "eye" has been given a strikethrough to more clearly indicate that the player can't be seen. The chat box is slightly less wide so it no longer overlaps with the player list. Ants and partisans can no longer sneak on the radar. The sneak icon on the HUD will always enable for radar-invisible infantry such as the thief. It will also be enabled as long as the enemy's radar is dead or jammed. Weapons with tracking now have a 0.5 second delay to stop locking on after the player stops aiming at the target. Infantry Volkov Normal run speed has been set to 0.75 (was 0.85), and his ability to sprint has returned. AT Hand Cannon rate of fire has been set to 1 (was slower at 0.75). AP Hand Cannon rate of fire has been increased to 2 (was slower at 1.5). There are now 3 napalm grenades per clip (was 2). Vehicles APC The Browning weapon model has been replaced. Removed the extremely dirty look from the forest camo variant. Upscaled the textures from 1k to 2k. The shovel is now modeled on, and not just textured on. New eject shell. New treads. Hind Weapon model has been updated, and now spins when firing. This will be most noticeable in first person camera view. Map Changes Added a ramp up to the hill in the middle of the side route. Added bot support. Fixed floating trees near Soviet base. Fixed errors with scripts regarding missing building controllers. The sky is darker and the fog less noticeable. Made the moon cliff textures less stretchy. Improved AI behavior around the Soviet Barracks and AA Guns at the Naval Yard. Added bot support. Sank the tunnels under each of the bases by 5 meters so the bots won't try to repair the Service Depots from there. Added bot support. Made flight ceiling softer. Fixed a terrain texture seam between the Allied base and the infantry path in the middle. Added bot support. Added a bridge over the river, in front of the Tesla Coil. The C4 no-placement zone by the Soviet Ore Silo has been corrected. Added bot support.
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  21. Hi everyone! Merry Christmas to you all and thanks for sticking with us during this tough year. Covid-19 has tested all of our collective resolve this year amongst other challenges, but we're pushing on through and looking forward to what 2021 brings! You may have noticed a certain thread popping up recently with some good news regarding Tiberian Sun: Reborn, so I just want to take a moment to address that and let you all know about what our plans are. As a special present to the fans of TSR, @Wallywood has contacted us and outlined his intentions to let any legal documentation regarding the project to expire in the new year. You can find the thread below: This is obviously great news for any fans of the project, as it means that we can get it back up onto the launcher and freely develop the project once again when we are ready and able to. Some may say that we already had the rights to develop the game regardless of the documents, but the truth of the matter is that the situation earlier this year really halted our momentum on the project at the time by killing our enthusiasm and drive to continue. We wouldn't have been able to continue development even if we'd chosen to, because we were mentally fatigued at that point. This news is great for Reborn's future though, as it will ensure that it is completed someday. That being said, we do have some more immediate plans for the project. A large portion of the team and I had a quick meeting the other night and here is our current plan for what we're aiming to do with Reborn in the near future: The version that was taken down from the launcher earlier this year will be given a dust off, and placed back up on the launcher. We will be aiming to do a small scripts update and test stability over the next few days. To commemorate a legendary date in Reborn's history, we will be aiming to get the game back up on the launcher on the 31st of December 2020 (14 years after the infamous 31st December 2006 release date). More information on servers will follow in the next few days as we work the details out. Reborn 2.0 is still on hold for now, as the team has dissolved and is working on a combination of other projects at the moment. Battle for Dune and Apocalypse Rising are getting the most focus right now, with releases looking a lot closer than they were earlier this year. We're hoping to produce more content for you guys regarding these projects when we can. We are also working on some internal engine update projects that will benefit everything that we're making further down the line. Stay posted for more news on that in the new year. On a personal note, I just wanted to mention that I had a great chat and a catch up with Wally the other night when we spoke about all this and he made it clear that he bears no ill will to the team or the community. We were all victims of a situation that escalated out of control and now that we've all had some time to reflect, cooler heads have ultimately prevailed. On behalf of the team, I'd just like to say thankyou to Wally for making the decision that is ultimately the best for the community and the fans. We ain't done by a long shot yet and one day I hope we release a game that lives up to what we all want Reborn to be in our heads. So, in light of this good news at the end of a tumultuous year, Merry Christmas and Happy Holidays to all! Feel free to comment below and ask questions if you are unsure on anything mentioned! Look out for December 31st! [blurb]Merry Christmas to you all and thanks for sticking with us during this tough year! We've got some exciting news to share about Reborn, so please take a read![/blurb][thumb]custom_thumb_xmas.0.png[/thumb]Seasons Greetings, - OWA & the rest of the W3D Hub Team.
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  22. Hey everyone, A while back I noticed something in the C&C Community. A lot of people were asking how to play the games on Windows 10, but there wasn't an easily discoverable community resource in existence that made the games readily accessible. There were community resources around, but they were either fractured, or buried in websites or forums out of reach. So I got together with some friends from other communities. CCHyper from the Assembly Armada, neogrant from CnCNet, Tore from CnC-Comm, Chronostorm from Facebook/CnCMinecraft and No Strings Prd from YouTube. Together we hatched a plan to create a new community website that was easy to find, featured comprehensive guides on how to get the games working, news coverage from across the community and an emphasis on promoting modding and video content. Basically taking the core pillars of the C&C Community and lining them up in one easily navigable location. I'm proud to announce that today, the day of the Remastered Collection's release, we are able to share our first iteration of the site with you all. Head over to http://cnc.community to check out the site! Please let us know what you think of this project and how we can improve it moving forwards. We're trying our best to serve the community with a central point that links out to multiple resources, so moving forward here are a few things that we will be adding: Community Directory with a list of Communities and what they focus on YouTube Support for Content Creators Support for Mods so the platform can be used to promote modding content Live player numbers Ultimately though, I hope you enjoy this site as much as we've enjoyed making it. This community is a fun place to be and I wouldn't have it any other way. Cheers! [blurb]The C&C Community Project has launched! But what is it exactly?[/blurb]
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  23. 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]
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  24. 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 2.1.4.6) 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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  25. 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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  26. Good Evening Sherman, You've been banned from IA due to team hampering events previously in APB and IA along with using multiple computers tracked to the same IP location to benefit yourself. (IA Logs and reasoning) (APB Logs and reasoning) Your ban has come from a multitude of reasons being 1. Obvious team hampering in APB 2. !swap spamming in APB after being told to stop from a Staff Mod 3. Team hampering previously in IA with action being taken by two Server Mods 4. Acknowledgement from you of team hampering in APB 5. Using two computers to inbalance the game how you'd like. 6. Managing to get 24hr banned after already getting perma banned on anouther account a week earlier. (Seriously?) 7. Realistically not caring in any form what you've done through your appeal thus far. I'm not going to wait to hear about you Team Hampering again in discord. I am not going to keep track of your smurf names or be forced to babysit you in-game. You will stay banned from IA unless @Yap or @Dblaney says otherwise.
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  27. We're excited to announce another Game Night event! This weekend, starting March 13th, join us at 3PM EST for a thrilling night of gaming with the W3D Hub community! We're hoping for an amazing turn out, and hope you'll help us make it a fun night to remember! Prizes! Prizes will be awarded to the top 3 players based on the event scoreboard. Players who hav[blurb][/blurb]e the most points over the course of 6 games after we hit 40 players will win the following: 1st Place - $20 Steam Gift Card 2nd Place - $10 Steam Gift Card 3rd Place - $5 Steam Gift Card This should allow others a better chance at prizes who aren’t able to play during the entire event! Players who are voted as the most valuable during a poll we'll hold on our forums after the games will win the following: MVP Award - $10 Steam Gift Card MVP Runner Up Award - $5 Steam Gift Card Spread The Word! We hope everyone can spread the word along with us. You can greatly help us out by posting about the event on social media. Tell your friends who might've played in the past, but took a break from playing. If you enjoy the game, you can help by reaching out with us! See you on the battlefield!
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  28. Elevate the soviet base. Sitting at the bottom of a cliff is a sitting duck base. Also totally blind to incoming attacks. Demos can roll it from the clifftop into the base (with gap gens if hinds are present). All the while the allies are on a clifftop, very easy to defend, see the whole map from, and it's hard to attack it. This has been a problem since always, not Delta specific. Elevate that dang soviet base on ridgewar please.
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  29. It is spring of 2020 and a bit extremely late behind schedule. With the beginning of the year we can see the unfortunate events unfold such as the Covid-19 which affects many countries around the world as well as economical impact. I hope you all stay safe and not lose your career due to this unfortunate events. Now for the real reason why this post exist? Is another update to IA and we have made it into year 2020 and we are a half a year over already. That's fast am I right? M113 Vehicle further optimize by fixing detached polys, not only that there is a face lift for the M1064. M60 Patton is a new tank for GDI, planning to replace the TAM tank costing 1,000. Dilemma atm still thinking what to do with TAM tanks. FV101 Scorpion will be the new GDI tank replacing the X1A Brazilian Tank model. The top speed is at 16 m/s Nod SU-122-54 is a free upgrade! No string attach! Same price but different behavior and who knows? Is new and improved version. Screenshot of Vile Facility tweaked/adjusted locations. Now Vile Facility has Beacon, I forget about em. Also made some minor adjustments to the map. Vehicle Transition, now this has been something I been working on but I only applied to the newest unit and finally have a standardize it. Thanks to Learony for discussion with me here's the diagram of the priority location for the exiting crew. So the driver, passenger or crew will exit on number 1, follow by 2, 3, 4 ,5 ,6, 7 and lastly 8th. EDITED : At number 6 exit point has been removed due to some issues exiting where you can get at uneven terrain. Last but not least, there something I would like to show you, some might have know what is it. But this is going to be a 3rd party/individual upgrade I haven't finalize the name yet. But they will be consist of 3 main things, they are Armament, Equipment., Survivalibility. ( AES ). Therefore as Ignatio Mobius said :- "The possibilities of Tiberium... are Limitless!" The UI for the possibility to customize / upgrade individual vehicle is far from being a reality as this is just a stepping stone, might need to discuss with Dblaney on how and if is feasible or not. I was inspired and drawn to reference of Scud Storm mod since they did construction in the game, additional upgrade for vehicle like a repair drone and many more. Roadmaps? Can't promise that it will be in before end of 2020 but here's what I think is feasible to see. 1 new map and 1 remaster/remake map to be made it in before end of 2020, or more. Possibly to re-revist the train,tram and monorail unit. Perhaps that new map will see the light of day. Revamp VTOL Aircraft re balancing. Rework or give face lift to some older models that are in the game, I think about 10 vehicles. Begin working on overhauling existing infantry gun play. Finally, I will end this message with a long list of change log as listed below.
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  30. A new update is now available for the launcher. This update aims to improve performance and provide quality of life features such as saving server filter options and customising paths. Launcher Preferences Pressing the new 'settings cog' icon in the top right corner will open a new settings dialog to configure the UI language and the paths the launcher uses to install games and store package files used to install and repair game installations; Game Server Hub The launcher now uses our new 'Game Server Hub' service to provide its server listings. This is a new web service which aims to provide 'instant' updates to the launcher (and other clients) when a server status changes via the use of push notifications. This service will be receiving various feature updates over time to add more features and functionality which you'll hear more about as we release them. In the meantime, any communities interested in using this push technology on their websites can contact me for information. Localisation This version of the launcher supports two new languages - Chinese (Simplified) thanks to @DoDoCat, and Polish thanks to @TrollekPL We are still working on supporting localisation in all parts of the launcher. If you wish to contribute to this effort please check out the localisation topic in the forums for details.
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  31. You read that right, folks! We would like to present to you an early Christmas gift of APB Beta! This 21st of December, jump into our Beta server and relive the good ol' days with the lads. Einstein and co. will have the server and files ready for Saturday so you may download and play! Merry Christmas and Happy Holidays! [blurb]You read that right, folks! We would like to present to you an early Christmas gift of APB Beta! This 21st of December, jump into our Beta server and relive the good ol' days with the lads.[/blurb]
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  32. 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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  33. As some of you may know by the coverage from our friends over at CNCNZ, Renegade X and various other C&C news outlets, Tiberian Sun turned 20 years old today! This absolute classic of a game has been inspiring us to make the ambitious Tiberian Sun: Reborn for many years now, but whilst Tiberian Sun: Reborn isn't quite ready to roll out to you all yet, why not partake in a mod of a slightly different kind. Using the power of Notepad++, W3D Hub presents to you, our Tiberian Sun Mini-Mod, a small quality of life update for Tiberian Sun! So what does this do? well, here are the changes: You can now queue up to 50 units, instead of up to 5. Veterancy re-balanced using Firestorm's number so that units only required to destroy 5x their cost in order to gain levels, rather than 10. Along with this, they deal slightly more damage and are also slightly tougher VeteranRatio=5.0 ; must destroy this multiple of self-value to become a veteran [per level] VeteranCombat=.50 ; combat BONUS factor when unit is a veteran VeteranArmor=.50 ; armor BONUS when unit is a veteran Medics can now heal at 3x the distance that they could before, making them easier to use. Just unzip rules.ini into your game directory and away you go! This mod is compatible with any and all versions of Tiberian Sun and Firestorm! We hope you enjoy this little mod in the meantime, as we push forward towards the release of TSR! [thumb]thumb_tsr.h.png[/thumb] [blurb]Tiberian Sun turns 20 years old today! Join us as we reminisce on one of the games that has truly inspired us over the years![/blurb]
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  34. Currently seeking members to join our Public Relations Team. Interested persons please read the posting. Our Mission Build the W3D Hub community and grow our member base, while establishing and maintaining close interaction with our fans and contributors. Responsibilities Create content for press releases and developer blogs Disseminate project news through our media networks Develop marketing strategies to broaden our reach Evaluate opportunities for advertising and promotion Monitor, analyze, and communicate PR results to the team Requirements Passion for our work with the W3D engine and its projects Experience with social media Strong relationship with our community Etc etc. Just tell me what you bring to the table and we'll go from there. Accepting applications in my Forum Inbox. [Message me!] Happy to answer any and all questions regarding this. Thank you for your time. [blurb]Currently seeking members to join our Public Relations Team. Interested persons please read the posting.[/blurb]
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  35. The sands of Arrakis call for you, warriors! Wage war unlike any other and lay claim to the precious spice that the Great Houses of the Imperium covet! Releasing August 31st, 2022, W3D Hub's Battle for Dune: War of Assassins will allow you to experience this war as a soldier of the noble House Atreides or the nefarious House Harkonnen! Which side are you on? All-New Infantry Combat Battle for Dune: War of Assassins, or BFD, is proud to introduce a new variety of infantry combat never before seen on the W3D engine! Featuring fluid, seamless movement across the landscape, the ability to aim down your sights to increase your accuracy, adjustable fire modes across several weapons, and the usage of consumables to support yourself and your teammates, BFD will see you engaged in fast-moving, tactical gameplay! Unique Landscape Battle For Dune immerses you in the rich, desert environment exclusive to the planet of Arrakis! Built upon the knowledge of the sci-fi background of the Dune series and tailored to ensure exciting combat without disruptions, BFD and its maps will open your melange-induced eyes to new possibilities in the W3D engine! Unique Faction Buildings As the Great Houses of Atreides and Harkonnen establish their presence on Arrakis, marvel in the unique aesthetic and architecture of the respective factions' buildings. Look to the Atreides hawk that sits atop its Barracks, producing soldiers who aim to fulfill the wishes of the Duke, or to the ram atop of the Harkonnen Barracks, releasing vile soldiers who seek to further the will of the Baron! True-to-reference Windtraps not only power the bases but serve a function exclusive to Battle For Dune. While the Windtraps are operational, they will govern and provide building shields to enhance base survivability! If base destruction is your goal, these must go first! Income-producing Spice Silos are also present to provide a steady economy for their respective bases. Without the Windtraps providing the Silo its shields, these are very fragile and must be protected! Will you answer the call? Arrakis awaits! Download the game on the W3D Hub Launcher this August 31st!
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  36. 3.6.2.0 * Note for server hosts and modders: the public FDS and SDK git repositories have been updated to this version. General Changes Miscellaneous performance improvements. Critical hits are now outlined with red hitmarks and a custom hitbeeps sound. This includes infantry headshots and vehicle weakpoints The player list at the top right now scales with resolution. What this means is that it won't look quite as tiny on larger resolutions, or quite as large on smaller resolutions. The game's scripts have been updated; this may fix some minor issues, including a crash involved with walking on Service Depots that get destroyed. Anyone using a custom hud.ini will need to update. Weapon spray has been re-added to the weapons where it was removed accidentally in the 3.6 update. This includes any defensive/siege structures that had it, as well as the Mobile AA Truck. There is a new vent texture for buildings, and a new texture for the Soviet barracks wall. Fixed a seam on one of the civilian houses. Objective Markers All sabotage points for the spy are highlighted with objective markers. All points where the thief can steal are now highlighted with objective markers that indicate the percentage of funds that will be transferred. Added repair objective markers to all the support structures and main base structures. The Allied Spy's "roster" and "manifest" revealings show objective markers on respective enemy units. Ore Truck dump markers disappear when the Refinery dies. All objective markers can be seen by the [new] death character (preset name "d2"). Bots More bot names -> Up from 47 to 64. More taunts. Sniper bots are much more accurate. Bots with shotguns are slightly less accurate. Engineer Golden wrench repair effectiveness on vehicles increased by 50%. Mechanic Socket wrench effectiveness increased significantly. 1.5 -> 2.35 Grenadier No longer issues grenade explosion damage to self. Shock Trooper Range increased. 75m -> 90m Volkov Added quick reload animation for the hand cannon. Fixed anti-personnel hand cannon reload animation to not disappear at the last part of the reload. Vehicles Adjusted the tread textures for the APC, Light Tank, Medium Tank, and Phase Tank. BTR Is now available for purchase on all maps where vehicles can be made. Phase Tank Model looks sleeker. Improved the texture quality and updated the texture as it relates to the model improvements. Missiles update visually in the launcher during firing and reloading. Chrono Tank Fixed Z-fighting at the back of the cab. MAD Tank Shockwave damage increased. 34% -> 37% Health/shields increased. 400 -> 450 Naval Units - General Changes Gunboats and Destroyers reveal enemy Submarines inside their radar ranges with objective markers. These markers are only visible to the driver of the ship that is in range. Improved steering and handling on the Gunboat and Destroyer. Destroyer Reduced size by 12% Missile untrack time increased. 0.5s -> 1s Cruiser Demolishes enemy aircraft with a single shell. Entering the stern gun while the cruiser's driver seat is empty will move the player to the driver seat. Longbow Numerous fixes and quality improvements to the model geometry, UV's, and rig. All-new wheels, landing gear, and some other details. Integration of the new Hellfire missile model, and uses the ammo visibility system. Chinook Gained ability to refill ammunition after 8 seconds (as opposed to the Supply Truck and LST's 5 second refill) and armor. Airplanes - General Changes Added camouflage variations. The original exit transition points have been adjusted to be closer to cockpit of the Mig and Yak. Added a second exit point on the right side. Yak Slightly more responsive with lift. Allied Barracks Levels of detail (LOD's) have been added to most of the interior. War Factory Added a purchase terminal next to the rear door. Divided the wide windows in the MCT room into smaller windows. AA Gun Increased range. 130 -> 140 SAM Site The base of the defense now remains in the same place after its animated destruction. No longer does it flicker during the animated destruction. Animated destruction time reduced. 5s -> 2.66s. Maps - General Changes Added sound reverb in various map-specific arenas. All Allied starting and reinforcement vehicles are unable to be entered and driven by Soviet players before being driven by an Allied player. Bots ignore all Allied vehicles. The Allied vehicle reinforcements freshly delivered from the naval transports now turn off their engines (similar to how the Chinook reinforcements work). Fixed a couple stuck spots at the ridge in front of the Allied base. The sun is straight overhead in a cloudless sky. Brought in the shoreline next to the Sub Pen. Removed outcropped land next to the Soviet bridge. Removed the Cruiser from the purchase list. Edited some of the rocks, added more to the center lake. Improved AI pathfinding. Added 4 new route switches in the center next to the bridge: two infantry routes lead from the frozen river to the tunnels below, and two vehicle routes lead from the frozen river to the area above where players can cross the bridge. Moved the Gap Generator more toward the center of the Allied base. Added more lighting to the tunnel behind the Soviet Ore Silo. Fixed a texture blend seam on the ice of the cave ceiling. Added an Allied Turret and AA Gun on an iceberg in front of the Naval Yard. Critical hitmarks are pink on this map. Re-added the Super Tank boss. Re-enabled the guided V2. It now falls to its natural crashlanding death when shot down, rather than exploding midair. Rotated the Soviet air unit spawns so they come in from off map, rather than the center. Broken Tire Ragtop now has a killstring. Fixed missing strings on the Molotov brothers' help titles. Rearranged all the structures on the north and east sides of the Allied base. The Gap Generator is now centered. Adjusted the ramps up to the ridge east of the Allied base, so they are easier to traverse. Added an infantry ramp to the ridge east of the Allied base, from the ore field on the far side. The trees on the ridge behind the Allied base no longer tilt so far. The overhead map for Chrono Tanks has been offset so the center its closer to the middle of the map. Moved the SAM Site behind the War Factory closer to the edge of the cliff. The volcano has been remade: it now looks more realistic and its interior has opened up. Infantry can now pass through it using small tunnels. There is a large cavernous area in the center of the volcano, featuring a dangerous lava pond. Units can no longer use the volcano to travel to an unfair place to gain vertical advantage on the opposing bases, especially against the Soviet base. Base buildings and defenses have been adjusted. Soviet main base buildings have been moved around a bit so the area is a bit easier for the Soviets to traverse. Replaced a Flame Tower near the Soviet Refinery with a Tesla coil. Removed a SAM Site. Allied base now has an additional Service Depot, Pillbox, Turret, and AA Gun. The sky has been changed to a gloomy sunrise theme. New underwater plants. Added a team-locked starting LST for each team. Added bot support. Other Minor Map Fixes Bonsai: Fixed a vehicle stuck spot in a narrow dip south of the level's center. CanyonRiver: Fixed several stuck positions. CanyonRiver: Fixed a terrain seam in the west Allied base infantry tunnel. KeepOffTheGrass: Smoothed out the terrain next to one of the Allied Turrets. KeepOffTheGrass: Fixed a spot at a crater that would make Tesla Tanks stuck. KeepOffTheGrass: Fixed a texture blending issue outside the Soviet base. NorthByNorthwest: Fixed missing collision on large crates. PacificThreat: Purchased helicopters default to desert camouflage. PacificThreat: Downsized the invisible collision mesh by the Soviet Ore Silo that's in front of the Barracks. No longer can players as obviously walk on air. RidgeWar: Flattened out a small fissure that was causing stuck problems behind the wall near the dead ref. RidgeWar: Fixed a cliff texture blend seam west of the Allied base. RockTrap: Fixed a stuck position between rocks near the helipad/cache area. Zama: Added visual ore rocks to the mixed field near the Soviet base.
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  37. Happy Sunday everyone! I've got a very exciting update for you this week, so I hope you're ready to lay your eyes on what @ChopBam has been working on! Trees!@ChopBam has been putting a lot of work into updating the trees and foliage you see on maps. He's done an amazing job, and it'll be a very nice visual upgrade to the game. He was kind enough to give us a few screenshots, and I hope you enjoy them as much as I do! New Willow & Pine Trees Assortment of Trees (Oak in center) & New Foliage APB Game Night!We're excited to announce another Game Night event! Next weekend, starting January 23rd, join us at 3PM EST for a thrilling night of gaming with the W3D Hub community! We're hoping for an amazing turn out, and hope you'll help us make it a fun night to remember! Prizes!Prizes will be awarded to the top 3 players based on the event scoreboard. Players who have the most points over the course of the event will win the following: 1st Place - $20 Steam Gift Card 2nd Place - $10 Steam Gift Card 3rd Place - $5 Steam Gift Card Players who are voted as the most valuable during a poll we'll hold on our forums after the games will win the following: MVP Award - $10 Steam Gift Card MVP Runner Up Award - $5 Steam Gift Card Spread The Word!We hope everyone can spread the word along with us. You can greatly help us out by posting about the event on social media. Tell your friends who might've played in the past, but took a break from playing. If you enjoy the game, you can help by reaching out with us! Thanks everyone, and have an awesome weekend <3 [blurb]Happy Sunday everyone! I've got a very exciting update for you this week, so I hope you're ready to lay your eyes on what ChopBam has been working on![/blurb][thumb]thumb_apb.7.png[/thumb]
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  38. Download the W3D Hub Launcher to get your hands on the latest update for Red Alert: A Path Beyond! Here are the changes coming with version 3.5.0.0 General Increased font size for player list. Light dazzles blinding you at very specific angles is (hopefully) fixed. Fixed a crash when a person being followed by a spectator dies. Reduced the performance impact of the "opaque" gap bubble (for when you're looking at a GG/MGG that doesn't belong to your team). Bots Added a few more kill/death taunts. Bots no longer have cheaty no-gravity versions of weapons, as they can now compensate for gravity. Tanya bots will now place C4 on building MCTs if they make it inside. Bots now use translated names instead of preset names when referencing units (for example, they will say they purchased a "Light Tank" instead of "Allied_Light") Bots will now respect the vehicle lock system; if you lock your vehicle (!lock or !bl) friendly bots will not steal it. Vehicle bots with limited turret traverse (Heavy Tank, Tesla Tank) turn towards their target more efficiently. Vehicle bots do not shoot targets that they cannot aim at due to limited turret tilt. Defensive bots will no longer buy vehicles and stay stuck in the base forever. Bots shooting MCTs will no longer think they are stuck. Bots with an excess of money now favour the most expensive options available to them. Engineering bots will now attempt to repair auxiliary buildings (such as defenses and silos). Infantry Sneaking now only works when stationary; you will cancel sneaking and appear on radar when crouch-walking or jumping. However, sneaking now takes 1 second to activate instead of 3. Fixed first-person hand animations resetting when switching between third/first-person. A-Bomb Flare Damage radius down (100 -> 75m). Disarm points down (750 -> 500). Demolitions Fixed missing "explosive charge placed" EVA voice. Engineer Shovel now only has 5 "shots". Like most other limited-ammo weapons, you can replenish it with a Supply Truck. Engineer Shovel now clears AP mines within 12m and AT mines within 8m (was 10m for both). C4 now has ever so slightly less hitpoints so Repair Tools will disarm it 1 second faster. Engineer C4 is now worth 100 points when disarmed and Tanya C4 200 points (was 50 for both). Fixed an issue with Golden Wrench idle animation in widescreen. Rifle Soldier M16 and AK-47 have returned to having their old alternate fires (M16 having the "instant" trishot which is more consistent at its job, and the AK-47 having the spray with improved ROF but worse accuracy and no extra DPS on hard targets). Spy Rifle/Technician/Sniper Spies can now be crushed by vehicles. Shock spies are still uncrushable, though they retain their slower rate of movement. Volkov Volkov has been largely reverted to his old self, but with some other experimental stuff. AT cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 0.75 seconds, 70 damage, 90m range) except that it has the new Volkov's nerf of using the Light Tank warhead, causing it to deal reduced damage to the shields of heavier vehicles. Volktillery still does not exist; the scope from new Volkov remains, and while it is useless for sniping since the AT doesn't have sniping range anymore, its zoom strength has been increased from 3x to 20x making it useful for scouting. AP cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 1.5 seconds, each shot is a 10-pellet shotgun totalling 50 damage) except that its range is only 40m instead of 60m. The napalm grenade secondary for the AP cannon has returned, based more on the 1.2 iteration (uses 6 ammo per shot, splash damage is roughly equivalent to 1.5 pre-LPO50 flamethrower fireballs). They won't fall through microscopic gaps in building meshes anymore, but they're also easier to track as they have a smoke trail (and the greater presence of interior props means they're still likely to bounce into a spot where most of their damage gets muffled anyway). Volkov's weapons no longer have any accuracy penalty from jumping. Volkov now jogs at 8m/s (one stage faster than tanya, thieves, etc) but cannot sprint. This gives him better mobility during combat or reloading but makes him worse at getting around in danger-free situations. Fixed him being referred to as an RPG Trooper in the quick help popup. Vehicles Vehicles' "crush speed" (how fast they need to be moving to crush infantry) has been globally reduced and standardized based on the units' armour class. All naval units, the Forklift, and all ground vehicles with "mammoth armour" except the APC crush at 2m/s (was 2-4 depending on vehicle), everything else that isn't the Ranger crushes at 5m/s (was 6-9 depending on vehicle), and the Ranger crushes at 10m/s (was 12). All vehicle-mounted homing missiles (Chrono Tank, Destroyer, Longbow, Mammoth Tank tusks, Missile Sub AA, Phase Tank) now have "lockon decay" like the MiG (if you stop aiming at a unit, you'll still lock onto them if you fire within a certain time window) - though for these the window is only 0.05 seconds instead of 1 second. APC Damage to main buildings reduced by 20%. Chrono Tank Price down (2400 -> 2000). Mammoth Tank Fixed targeting range (and by extension, tracking range) of Mammoth Tusks unintentionally being lower than that of the cannons. (The actual projectile range was always fine, but the script update that made primary/secondary fire modes update targeting ranges based on the positions of your different weapons instead of just using primary targeting range for everything broke things, because the Tusk launchers are about 8 metres behind the cannons...) Readded the blinking red antenna lights that were lost in the model update. Ore Truck AI controlled variant's wheels now visually turn when steering. Phase Tank Damage type downgraded from Rocket to Shell. (Same damage type as Light Tank; -10% damage to buildings, -20% damage to heavy vehicle shields, -40% damage to mammoth vehicle shields) Ranger Damage to main buildings reduced by 25%. Damage to auxiliary buildings/defenses reduced by 16%. Resistance to Hind damage reduced (50% -> 25%) making it worse than other light vehicles. Resistance to Tesla damage removed (25% -> 0%) putting it on par with other light vehicles. Maximum speed down (19 -> 18m/s). Tesla Tank Updated help string to point out its radar jamming ability. Anti-infantry splash damage increased (15 -> 20). Health up (200 -> 250). V2 Launcher Fixed model sometimes disappearing when aiming it skyward. Boats Added smokestack and propeller bubble emitters. Destroyer/Cruiser radar dishes are now animated. Destroyer's missile pods are now open. Cruiser range reduced from 240m to 225m (equal to V2/Arty) Depth charges are now launched at a -15 degree angle to the height you're aiming, making them more capable of hitting deeply submerged subs but less capable of being used as "artillery". Subs Halved rotation speed. Longbow Maximum speed down (24.1 -> 22.5m/s). Planes MiG physics reworked to be basically the same as the Yak but with higher speed, since it's probably the physics that are causing the horrendous lag. Both planes have their maximum reverse thrust raised from 5% of the max thrust to 20% to improve runway repositioning. Planes can no longer reverse throttle in midair, making the speed loss from exceeding the flight ceiling or "air braking" slightly less severe. Yak maximum speed down (40 -> 38.5m/s). Yak splash damage increased (22.5 -> 25). MiG maximum speed down (50 -> 47m/s). MiG damage to buildings increased by 25%. MiG damage to heavy vehicles increased (135 -> 150). MiG damage to mammoth vehicles increased (135 -> 165). MiG damage to boats increased (105 -> 120). MiG damage to cruisers increased (135 -> 150). Buildings Improved the texture for the "RA1 interior" brown metal tiles and the chainlink fence. Pillbox Fixed model disappearing when killed sometimes. Gap Generator/Tesla Coil Made projectile collision on the upper parts more generous (you can hit in between the coil's rings and between the gap's fork). Gem Silo Fixed missing thief zone (only affects Wasteland). Radar Dome Added an extra collision mesh coating and ever so slightly hovering over the external ramps and the wall supporting them. HOPEFULLY this will do something about the problem with people getting stuck on those ramps. Added chainlink fence over the basement ramp in the position where bots looooove to fail at pathfinding. Naval Yard Added some extra collision around the MCT stairway, to stop bots from getting stuck trying to leave the building and players from getting stuck on top of the crate on the lower floor. War Factory/Power Plant Made chainlink fences look slightly less awful (basing them on the Naval Yard ones). MapsGuard Duty Made Soviet Barracks hill blockers more aggressive. Hostile Waters Purchased Allied helicopters will no longer attempt to land on the Refill Pad. When a naval factory dies, the opposite team's one will become indestructible before the game ends, ensuring that the winning team actually wins. Keep Off the Grass Removed the Soviet ore shaft <-> Radar Dome underground entrance. Cliff overlooking Soviet Construction Yard is now completely inaccessible to vehicles instead of only being inaccessible on one side. Reduced amount of trees and big rocks in the play area, mostly around the two "direct" routes. Fixed a pathfinding issue that was causing the Soviet OT to waste about 10 seconds per trip staring at the Construction Yard. Changed some of the texture-blend masking rocks out for bushes that don't block vehicle movement. Pipeline Fixed terrain seam in beach near Soviet base. You can no longer climb up the sides of the oil wells. Reduced amount of big rocks, mostly around the pumpjacks. Ridge War Added vehicle blockers behind the Allied AA shack. Removed Allied turrets. Siege Removed the walls that were near both teams' landing pads. Added an extra wall near the Soviet CY to restrict phase tank movement. Added no-flare zones on the rocks at the shore near Soviet CY and on a lightpost that I missed previously. Cannonball props in the castle are now using the same texture as the cannonball projectile. To the Core Replaced the texture-blend masking tree stump near the Soviet Tesla Coil with a bush that doesn't block tank movement. Volcano Added more traversible "ground" to the southeast beach (in the shallow water). Reshaped part of the cliff near the Refinery-Airfield SAM site so infantry (i.e. engineers/tanyas) can't jump up onto it. Under Reduced amount of trees in the play area, mostly around the area between the two ore fields. Zama Reduced amount of trees in the play area, mostly around the Soviet PP/Allied WF routes. [blurb]Red Alert: A Path Beyond has been updated to version 3.5.0.0 on the launcher! Along with some fundamental changes to Sneaking, Volkov and Mine Defusal, there are a myriad of other changes which you can read about right here![/blurb]
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  39. Progress report time! In our game servers, throughout our Discord and forums, and even in our internal discussions the question has been asked; "Where do we stand on TSR's next release?" First, we want to be sure everyone knows that whatever work we do affects W3D as a whole, not just individual projects. We don’t want to release something that still resembles the old Renegade era when APB Delta has already shown the leaps and bounds the engine can make. The Tiberian Sun Reborn project has been contributed to by multiple sources over the past decade—as a result, the version of the engine it runs on is suboptimal at best compared to APB Delta. The scripts team has been busy re-aligning the engine code. This is fancy talk for "making w3d games play better". Although there has been a lack of news, I am happy to quell any thoughts about development coming to a standstill. Development has continued on the visual front especially, as we have acquired a considerable amount of new assets to place ingame. Raap and ChopBam have provided a number of images to show the new props that you will see in our maps. New Assets It may be hard to see, but there are over 70 new assets between these four images. Additionally, ChopBam had this image to show our staff guys inquiring about progress. In the past nine months, our developers have made over 805 revisions. Audio updates, physics tweaks, and re-rigs of our vehicles. The Tiberian Sun: Reborn you remember will be but a memory! 2.0 will feel, look, and play like never before! As mentioned above, the artist team has been building our asset library. The end goal is to have a large enough library to cover five different biomes—snow, desert, arid, wasteland, and urban. If you want to help in some way but don’t have the skills needed, there are alternatives. A bundle of 20 assets costs an average of 10 Euros. We ask that if you do make a donation to spare your wallet and not go over that amount. If you would like to help on the asset front but don't have the skills or tools for it, there is an alternative. The Reborn team is accepting donations which will be used toward purchasing new assets, thereby speeding up the final release. If you would like to contribute any amount, contact me or TeamWolf for the PayPal details and we'll get you squared away. I unfortunately cannot offer any incentives at this time other than thanking you for your contribution, but know that any amount will be greatly appreciated by the artists on our team. GDI War Factory Interior Redesign In a previous update, Oxanna reported on alterations to the GDI War Factory. Redesigns continue as we scale down the overall size of the War Factory. Long ago when the Mammoth Mk. II was first introduced, it was intended for the unit to be deployed from the War Factory. However, you can clearly see we opted for the Carryall deploying the Mk. II. As we no longer needed the War Factory to accommodate the size of the Mk. II, it has been long overdue for a scale down. The primary reason for this is for gameplay purposes. Our testers have noted that it takes too long to traverse the structure, costing precious moments in defending and attacking. In scaling it down, the GDI War Factory will also take up less space in maps. As you can see, the overall flow of the building is much better compared to the previous War Factory. Our testers have been provided the latest iteration of the War Factory to nail down any problem areas and suggest ideas, so it's not final by any means! ChopBam will see to delivering the best GDI War Factory the Tiberium universe has ever seen! Already, feedback is coming in from within our team for improvements and revisions. OWA has suggested some changes to the MCT and Connector rooms after having a run around the structure. Per OWA's suggestions, if we move the glass frontage forwards we can make the room wholly integrated into the main structure. It's one idea we have to go about making the MCT space a bit more open. The connector room may be able to open out into the larger concourse of the War Factory. Both suggestions would reduce the claustrophobia of the structure and offer better combat gameplay inside. As you can tell, the structure itself is largely a WIP. A video walkthrough may be provided soon, either to be included later in this update or to be seen in the next! Thank you everyone for your continued patience. We can guarantee you will not be disappointed! [blurb]TS:R news update! A look into new assets and the current progress on the new GDI War Factory interior.[/blurb]
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  40. Hello, and welcome to another update from the Ground Zero team! We're not beating around the bush this time around, we've got some stuff to show you, courtesy of ICE! GDI Medium TankIn between heavy work on TSR 2.0, ICE has been chipping away at converting the Allied Medium Tank into a GDI Medium. For starters, he's removed some props that are unique to the Allied Medium, and will soon move to modernizing the base, adding some cool GDI props, and wrap it in an awesome texture! Here's an sneak preview! GDI MP5SDMan, this MP5 model has been getting a lot of use. Originally intended for AR's Navy SEAL, it has also seen use in APB as the Medic's weapon of choice, and now ICE has modified it for GDI's Commando. This will be ideal for infiltrating the enemy base, where you will be able to plant some C4 and blow Nod to kingdom come. Original model by @Ric, texture by TheBeerinator, model/texture modifications by @Ice Conclusion Well, I'm definitely happy to have shown off something tangible. We're one step closer to seeing this dream being realized! I'll have more stuff for you next time, so see you then! [blurb]The Ground Zero team has stopped idly talking, and have unveiled a behind-the-scenes look at the new Medium Tank, as well as the MP5SD! Come check it all out![/blurb]
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  41. We're excited to announce a special Game Night event! Starting October 1st, join us at 6PM EST for a thrilling night of gaming with the W3D Hub community! We're hoping for an amazing turn out, and hope you'll help us make it a fun night to remember! Prizes! Prizes will be awarded to the top 5 players based on the event scoreboard. Players who have the most points over the course of 3 hours will win the following: 1st Place - $50 Steam Gift Card 2nd Place - $25 Steam Gift Card 3rd Place - $15 Steam Gift Card 4th Place - $10 Steam Gift Card 5th Place - $5 Steam Gift Card This should allow players a better chance at prizes who aren’t able to play during the entire event! Spread The Word! We hope everyone can spread the word along with us. You can greatly help us out by posting about the event on social media. Tell your friends who might've played in the past, but took a break from playing. If you enjoy the game, you can help by reaching out with us! See you on the battlefield!
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  42. 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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