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Showing most liked content since 04/09/2025 in Posts
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Just wanted to take the time to let all the devs and everyone involved in making AR become a reality know that you've all done a damn fine job. It takes me straight back to the good ol' days of full servers on APB back in the early days when life was much simpler. Maps are fantastic and balance is excellent. I know it's been a LONG time in the making and it doesn't disappoint in the slightest bit. Seriously, well done gentlemen. Thank you for all the hard work over the years.8 likes
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That's right, it finally happened! The beta release of Red Alert 2: Apocalypse Rising is finally out there and is now in the hands of the players! If you haven't checked it out yet, get on over to this link, download the launcher, install it, and jump onto one of the servers. There's plenty of games going on right now! We've released two hotfixes currently with a third to land sometime soon. Stay tuned for more information on these updates moving forwards! The Long Road to Release It's been incredibly humbling to see the amount of people who have picked up the game and enjoyed it so far and it makes the past two decades of working on it in our spare time all the more worth it! When @ cfehunter and I first imagined this game in 2005, initially as a Renegade 2 revival project called C&C Untold, we never thought we would end up here with you all. This reply on Renegade Forums back in 2006 showed that our conviction really meant something. We've been through a lot in terms of development; different web hosts, different eras of the Renegade modding community, and different people have all come and gone. But the two constants throughout the main lifetime of the project have been myself and @ moonsense715 , who is now one of my dearest friends. I promised him years ago that we would finish Apocalypse Rising together, and now that we've unleashed it upon the world it feels amazing. So thank you @ moonsense715 , for sticking by me through the thick and thin and always working your hardest on everything, because in the end, we've produced a damn fine game. Our goal was always to make a game that showcased our passion for Red Alert 2 while celebrating the gameplay of C&C Renegade that brought us all together here at W3D Hub. It's really a special community with lots of wonderful people in it and over the years we've moved mountains in terms of the obstacles we've had to tackle. I want to take this opportunity to thank the wider team for always believing that this game could come out, never giving up on it and always pushing me to never give up. The Future As for what's next, we're currently focusing on stability and bug fixing. Once the game is in a more stable place, we will begin to cast our eyes upon balance and start taking into account all of the feedback you guys have been leaving in the Discord channels. We aim to be transparent and receptive with the changes we make to the game and will always be hanging around on Discord to ensure that players always have a voice reaching our ears. Once we get past the first few major balance updates, we will then turn our eyes to new content such as maps, missing units, tech buildings and quality of life features. Once we've added more content to the base game, we can then start to think about expanding the game further with new features and content (Naval gameplay, Yuri's Army etc.). We have a few initial ideas, but we would really appreciate your feedback on what you want to see added to the game in the future. As ever, thank you for supporting the game, and we hope you enjoy it as we continue to expand on it. - OWA and the Apocalypse Rising Team. P.S, if you haven't checked it out yet, here's the epic launch trailer for the game courtesy of Battle Dreadnought!6 likes
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Thank you for your kind words man. I remember playing with you countless matches of APB long ago. Happy to see you see the result of the project after all this time2 likes
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I'm trying to install Apocalypse rising within the launcher but im getting the error below: Error: Failed to read manifest.xml: Error: Failed to save manifest.xml (v0.9.0.2): Failed to send request: error sending request for url (https://s3.w3d.cyberarm.dev/games/ar/0.9.0.2/manifest.xml) I also observed the icons for all games in the launcher dont load. I've tried re-installing the launcher but its still the same. I do have enough space for the game.1 like
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Hey, thanks for stopping by Sonic. Hope you are doing well. Please give yourself some time to process the news properly and all, as it's not an easy thing to hear about of course. Regardless of any past disagreements or people coming and going from the community, it's always nice to see how we all care in our own ways when something like this happens. I guess the only thing we can do is appreciate and learn from all of the good Zee did, and continue on.1 like
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Hi all, Sonic the CNCNZ.com founder here. So I'm very late to this topic. Been away from the community for many years now. But extremely saddened by this news of Zee's passing. Gone way to young.1 like
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Doing what I can, but yeah, some stuff has no doubt been lost in the process. Hopefully we find some of it again or people with backups for private use come forward eventually, if any.1 like
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Very sad news, sorry to hear we've lost another very creative person in the community. I hope you guys have luck finding more of his works, I know one of my biggest fears would be the loss of what I've worked on over the years.1 like
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I debated a lot where to post this, but since it technically applies to all(?) W3D engine games, figured here was best? I doubt there's any issue with this, but just to be safe ill not post the exact method, so if i get in any trouble ill be the only one to blame as the title implies, i got IA (and other games) running on Vulkan, and then via Vulkan applied frame generation. being as its a hack on a hack its not flawless, but works pretty well, also since game is locked to maximum FPS most of the time anyway, fairly pointless. but under load from 160 bots and with vis disabled, was able to get -about- 60 real fps, and 120 with generated frames i made a video: (i am apparently far to stupid to properly embed video? so heres the link instead) Link to IA Vulkan Frame Generation MP4 (compressed + downscaled to 1080p) (Akaris is me, "Dayofnuke" is actually very old name) you can spot some of the generated frames as bots load in causing a fps dip, but otherwise fairly smooth after that, so this method maybe helpful for PvE sometimes using a very similar method, DX12 should probably be possible? and between Vulkan/DX12 applying Ray Tracing is also theoretically possible, but that would be ~much~ more work than FG1 like
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DXVK, DirectX (to) Vulkan https://github.com/doitsujin/dxvk , specific version used: https://github.com/doitsujin/dxvk/releases/download/v2.3/dxvk-2.3.tar.gz (but any version should work) easy way is to drop all those files into IAs game.exe directory (or only the DX9 files if you want to be more specific) ...and thats it game will run in Vulkan via a translation layer. as for Frame Generation, i just turned on AFMF (AMD Fluid Motion Frames) which works semi-unofficially with Vulkan (but not DX9) Vulkan does most of the heavy lifting, and the frame generation smooths over any fps dips or stutters. As i mentioned technically adds frame lag, but average of 9ms total, so not really a factor in real useage i was able to maintain ~60 real fps and ~120 fps with frame generation up to about 190 bots with vis disabled above 190 bots the W3D engine itself seems to start to give up1 like
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How did you get I A to run on Vulkan? I mean vulkans pretty good to use, probably even better than Unreal in some cases, but Still... how?1 like
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being as i was unsure of opinions on such a thing my post was intentionally vague/obtuse, but the reality is its hardly difficult or a technical triumph of any sort. its a simple combination of dxvk + AFMF (which some have argued isn't real frame generation, but if its visually adding more frames its close enough for me) i suspect at -least- 50% of the heavy load (160 bots + vis disabled) fps uplift is Vulkan alone, thus frame generation is bit more of a meme idea lol since this is a hack-on-a-hack type of thing it isnt perfect, for example sharpening/AA/AF dont seem to work. as for frame times, for me real frame time is 4.0ms, FG adds about 5.0ms, thus approximate 9.0ms total frame time. as for my comment about RT, one could -in theory- translate dx9 into dx12 (have had some success with this part), and then once dx12 is ...technically... exposed, hack something such as RTX Remix on it. as i said it would be MUCH more work, and probably utterly destroy frame rates(?), if for no other reason than all the hacking and translating happening. i haven't really explored this idea much, but some very quick overview-ing made me think it was possible since game lives locked at max fps outside of unusual load situations this was all mostly for the memes whats W3D's max texture size? just had a thought about using my AI to upscale ..would that work? hmm1 like
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Mind writing a tutorial of what you used to do this?1 like