Jump to content

Bayonetta

Member
  • Posts

    153
  • Joined

  • Last visited

  • Days Won

    4
  • Donations

    0.00 USD 

Posts posted by Bayonetta

  1. On 3/21/2020 at 11:06 PM, Einstein said:

    So there was Reborn 2003 by Deezer Studios (the original team), then the Infantry Beta in 2008 by RenEvo (the next team), which was very refined, and actually did contain vehicles, they were just not available for the most part (due to not being completely finished). Then there was the 1.x release, which is the "family" that the current release is in. I don't remember exactly when that was, but somewhere around 2010-2012. Then W3Dhub launched with Reborn as the flagship game in 2015, and several individuals have contributed to its progress since then. Currently its just under the W3D Hub "umbrella" studio. And yes, we do plan to release Reborn 2.0 sometime soon(tm). The date has moved around quite a bit, as things get shuffled around for what will be included in the release. Rest assured though, we will announce it when we know more :)

    Thanks man, i'm so pumped for the next release. I've waited a long time for those mammoth MK2 legs to be positioned correctly XD

  2. So what was the release on all of the Reborn Releases? there was the 2008 Infantry bets (Ahh Good times) And then there was a major release after that that contained the vehicles and maps? when was that? it seems so long ago. And then there's gonna be Rebarn 2.0 right?

  3. People i've noticed have been shitting on it, and asking questions like "Why isn't it 3D if it's a remaster?" etc 

    People forget it's a remaster, not a remake.A remaster is like the PS3 version of Shadow of Colossus same style of graphics, but updated to a higher resolution, usually new UI too sometimes maybe a few bug fixes and tweaks.. a Remake Version would be like the PS4 version, built brand new engine, and all new assets. Dark Souls Remastered this into the category of also being a remaster not a remake. A remake would be if the made it from scratch but using the engine of Dark Souls III.

    I Dunno what people were expecting, this game so far is exactly how i pictured it would look.

     

     

     

  4. Titan Animation does look odd It animated better in the cutscenes. And in a lot of the still pictures it looks like it's standing better and walking differently. It's better than the current/old one that's for sure. But there's something off about it. I was gonna say and/or thinking the animation in the Gif looks Floaty, like it's lacking weight. it looks like it's gliding.

    latest?cb=20101218022343

    VCHICEU.gif

     

  5. 4 hours ago, OWA said:

    Glad to hear it! Yeah the size increase will be in TSR 2.0. Anything you see in these updates moving forward will be featured in TSR 2.0!

    Are the Nod buildings gonna be getting tweaked? I noticed the GDI Barracks, War Factory and now Refinery got updated. Any changes for Nod stuff? Like For Hand of Nod? or the Powerplants to make them less cramped? Like the stairs you can get stuck on in the Nod Advanced powerplant?

  6. On 8/19/2018 at 2:45 PM, Pushwall said:

    I guess you are out of the loop if you never reacted like this to the Yak. :v

    Not really, I just do the balance and ask the scripts team to make me something that works, I wouldn't know how it works :v A little history though?

    Around mid 2016, we received the assets for the Yak and Airfield (I think Generalcamo found them for us?), and I just lamented that we probably would never have the means to properly implement them anyway and so just left them on the sidelines, only reaching for the Yak again when Lunar Paradox was underway so that people could use a unit that was effectively the Gamma Hind but with an asset unused in the base game.

    But around the time I released Lunar Paradox (April 2017), I also saw Jerad adding some scripts (most likely intended for ECW) to the scripts project to trigger events if a unit's speed/velocity crosses a certain threshold. That got me thinking, and so 2 months later, you all got the lame duck Yak that was just a VTOL that died if you didn't try to fly it like a plane, and was a fantastic unit in the hands of someone who knew what they were doing, but was a complete turnoff for newbies.

    It wasn't until a year later - this June - that Romanov stepped up amidst my occasional lamentations about "what if we could have cruise control" and, out of nowhere, delivered us cruise control :biggrin: With a bit of brainstorming the cruise control concept evolved to also prevent planes from ascending like a VTOL while on the runway, prevent planes strafing sideways like a VTOL, and ensure a smooth transition in control schemes between taxi mode and cruise mode - all combining to give us planes that are forced to fly (somewhat) like a plane. With the removal of all the methods of killing yourself that shouldn't really exist, they are now significantly newbie-proofed, even more so now that the Yak has been shrunk down to its real-world size, making it harder to crash.

    A few weeks ago, Coolrock hooked me up with Sir Phoenix's MiG model, and here we are. Of course, ever since the Yak first made it in, the MiG had always been on my radar - we just didn't have the proper assets for it. And until Siege was cleared for planes, we didn't have a map for it either (Guard Duty isn't the appropriate tech level). There was a placeholder model sitting around in case I ever had the spare time to properly prototype out the unit behaviour (which I never did) - and some astute people may have seen that placeholder in certain videos posted by modders - but a placeholder just wouldn't cut it for a public release of course. The MiG is a little bigger than the Yak, but you can still fit two side by side on the Airfield, so runway traffic is still significantly reduced compared to the days of jumbo Yaks.

    About the only future refinement to planes I could hope for is having them pitch appropriately when climbing and diving, instead of staying completely level at all times, but they work well enough without that - it'd be more of an aesthetic refinement than anything.

    Very interesting. Does any this work in the game/mod bare any evolution from The Scripts that Renegade used on community servers and earlier versions of APB back when Bloom was a new thing? Suppose if you've tinkered around with a engine for as long as this one you'll find stuff it's capable of. Still i bet back in the Development of the game itself (renegade) Westwood never thought the engine nor the game itself would have been able to achieve so much. The giant ants made me lol, even if the animations are a bit stiff at times.

  7. So? Goal is? you fire missiles and have to return to the airfield to reload?

    Still shocked what you guys managed to pull off with the engine. Maybe i'm out of the loop, but what causes this to be possible? Is it the scripts 2.0 or something, or am i too old?

  8. This will be my place-holder topic for anything i make related that is? or could be utilized for Reborn or W3D hub completely free and welcomed of use without credit on my behalf,  Signatures, Banners, Signs, Textures, wallpapers, Feel free to use it, i'll upload it all to here if it upload it to my DA Page.

    if i feel like making or contributing some Textures, or stuff, png format, or general stuff to placed on stuff like signs etc. Anything i make will be posted here. (Including the Banners W3D Hub are using) *Which i was surprised*

    Thread will be updated with new assets and whatnot whenever i make them and or upload them to my DA page

     I Mostly make signatures, check my Deviant Art-page (Mostly Requests and Freelance) https://edd000.deviantart.com/gallery/ But i don't mind contributing to whatever. I'm not the best, but i can make stuff! :) Anything that will help.

     

    tiberium_hazard_sign_by_edd000-dcemci8.p

    tiberium_command_and_conquer_forum_signa

    command_and_conquer_tiberium_by_edd000-d

    tiberium_future_awaits_us___signature_by

    command_and_conquer_nod_logo_by_edd000-d

    tiberium_redzone_ii__bloom__by_edd000-d7

    soviet_signature_by_edd000-d4ffz1u.jpg

    nod_signature_by_edd000-d4feqxx.png

    gdi_signature_by_edd000-d4feqvm.png

    command_and_conquer_signature_by_edd000-

    mammoth_mk_ii_signature_by_edd000-d4fndz

    command_and_conquer_wallpaper_by_edd000-

     

  9. Well that too, Flame Tanks or Stanks on the Bay area made it impossible to repair unless you went the back way, and depending on the map, it often made it so you had to go all the way around to get to it, plus the area itself was so tiny and cramped often you'd be blown up or knifed.. Very welcomed changed. (unexpected) But welcomed)

    I kinda feel like the GDI barracks is in the same spot too, really tiny and cramped, but thankfully easily to mined too.

×
×
  • Create New...