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FRAYDO

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Everything posted by FRAYDO

  1. You guys are not making very good first impressions. The goose gets lynched first.
  2. It's not as easy as it sounds. Porting things over correctly takes a considerable amount of manpower hours, which is a limited resource for our devs who have such little free time. On top of that, going over to the UE3 engine at this point diminishes the amount of work the W3D Hub team has put into improving the Renegade engine and pushing its boundaries. Looking back at the original Renegade and comparing it to the feats we have achieved throughout our modding history, we have gone so much farther than anyone could have possibly imagined. Looking forward, we do not intend to stop anytime soon! We can always think to ourselves that it will be easier to go with the UE3 engine or any other, but that defeats the purpose of what our W3D community has been founded on. I hope this answer is sufficient enough.
  3. As a matter of fact, I think there was. Or I want to believe there is one lying around somewhere, or I may be thinking of the Soviet Tech Center. In either case, I believe the interior was not complete so it couldn't be placed on a map. @Pushwall or @ChopBam may know more on this.
  4. Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates. Cyborgs Through our efforts in fixing the scaling feature, we can now resolve an issue long overdue for our cybernetic soldiers. Cyborgs now rightfully tower over regular infantry as the imposing monstrosities they are. "Scan initiated!" "Directive?" As stated previously, our fixed scaling has not led to any worldbox collision issues and cyborg infantry getting stuck. You will notice the floating limbs, meaning now our next step is rigging. OWA will take charge on fixing that up for our tall bois. New Mech Animations Coming for Reborn 2.0, our GDI mechs have received new animations from Permagrin from the Renegade X team and setup in the engine courtesy of OWA. The Wolverine and Titan's movements are much more fluid now and more appropriate of mechanical walkers. "Infantry reporting!" "Moving out!" Feedback on Discord has been divided with some people liking the new animations, some not liking them, and others liking one but not the other. What are your thoughts? Here's a sneak peek of what to expect in-game! "On my way!" GDI War Factory Scaling There are some of you who may remember our legendary operative, Agent Hasak, who had previously reported on the new GDI War Factory that was rolled out to their bases. Reports are coming in that the GDI War Factory is undergoing scale alterations and renovations. Nod War Factory and GDI War Factory size comparisons. Before scaling, the new GDI War Factory is much bigger than the Nod counterpart. "Scale Me" bone attached to the War Factory to allow ease of scaling. Exterior scaling alone has led to interesting results in the interior. Once the exterior scale is determined, the interior will be tackled next. Proposed new entry/exit for the GDI War Factory. Coming together. The new GDI War Factory is coming along nicely and the new version has been rolled out to our testers for feedback. The end result of the scaling and interior renovations will be better gameplay for both sides, attackers and defenders, during combat inside the GDI War Factory. Players may like to know that even after the downscaling of the factory the Juggernaut, GDI's biggest vehicle to be produced in the War Factory, still fits and has no issues in walking out after completion. And to close this off, ChopBam has provided a video walkthrough of the work in progress! Have a look. Construction Yard Scale and Updated Roof Raap has set about working on the scale of the Construction Yard and has also updated the Construction Yard roof. The details behind the scaling are yet to be finalised, though in the meantime you may appreciate the roof updates. In Progress. Construction Yard Roof (Current) Construction Yard Roof (Updated) Not pictured here, but the Nod Construction Yard will also receive anti-Jump Jet measures (a ladder) to counter flying abuse where Jump Jets would fly to spots unreachable by defending Nod forces and remain a nuisance. You will also notice a new doorway on the side, allowing another entry for GDI infiltrators. That catches us up on Reborn 2.0 development! Keep an eye on our Discord and media for more discussion and announcements. "One Vision, One Purpose." [blurb]Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates.[/blurb]
  5. Are you running full screen? Try running ECW in Windowed Mode and see if anything comes up.
  6. I suppose we would need more players before allowing Mexico as a playable Minor/Wildcard nation.
  7. So are we putting all the good players on one faction and the other gets curbstomped or what
  8. I'm so glad I looked in here to see Threve's thoughts of the Devils Tongue. That video of the soldier getting grinded up brings back terrible feelings I had when I first saw it lmao
  9. Nothing concrete yet on how it will fare against enemy aircraft.
  10. Our condolences. Between this and school exams, I know there is a quite a lot on your plate. Take all the time you need.
  11. Two things to consider: 1) Something that hasn't been brought up yet in public as it is still in private discussion is which maps will ship with Reborn 2.0's release. Our mappers are hard at work nailing everything down for this, but at this point I can't tell you which maps are in that use the AAPC's advantage. 2) Those arguing for putting a gun on reason that it is not fun enough for players to simply drive the AAPC and drop off infantry. They assert that more should be given to the AAPC so that after dropping off the infantry the driver can still contribute to the assault, albeit a marginal difference. This ties in to your reasoning of it being useful on land on maps where water routes are not available or the driver opts for a frontal rush.
  12. We're actually removing all maps from Reborn 2.0 so no one has an advantage or disadvantage. The Second Tiberium War will be fought on a flat plane.
  13. TS:R news coming up! More on scaling, new arms, introducing the new Mobile EMP prototype, and discussion of the GDI AAPC. Scaling In the previous update, we were showing you the coding and magic being worked on for scaling infantry. Yah-Nosh has put together a video for fun exhibiting his work in that. "Even as famine ravages the planet, GDI continues to deny that its food shipments are being tampered with." At the end of the day, the work that has gone into scaling now allows us to correct infantry sizes with respect to their build (i.e. Cyborgs are taller than humans) and without causing issues in worldbox collisions and getting stuck on certain doorways. New Arms CMDBob has completed new arms for our brothers of Nod. Kane has been loathed to attack America, but I feel it's time, and you're the one to do it is pleased with these changes. Elite Cadre New Arms Generic Nod Soldier New Arms Generic Nod Soldier New Arms (Engineer) Nod Flame Trooper New Arms Nod Flame Trooper New Arms (Red Sleeves) The New Mobile EMP Preliminary testing of the Mobile EMP has shown that the vehicle poses two issues: 1) it was too boring to sit inside and simply fire off the EMP at the click of a mouse and 2) it was not fun to play against when the EMP cannot be feasibly defensed against before being hit. Deliberation with the development team has led to the experimental rollout of the new Mobile EMP, or the MEMP-tillery as some soldiers have come to call it. Others also say MEMPY, but we don't talk about those soldiers. GDI R&D, led by the Chief Wizards of Crazy Game Ideas, otherwise known as Raap and OWA, have completed their prototype and deployed it for field testing. The new Mobile EMP offers a different gameplay approach to GDI forces. This MEMP lobs a ball of EMP energy, disabling enemy vehicles where the strike lands, replacing the too easy and too boring button-push gameplay of the previous iteration. In this method, GDI drivers will need to more carefully play this vehicle on the field, while faster Nod vehicles can move to outrace the lob and close the distance. This change is going through extensive testing to ensure this variation of the MEMP delivers more fun gameplay for both sides in using it and fighting against it. Weaponise the AAPC? Discussion has surfaced in the development chat of possibly weaponising the GDI AAPC. Some team members argue the AAPC needs something to allow it to better support frontal infantry assaults, while conservative team members argue the AAPC functions in its role well enough as-is and needs no changes. In support of the weaponisation, OWA has put together some variation concepts. Other ideas for changing the AAPC include allowing it to refill C4 and armour, provide smokescreen, and electronic countermeasures. It should be noted, and I cannot stress this enough: This is all completely conceptual. If you have an opinion of the GDI AAPC, whether in favour of weapons or against changes, you are welcome to voice your suggestions and concerns. That should be about it for this update. Have I missed anything? Anything you are curious of at this time regarding development progress and want it featured in the next update? Let us know! [blurb]TS:R news coming up! More on scaling, new arms, introducing the new Mobile EMP prototype, and discussion of the GDI AAPC.[/blurb]
  14. At least my own bolt of death energy didn't backfire and kill me. I will just have to find other means to dispose of him.
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