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OWA

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  1. Hi folks! It's been great to see all of you playing and enjoying AR so far. It's been around 3 weeks since the release and the discussions, screenshots, videos and all of the other activity surrounding the game have been wonderful to say the least.

    But now is the time to start addressing the balance and making sure that your voices are being heard.

    Over the course of the past few weeks we've heard a consistent message, "Allies are overpowered". This first balance patch aims to provide some corrections so that Soviets have a bit more of a chance even when the Allied teamwork machine gets rolling. 

    The notes for the patch (and the previous patches) are listed below, but first let's dive into another hotly requested item, Mod Tools!

    Modding SDK

    Over the course of the past few weeks we've heard requests from players to release the tools for the game so that they can make mods, peer into the unit statistics and translate the game into various languages.

    We're proud to announce that we've now made the modding SDK available here: https://gitlab.com/w3dhub/red-alert-2-apocalypse-rising/apocalypse-rising-sdk

    Whenever we release we will aim to update the tools to match the latest public version, much like we do with the server (also found here: https://gitlab.com/w3dhub/red-alert-2-apocalypse-rising/apocalypse-rising-server).

    If you're looking for tutorials and documentation, we have a wealth of info in our Tutorials forum but also on Tacitus, which is our documentation resource.

    Over time we will aim to add more to these tools, like pieces of example content and maps for you guy to dissect.

    In the meantime though, we can't wait to see what you'll all end up making and if you need any help creating things, please feel free to reach out to us over Discord. :) 

    Patches 0.9.0.3 - 0.9.0.5Patches 0.9.0.3-0.9.0.5 are a series of updates that continue to fix more bugs, but represents our first major balance patch.

    From playing the game and listening to player feedback, we identified that the Allies were winning the majority of games, so this patch aims to bring the Soviets up to compensate whilst also nerfing some of the key Allied units.

    There's 3 patches here because we ran some internal testing before we settled on a final build (0.9.0.5).

    Changelog:

    Spoiler

    Bug Fixes

    • Fixed several crashes reported by players via crash dumps (thank you!)
    • Fixed Nvidia App "game filters" crashing the game
    • Keyboard keys no longer get stuck when the window loses focus (e.g. Alt+Tab would leave Alt stuck)
    • Less hitching when units spawn
    • Fixed an issue relating to Chrono Miner Objective Markers
    • Performance has been improved by optimizing some game objects

    General Changes

    • Team remixing/rebalancing logic was re-implemented to improve team variety for players from match to match
    • Players can no longer refill when in combat.
    • Players can now set max FPS to any value instead of an arbitrary selection
    • Bots can path their way out of buildings now (mostly)
    • Mesh optimizations have been applied to the War Factories and Refineries.
    • The legacy "Battlefield Key Success Tips" document has been removed from the game.
    • Several PT icons have been updated
    • Reinforcement Bays are no longer targetable by enemies.

    Kill messages:

    • Grand Cannon kill strings no longer fill the feed on FreezingStraits.
    • Added crushed kill string.
    • Revolver kill string has been added to the nagant.
    • Shotgun kill string has been added to the shotguns.

    Map Changes

    Fort Bradley:

    • Fixed a bunch of buildings, improving performance and removing ngons
    • Adjusted some of the building roofs to prevent degenerate gameplay

    FreezingStraits:

    • Added visible boundary stripes.
    • The hills behind the bases are now considered out of bounds.
    • Removed a chunk of terrain sticking into the Radar Tower basement.

    LittleBigLake:

    • Fixed a floating rock on the cliff behind the Allied base.

    SnowBound:

    • The cliff to the northwest of the Allied base is now considered out-of-bounds.
    • Fixed a couple texture seams at the main road north of the Allied base.
    • Updated the screenshot on loading screen.
    • Updated the overhead map.

    Dune Patrol:

    • Adjusted out of bounds area to prevent degenerate gameplay

    General Balance Changes

    • The targeting ranges of several weapons were increased by 3m in order to for units to be able to target enemies a little way before they are actually in range.
    • Lock-on untrack time increased: 1.25s -> 1.75s
    • Prevented some map objects from being locked onto (i.e. Bridge repair Huts)
    • Deployed Infantry Damage Resistance Reduced: 50%->40%
    • Damage from Explosions now affects Mines, C4 and Dynamite
    • Infantry that are crushed by vehicles now register on the kill feed
    • Proximity Mines are now placed at the player's feet.
      • This is in order to prevent mines from being placed on walls and in other weird places.
    • All thrown cooldown-based weapons now autoswap back to the unit's Primary after being used.
      • i.e. After using Molotovs, the Conscript will switch back to it's PPSH automatically
    • Dogs can now reload their bite and bark weapons whilst sprinting.

    Allies

    Guardian GI

    • Secondary Fire now shoots a missile that does not lock-on

    Rocketeer

    • Jetpack Cooldown increased 1s->2s
    • Projectile Damage Reduced: 25->20
    • Projectile Explosion Damage Outer Radius Increased: 3m->3.25m
    • Projectile Explosion Damage Inner Radius Increased: 1.5m->2m

    Sniper

    • Projectile Range Decreased: 350m -> 275m
    • Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half)

    Navy SEAL

    • Projectile Warhead changed:  Bullet -> Bullet Anti Infantry
      • This change nerfs the MP5N vs armoured targets
    • Primary Projectile Damage: 15->14 
    • Primary Projectile Spray angle Increased: 0.24°->0.75°
    • Secondary Projectile Damage: 15->14 
    • Secondary Projectile Burst Delay time: 0.12s->0.15s
    • Secondary Projectile Spray angle Increased: 0.1°->0.5°
    • C4 Inventory Count Reduced: 2->1
    • C4 Explosion Damage Increased: 60->90

    Tanya

    • Projectile Damage Increased: 20->22
    • Projectile Rate of Fire Increased: 6->12
    • Weapon now fires in 2 round bursts
    • Weapon Clip Sized Increased 18->36
      • Tanya is supposed to be holding two pistols, so this new clip size aims to reflect that
    • C4 Range: 5m->10m

    IFV

    • Guardian GI
      • Range Decreased: 120->115
    • Seal
      • Damage Increased 12->14
      • Rate of Fire Increased 14->16
      • Range Increased 95m->115m
    • Sniper
      • Changed Warhead form Bullet_AV to Bullet_AI
      • Projectile Damage: 102 -> 100
      • Projectile Range: 300 -> 275
      • Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half)

    Mirage Tank

    • Range Decreased: 115->110

    Prism Tank

    • Projectile Range Increased 145m->150m

    Tank Destroyer

    • Projectile Range Decreased: 135m->120m
    • Cost Increased: 900->1000

    Howitzer

    • Adjusted the model so that it looks less like the Tank Destroyer

    Harrier

    • Projectile Range Decreased: 130m->120m

    Black Eagle

    • Projectile Velocity Decreased: 120->100
    • Projectile Range Decreased: 130m->120m

    Soviets

    Crazy Ivan

    • Grenade Launcher Explosion Damage Increased: 50->75
    • Large Dynamite Inventory Count Reduced: 2->1
    • Large Dynamite Explosion Damage Increased: 60->90

    Terrorist

    • Self Explosion Damage Inner Radius Increased: 4m->6m
    • Weapons are now hidden when not being held.

    Boris

    • Airtsrike Timer Reduced: 15s->12s

    Terror Drone

    • The physics have been altered for better handling and cliff climbing performance
    • Jump Height Increased: 12->15

    Flak Track

    • Has a new model!
    • Weapon Reload Time: 1.5s ->1.25s
    • Primary Projectile Damage Decreased 33->30
    • Secondary Projectile Velocity Increased: 400->500

    V3 Rocket Launcher

    • Projectile Velocity Decreased: 112->90
    • Projectile Gravity Increased: 7.0->3.75
    • Projectile Extension Adjusted
    • Explosion Damage Inner Radius Increased: 10m->12m

    ***TOTAL RANGE IS AROUND 230m***

    Tesla Tank:

    • Weapon handling adjusted to reduce the arc of fire overall

    Demo Truck

    • Cost Reduced: 1500->1400
    • Explosion Damage Increased: 400->500
    • Radiation Radius Increased: 24m->30m

    Apocalypse Tank

    • Cannon Velocity Increased 250m/s->275m/s
    • Missile Range Increased 135m->140m
    • Missile Lock-on Time Decreased: 1.25->2
    • Missile Turn Rate increased: 350°/s->420°/s

    Siege Chopper

    • Model updated with Rotor Blur
    • Cameras re-worked
    • Physics altered to make the controls more responsive
    • Projectile Explosion Damage Outer Radius Increased: 1.5m->2.5m
    • Projectile Explosion Damage Inner Radius Increased: 1m->1.85m

    Kirov Airship

    • The Kirov now takes half as much damage from all non-AA weapons
    • Points Given on Death: 200 -> 175
    • MG Damage Increased: 10->11
    • MG Spray Decreased: 1°->0.9°
    • Bomb Impact Damage Increased: 110->125
    • Explosion Damage Increased: 100->110

     

    Patch 0.9.0.2Continuing on with the them of fixing the game, Patch 0.9.0.2 introduced more fixes and altered the balance of some of the most egregious units.

    Changelog:

    Spoiler

    Bug Fixes

    • Fixed a crash when spotting a disguised Mirage Tank as an Attack Dog,
    • Tentatively fixed an exploit where GIs and GGIs could become invincible after using a parachute

    General Changes

    • Added Siege Chopper Weapon Strings,
    • Removed a Projectile Blocker from the doors of the Allied Power Plant
    • Elm and Aca trees now have less upper branch projectile collision
    • Fixed Allied Supply Truck and Siege Chopper entry/exit zones
    • Fixed Shotgun Scaling
    • Terror Drones and Robot Tanks now tell the pilot that the vehicle will be killed if they leave it
    • Added a missing texture fron the loading screen
    • AI turrets on the Battle Fortress and War Miner will now search for targets
    • Terror Drone now has an attack sound
    • Desolator Weapons no longer leave black marks everywhere
    • New Soviet Technician PT Icon
    • Re-ordered the infantry purchase list
    • When using Artillery Auto-Aim feature when out of range, the auto aim will now adopt the max weapon elevation
    • Updated the Credits

    Map ChangesLittle Big Lake:

    • Fixed a hole in the ground by the Allied base.
    • Adjusted pathfinding for Harvesters.

    Dune Patrol:

    • Removed out-of-bounds lines in the small infantry tunnel next to the Soviet base.

    Snowbound:

    • Added more ground clutter
    • New terrain textures
    • Added some rocks

    Fort Bradley:

    • Fixed a bunch of NGons on the Urban Buildings

    Balance Changes

    • The Attack Dog's Bark can now pierce through multiple targets
    • Engineer + IFV Repair Reduced: 0.65 -> 0.6
    • Technician + IFV Repair Reduced: 0.32 -> 0.3
    • Technician IFv Self Healing Halved
    • Deployed Infantry now take 50% less incoming damage from all sources (was inconsistent beforehand)
    • AA Flak Damage vs Helicopters Increased
    • Sniper IFV Laser now uses the correct range

     

    Patch 0.9.0.1Released shortly after the game launched, patch 0.9.0.1 contained some key fixes to the game.

    Changelog:

    Spoiler

    Bug Fixes

    • Fixed a Server Crash that was sometimes occurring when a player added a vehicle to the queue and then left the server
    • Siege Chopper can no longer deploy in mid-air
    • Siege Chopper animation has been fixed
    • Fixed an issue with Fort Bradley where Allies were getting 500 free points at the start of the match
    • Fixed some graphical issues with Fort Bradley

    General Changes

    • Added Siege Cameras to the V3 Launcher and Howitzer
    • Added Encyclopaedia entries for the weapons and infantry

     

    Keep 'Em Coming!

    That's all for now. Please feel free to leave your feedback and report bugs in the Discord and on the forums. We've got eyes on both platforms, so we'll make sure that every point gets a fair shake.

    Thanks again for supporting the game and our community!

    - The W3D Hub Team

  2. On 4/26/2025 at 3:24 AM, akhero47 said:

    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.

    Thankyou for stopping by and leaving such kind words @ akhero47 . It's amazing to see how many people are enjoying the game at the moment! :)

    Definitely shades of 2008 all over again.

  3. Hey everyone!

    We're super excited to share that the new and improved W3D Hub Launcher is finally here!

    @ moonsense715 has given it a fresh, modern look and packed it with features such as:

    • Modernized User Interface
    • Game Import functionality across all W3D Hub Games
    • Custom Online Nicknames
    • Easy Game Installation and Uninstallation
    • Offline Mode for Accessing Games and Servers when our services are down
    • Quick Access to Important Folders (Install, Documents, Screenshots)
    • Basic Render Settings and ECW Rendering Distance Customization
    • Server Browser with Filters

    [blurb]We're super excited to share that the new and improved W3D Hub Launcher is finally here![/blurb]

    Download the new launcher below and we'll see you on the battlefield!

     

    As an additional note, the old launcher is still available if you prefer it. It is now known as the "W3D hub Launcher Classic". It will no longer be receiving updates however.

  4. e222b3bf4e0c5008e96c4b067b214c82008d7542_960x311.png

    Hi everyone,

    In case you missed it, EA has just released the Renegade source code on their GitHub page, as well as enabling Mod Workshop support for several of the C&C titles on Steam!

    You can read more about this here:

    https://www.reddit.com/r/commandandconquer/comments/1izmpmb/cc_steam_workshop_support_source_code/

    So what does this mean for W3D Hub, the Renegade Community and the Tiberian Technologies Scripts Project?

    These are questions that we're currently trying to answer ourselves, so as we look ahead we have some crucial decisions to make regarding the future of the W3D Engine.

    We know many of you are eager to dive into the code and start experimenting, so we are currently developing a plan for our long-term goals to enhance the W3D engine and improve all of the games we support here at W3D Hub. We have some initial ideas that we're not quite ready to share yet, but once we had some more solid plans we'll share them with you in full, as well as give you information on how to get involved if you're passionate about pushing Renegade and W3D to the next stage in it's history.

    Speaking of history: we've been reverse-engineering the Renegade source code for over 20 years now to the point where we've added many new features and functionality to our games. With the formation of W3D Hub over a decade ago our mission statement was to preserve C&C Renegade and develop our own unique experience on it's flexible game engine. With the official source code released, we are presented with the unique opportunity and the mandate to continue that work even more now than ever before. We hope you'll all join us on this journey in the months and years to come!

    We've achieved amazing things with the engine over the years, but we never imagined the source code would be released in such a significant way, so a massive thank you goes out to CCHyper, Jim Vessella, Brian Barnes, and everyone at Electronic Arts who made this possible. You've ensured that the C&C Renegade community can thrive for many more years to come.

    Also a special thanks to our very own @ jonwil @ Jerad2142 and @ Unstoppable who have worked tirelessly over the years to improve C&C Renegade with the TT Scripts Project.

    As we look to the future of the W3D Engine, we are all excited about the possibilities to come. Please stay tuned for the next update where we'll be sharing our plans for the future in full.

    - OWA & The W3D Hub Team

  5. Welcome to the 29th edition of W3D Weekly! This one has been thrown immensely off track, but hey, we're here now and that's what matters! <3

     

    Let's jump on in.

    Renegade's 20th Birthday!C&C Renegade's 20th Birthday is coming up at the end of this month (the 27th of Feb) and to celebrate the community has banded together to present a week-long celebration!

     

    Renegade-9Days_2022.png

     

    Over the course of the next week, you can look forward to exciting streams from Renegade X, Apocalypse Rising, Battle for Dune, Interim Apex and more!

     

    Also on Tuesday the 22nd of February we will be hosting a special community roundtable event, where we will be discussing Renegade, it's history, it's legacy and why we still continue to support it to this day! We've started taking questions now, so feel free to post yours in the thread below:

     

    Scripts 4.7 Update 2 Released!The latest version of the Renegade Custom Scripts package has been released! This one has some brilliant QoL improvements, such as Discord rich presence support and a fix for the in-game Gamespy server browser menu (thanks to @ The Unstoppable for these!)

     

    Check out the full changelog here:

     

    Naval Combat Gameplay SurveyWe're still looking for your input on APB's naval combat! Have your say and let us know where it could be improved!

     

    >> CLICK HERE TO FILL OUT THE SURVEY <<

     

    We'll be closing this survey soon, so make sure you get your feedback in and make your voice heard!

    Tiberian Dawn: Ground Zero

    This week, we're proud to showcase the primary weapon wielded by Nod Minigunners! We had originally planned on using the M16A3, however we felt like going in a more interesting direction rather than use yet another AR-15 variant. Introducing the QBZ-95 "Headhunter!"

    KejJcFQ.png F9oUcyg.png

    You've probably noticed that there is a scope on one of these renders, but not the other. That's because Minigunners will have the option to use either traditional ironsights or ACOG scopes, whichever better fits your playstyle.

    Battle for Dune: War of AssassinsIn case you missed it, the official trailer dropped recently thanks to the very handsome and talented @ Killing_You !

     

    See you on Arrakis this spring!

     

    Red Alert: A Path BeyondIntel has provided us with a classified image an upcoming change in the War Factory.

     

    Two changes actually! Can you name them?

    wf changes.jpg

    Until Next Week!Stay tuned for next week's update!

     

    Spoiler

    Old school vibes!

     

    [blurb]Come and read the latest edition of W3D-not-so-Weekly! This week we've got some great community announcements![/blurb]

  6. Hi everyone!

     

    We're having a C&C Renegade Roundtable next Tuesday in order to celebrate Renegade's 20th Anniversary!

     

    22-Tuesday.png

     

    For this stream, we'd love to answer any questions you have on Renegade, the mods as well as gauge our opinions on the game and it's legacy. please use this thread to ask any questions and we will try our best to answer them on stream!

  7. Welcome to the 28th edition of W3D Weekly! Let's get into it!

    Naval Combat Gameplay SurveyWe're still looking for your opinions on Naval Combat in Red Alert: A Path Beyond!!

    If you have time, please fill in our survey and let us know your thoughts!

     

    >> CLICK HERE TO FILL OUT THE SURVEY <<

     

    We're especially interested in what you all feel could be done to improve the ship vs submarine combat in the game and where the problems lie.

    Tiberian Dawn: Ground Zero

    As we mentioned in the past two weeklies, this is the one where we show off the new purchase terminals! Rather than the big screen that we all collectively decided were PTs for some reason that was in past games (all the way back to Renegade itself), we decided to try our hand at something that better represented the idea, both for the sake of realism and to be easier to recognize for someone who hasn't played a W3D game before. @ CMDBob , our resident wizard, whipped up this new model, and it's beautiful!

    Screenshot.32.pngScreenshot.33.png

     

    Asterisk Connect Tool

    Hi, @ Einstein here with a quick update on the Asterisk Connect Tool!

     

    For those who may not know, Asterisk is a universal direct connect tool for all W3D games that I started developing all the way back in 2015. Besides the basic direct connect function, it also has a few extra features that are geared toward developers and advanced users who just like to have more options.

     

    This is the first update in four and a half years, and is mostly a visual overhaul, but also brings a few improvements under the hood, as well as a few small new features. Big shout-out to ChopBam for his ideas and feedback on several of the new changes. Check it out here.

     

    asterisk047.PNG

    Until Next Week!Stay tuned for next week's update! It might be a bit... spicey. ;) [blurb]Come and check out the latest edition of W3D weekly! Featuring some more updates from GZ and a word on the Asterisk Connect Tool![/blurb]

     

    Spoiler

    FAKE BFD TRAILER BELOW.

     

    REAL ONE COMING SOON!
     

     

     

  8. Welcome to the 27th edition of W3D Weekly!

     

    We've got some APB and GZ info for you today so let's get on into it!

    Naval Combat Gameplay SurveyFirst off, we want your opinions on how Naval Combat works in Red Alert: A Path Beyond!! We've been scratching our heads on what we can do to improve the experience, so if you have time, please fill in our survey and let us know your thoughts.

     

    >> CLICK HERE TO FILL OUT THE SURVEY <<

     

    We're especially interested in what you all feel could be done to improve the ship vs submarine combat in the game and where the problems lie.

     

    Now on to more APB news below!!!

    Red Alert: A Path Beyond

    This week, we would like to provide you, our loyal fans, with an update regarding objective markers! These handy little screen things seem to have received generally positive feedback, so that's right: we've decided to add more of them.

    Firstly, the repair markers are no longer on defenses only. They have made it to all the buildings (main base buildings and support structures included).

    Objective Markers - Weekly - 01.jpg

    Next, there are new objective markers for the spy so he knows where to go to perform his sabotages.

    Objective Markers - Weekly - 02.jpg

    Once he sabotages a Soviet Barracks, the "roster available" message will appear with the magnifying glass blip on the radar for all Soviet infantry, only this time it will also display a small magnifying glass objective marker on the HUD of everyone on the Allies as well. Same with vehicles on the "manifest available" from sabotaging the War Factory. It already worked this way with Submarines from a Sonar Pulse at the Sub Pen. Is it OP? Time will tell.

    Objective Markers - Weekly - 03.jpgObjective Markers - Weekly - 04.jpg

    Thieves get markers so they know where to go also. Each marker visually displays the percentage of Soviet funding that will be stolen.

    Objective Markers - Weekly - 05.jpg

    That's it for APB this week!

    Tiberian Dawn: Ground Zero

    The quest to rig up @ Synaesthesia 's buildings continues once more, with @ CMDBob working his magic with the Power Plant! This one only came with the exterior, so Bob had to work his magic to come up with a suitable interior. The result is absolutely fantastic!

     

    Screenshot.18.pngScreenshot.19.pngScreenshot.20.pngScreenshot.21.pngScreenshot.22.pngScreenshot.23.pngScreenshot.24.pngScreenshot.25.pngScreenshot.31.pngScreenshot.26.pngScreenshot.27.pngScreenshot.28.pngScreenshot.29.pngScreenshot.30.png

     

    These screenshots also give a good view of the new PTs. See if you can spot them before they're officially spotlighted in the next weekly!

    Until Next Week!Happy New Year's Guys! Stay tuned for next week's update!

     

    Spoiler

     

    [blurb]We've got some APB and GZ info for you today as well as info on our Naval Gameplay Survey! Come and take a look![/blurb]

  9. Welcome to the 23rd edition of W3D Weekly!

    Let's jump right in to the latest developments!

    Events

    We've got a couple more events coming up, so buckle up and get ready!

    On Tuesday we're having another Red Alert 2: Apocalypse Rising Stream to close out the Red Revolution Anniversary Event. Join us on Tuesday at 8PM for all of the action live on https://www.twitch.tv/w3dhub

     

    We've also got an APB Game night coming up next weekend, so join us then for some good games!

     

    Red alert 2: Apocalypse Rising

    Last Wednesday saw the closed alpha release of Red Alert 2: Apocalypse Rising release to a selection of people within the community as well as some C&C influencers. This was a massive success and got many new people excited for the game!

    You can check out our stream below:

    Big hats off to @ moonsense715 who has been working his butt off all week to on the build as well! If you guys have any extra feedback on the game so far, please let us know!

    Tiberian Dawn: Ground Zero

    While not as big as last week, this update is still an awesome one! @ Killing_You got his hands on a shiny new FN MAG model, and with the help of @ CMDBob , it is now ingame!

    m240dhumvee.pngfnmaghandheld.png

    What's extra cool is that the model came with a spade handle for use on the Humvee, as well as a traditional setup that will be used by GDI Heavy Gunners.

    Crazy CO-OP

    Gobbling Gorge is now available to play on @ Jerad2142 's crazy coop server! If you're up for some turkey hunting, join the server and have a go!

    image.png

    Battle for DuneThe Battle for Dune team thought it was about time we started sharing some news once again, as we have a nasty habit of being silent. In this update, we have to show off our Windtraps!

    House Atreides

    2021-11-26_13h28_53.jpg2021-11-26_13h29_17.jpg

    House Harkonnen

    2021-11-26_13h30_58.jpg2021-11-26_13h31_17.jpg

    The Windtrap provides a base it's power. These are wind gathering Structures that use turbines and static electricity to generate power, they also collect water.
    Windtraps also govern the Shields for other Structures, these Shields act as a secondary health pool. Once the Wdintrap has been destroyed, every Structure for that House will lose it's Shields. Note: These are not the same as Holtzman Shields, and will not cause a pseudo-explosion when come into contact with a Lasgun's beam. 

    That's it for this week!Come back next time for some more W3D content!

    Spoiler

    More Stream! :v

    [blurb]The 23rd edition of W3D Weekly is now out! Late again, but with a ton of content![/blurb]

  10. Welcome to the 22nd edition of W3D Weekly!

    We're a bit late again this time, but we've got some cool stuff to show you all regardless!

    Events

    Join us on Wednesday night at 8PM GMT for a special stream for Red Revolution (The Red Alert Anniversary).

    We'll be playing some games of Red Alert 2: Apocalypse Rising and answering all of your questions. If you have any questions for us regarding development, feel free to ask them here in this thread or on the stream chat!

    Red Alert: A Path BeyondThankyou to everyone who joined us for an epic game night last Sunday! We recorded the stream and put it up on YouTube, so head here if you missed it!

    Apocalypse Rising

    Aside from our planned stream on Wednesaday, @ Romanov has made a new model for the Allied Engineer! This is based on a piece of Red Alert 2 concept that is pictured to the left.

    RE2_Engineer_Concept_Art.pngimage.thumb.png.55f556045d254632f0eb074323b4a475.png

     

    Tiberian Dawn: Ground Zero

    A major milestone has been reached! The first of @ Synaesthesia 's old buildings have been rigged up and placed in-game! That's right, we now have a proper GDI Barracks!

    Screenshot.11.png

    Huge thanks to him, as well as @ TeamWolf for rigging it up! More to come in the near future!

    Crazy CO-OP

    @ Jerad2142 reports more turkeys are abound! Look out for more info on their addition to the Crazy Co-Op server, coming soon!


    Screenshot.12.pngScreenshot.17.png

    That's it for this week!Come back next time for some more W3D content!

    Spoiler

    Another Shameless plug :v

    [blurb]The 22nd edition of W3D Weekly is now out! We're a bit late this week, but we've got a nice dose of content! Join us for our stream on Wednesday to see Red Alert 2: Apocalypse Rising in action![/blurb]

  11. On 11/2/2021 at 4:24 AM, Mojoman said:

    Hey guys!

    I was just wondering if someone could tell me the story of Darth Plaguis the Wise the old APB vs Reborn feud? I was rereading forum posts from 2015 (Ahhh memories) and came across people comparing that drama to the old APB vs Reborn. Can someone fill me in on when this happened and what happened? I assume it was from the mid 2000's.

    Ahh the APB vs Reborn wars. What a storied time in in our history as a community.

    There were many goings on back then that really fuelled a big feud between the two mods. The main source of the feud if I remember correctly was plain and simple; good old fashioned competition.

    Renegade Alert (what APB was originally known as) at the time was released and people could play it. 9925 was fun and there were big promises of 993 adding in naval gameplay and a bunch of missing units. Renegade Alert was in a really strong position with a fairly large team and a decent direction, led by Aircraftkiller. Although anyone on the team that time and for anyone who knew him then, it was a bad idea to get on his bad side. 

    Reborn, on the other hand, had released their original, but very buggy Beta build (the one that formatted Windows 98 hard drives, or so some would claim) under the leadership of the very first Reborn team. A second team that had inherited control of the project were working on the game, but instead of releasing a follow-up build quickly, had set about a really ambitious project to re-create all of the art from scratch. This Reborn team was comprised of some of the most talented artists that the Renegade community had ever seen and they weren't shy when it came to boasting about it.

    Through one encounter or another, the two sides came to blows over which mod was better. Aircraftkiller leading the RenAlert team and Renardin leading the Reborn team in raids on each others forums. The RenAlert guys would always decry that "RebornSux" and went as far to draw mean spirited cartoon images of Renardin and the Reborn team to demean them. The Reborn team were not as tenacious and instead let their artwork do the talking, comparing RenAlert's currently sub-par artwork to that of the yet unreleased version of Reborn. Reborn won several ModDB visual design awards and even went to GamesCom during this period, much to the RenAlert teams chagrin.

    When Aircraftkiller started to move away from Renegade development and pitched for APB (as it had been renamed) to be on a newer game engine, it was unsure what the future would hold for RenAlert. Whilst Aircraftkiller was looking at other engines,@ Coolrock stepped up to the plate, saving the Renegade version of APB and passing it to Chronojam to continue leading development. This resulted in RenAlert version 9935 being released, to much fanfare.

    Around this time the Reborn team also moved into the APB team's forums. this was a result of Chronojam attempting to heal past wounds, settle differences and attain a compromise. This didn't last too long, as the two teams butted heads frequently, the scars from the previous clashes being all too fresh. After a while, the Reborn team moved back to their own site (This is when AR stepped in to join APB and form Bluehell Productions).

    During the next few years, APB would go from strength to strength, releasing the Beta version of the game which was very popular. By this time, Reborn development was running out of steam. Worn down by people having less time and the mammoth task of redoing all the artwork, the team decided to bet their success on an infantry beta. The planned release data of this beta was December 31st 2006. This date slipped to some time in 2008, much to the APB team's amusement.

    After years of hype, the infantry beta came out to a massive fanfare, but failed to capture a long term audience due to the poor quality of the balance and gameplay. This was one of the final nails in the coffin for that iteration of the Reborn team as it was. The team fractured and control of the project ultimately returned to Bluehell Productions under @ Wallywood 's leadership. From there a credible vehicle release was produced and that's roughly where Reborn is today.

    If I've got any of my facts wrong @ TeamWolf , please correct me. :p 

    On 11/2/2021 at 10:57 PM, GibbletsnBits said:

    From the little I can recall, at its core was a fight over 2 projects with only enough team to do 1. So it degenerated into which project was more worthy of time and pettiness ensued.

    There were two full teams, they just got hyper competitive over making the best mod to the point where they were actively flaming the crap out of each other.

     

    On 11/12/2021 at 12:35 AM, FRAYDO said:

    10 days have passed since the initial post. I was expecting a good read of drama. My disappointment is immeasurable and my day is ruined.

    How's that @ FRAYDO ? :p 

  12. Welcome to the 21st edition of W3D Weekly!

    We're a bit late this week, but no matter. Let's jump in!

    Events

    The Red Revolution celebrations have now begun!

    The aim of this event is to celebrate the combined birthdays of game in the Red Alert franchise with a number of streams planned across the whole event, with each day celebrating a different community project.

    Check below for a list of events happening across the next three weeks!

    RED_REV_WEEK_1.png

    RED_REV_WEEK_2.pngRED_REV_WEEK_3_FA.png

    Red Alert: A Path Beyond is getting in on the action, with a game night planned out for tomorrow night (14th of November). Make sure to come and join us for all of the action!

    Battle for Dune

    A bit of a surprise from @ Killing_You ! He has suited up for a fun little poster, as the sinister Harkonnen Mentat, Pearce de Vries!

    w0fYipn.png

    While he won't appear physically, you will hear his voice ingame. He will be the Harkonnen equivalent of EVA from other games, as well as providing background lines while in Harkonnen buildings.Crazy CO-OP

    Tiberian Turkeys be comin'! Keep your eyes peeled!

    MutantTurkey.png

    That's it for this week!Come back next time for some more W3D content!

    Spoiler

    [blurb]The 21st edition of W3D Weekly is now out! A bit late this week, but no matter! Come and take a look at what we've got this week![/blurb]

  13. Welcome to the 20th edition of W3D Weekly! We've got a fair amount to talk about today, so let's get into it!

    Events

    The Red Revolution celebrations are kicking off this month, with a whopping 20 continuous days of Red Alert content planned out, starting from the 10th of November.

    The aim of this event is to celebrate the combined birthdays of game in the Red Alert franchise with a number of streams planned across the whole event, with each day celebrating a different community project.

    Red Alert: A Path Beyond is getting in on the action, with a game night planned out for the 14th of November!

     

    We've also got a red Alert 2: Apocalypse Rising stream coming up on the 24th where we'll be showing off the latest build and getting stuck in to some games. We'll be taking questions during the stream, so fee free to check it out! 

    Red Alert: A Path BeyondA new APB patch, 3.6.1.0, has been released. Check the changelog for details!

    This week, @ ChopBam would like to show one of the changes in the changelog.

    A couple small terrain adjustments have been made to RA_ToTheCore that should assist the Soviets with defending their base. The narrow cave that led from the cliff to the south of the Soviet base to an opening in the rock wall east of the Construction Yard has been removed entirely.

    Additionally, as can be seen in the overhead screenshot below, the base entrance access on their north side has been reduced dramatically, as the cliff shore has been brought all the way up to the base.

    * To avoid some confusion, here is a note that up is West rather than North for overhead maps.

    TTC Adjustments.png

    Join us on November the 14th for some games, but also look out for some games in Discord in the meantime!

    In other APB-related news @ Pyryle has been updating his Classic Colours mod to the latest version of APB. Here's a screenshot of the new BTR colours:

    Screenshot.331.png

    For all of the latest info on this project head here:

    Apocalypse Rising

    @ moonsense715 has been working on getting a civilian power plant model ready for one of our new maps. This was adapted from an older model that we had and updated to be a lot nicer to traverse for infantry combat. Here's a render of the building:

    techpp.png

    Let us know what you think in the comments below!

    Cold War Confrontation@ CMDBob reports that work on one of the maps has begun. It's an alpine canyon with a river running through it. It's in the early, rough stages of development, but here's a little teaser:

    Screenshot_253.thumb.png.1fba3a76e78742b42d89acac918e0fac.png

    It's cold out there...

    That's it for this week!Come back next time for some more W3D content!

    Spoiler

    Shameless plug :v

    [blurb]The 20th edition of W3D Weekly is now out! Lets' take a look at what's happening this week![/blurb]

  14. Welcome to the 19th edition of W3D Weekly! Let's get into it!

    Community News@ OWA turned the IPB forum skin green yesterday. Apologies for that!

    unknown.png

    We've been testing some stuff out that should hopefully make more forum skins easier to make in the future. It will require a bit of time to setup, but once it's in place, making forum skins should be easy.

    Watch this space!

    Red Alert 2: Apocalypse Rising@ OWA has been working on making the Guardian GI model for AR. This is nearly complete now, with the near-finished model displayed below. Let us know what you think!

    vWSDvP0.png

    That's all!A lot of us have been busy focusing on non-W3D stuff these past couple of weeks, so unfortunately there's not much to show off this time.

    Come back next time when we'll have some more W3D content! :) 

    Spoiler

     

    [blurb]Not much news this week, but there are still a couple of cool things to mention![/blurb]

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