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Posts posted by OWA
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- Popular Post
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!
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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.0 -
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.
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- Popular Post
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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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
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On 2/9/2024 at 12:53 AM, hunterX said:
Did you try upping damage and health/armour?
We did. At that stage it was just a worse version of the Titan.
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It goes this fast for balance reasons.
We had a slow Wolverine before and it wasn't a very good unit.1 -
- Popular Post
- Popular Post
We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes below should cover all of the changes we've made in the past couple of weeks.
We'd also just like to take this opportunity to thank everyone who has picked up the game and joined battles on the server. It's really nice to see that Reborn still has the power to inspire and excite people even after all of these years, so thankyou for putting big smiles on our faces.
General
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New objective marker system for detecting units with the Mobile Sensor Array. This fixes a bug with the HUD related to being in range of an enemy MSA
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Players no longer have their inputs stuck when their deployed vehicle is destroyed while transitioning
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Adjusted key mappings to assign default hotkeys to the extended options hotkeys list for clean installations. This may result in some keybind popup spam on the first game join, but has been shown in testing to work
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Color-coded the HUD health bar to green, yellow, and red
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Fixed server instabilities
Score System
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Building score system has been overhauled such that damage/repairs are based on a percentage of the building’s maximum HP: 37.5% for damage, 25% for repair, 25% for bounty, 10% for defense bounty
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This varies for small structures
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Large critical structures give 250 points to the team, non-critical large structures give 300 points to the team, and an additional amount awarded to the team multiplies 250 by the player count
Radar Compass
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Ghost Stalker/Cyborg Commando blips have been changed (set to exclamation marks)
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Mammoth Mk II blip has been changed (set to target)
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Blips get smaller if they are above/below you
Maps
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Fixed a good number of stuck spots, terrain holes, floating objects, misaligned objects, visible objects that should be invisible, and other small, general map issues
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Reinforcement harvesters have generally had pathfinding improvements across the board, including fixes in a lot of cases where they were dropped by the Carryall and drove nowhere
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Adjusted the transparency of water on several maps to make it more consistent
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Adjusted the drown zone height on several maps to make it more consistent where you start drowning (and you can’t walk as deeply into the water), also added drown zone on any maps where it was missing
TS_Anchorage
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Added basic underwater terrain
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Moved a GDI aircraft spawner away from the Refinery to a spot between the Construction Yard and War Factory
TS_Cliffs
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Fixed improperly placed no-dig zone in the GDI base, and extended its coverage to the Nod base
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Adjusted lighting
TS_Dam
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Adjusted a bit of the vehicle-blocking clutter in the bases
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Fixed a bug allowing AAPC and MLRS to drive into the deep water
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Made slight adjustments to the ramps leading to the upper infantry routes
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Adjusted the out-of-bounds zone so it doesn't affect infantry up top where it shouldn't
TS_Drought
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Bases got internally flipped with Power Plants on the inside loop
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Cut a path through the Tiberium Field
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Silos changed to blue
TS_Field
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Added no-dig zone to the Nod base
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Filled in a no-dig zone gap at the back of the GDI base
TS_GrandCanyon
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Added two Sam Sites to Nod interior walls
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Cleaned up map issues
TS_Isles
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Fixed missing ability for MLRS and AAPC to drive on top of the water
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Mobile Repair Vehicles no longer spawn stuck in the Nod War Factory
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Expanded the no-dig zone behind the GDI base
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Adjusted Laser Turret displacement (removed coastal turret)
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Adjusted Sam Site displacement (rear War Factory Sam is now on the roof)
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Added civilian buildings
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Added GDI corner walls where applicable
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Minor adjustments to aircraft landing points
TS_OmegaCity
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Fixed erroneous out-of-bounds warning in the Hand of Nod basement
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Fixed Nod outpost repair section, including removing the stuck MRV
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Removed one rear Nod SAM site and adjusted the others
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Adjusted water zone so players can’t travel so deep without taking damage
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Silos changed to blue
TS_Snow
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Added a Tiberium Silo for each team
TS_TaintedLegacy
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Added an underwater zone to the lake
TS_Tiber
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Removed phantom GDI/Nod Construction Yards
Balance Changes
We've made a ton of changes to the game based on your feedback in the Discord Feedback Hub. Please keep the feedback coming, as it's really valuable for us to know how you're all perceiving the game. Thanks to everyone who has spent time to give feedback so far!
The main aim of the changes in this release were to re-centre the balance of vehicles, as the general consensus was that they were a bit weak.
Upon investigation we discovered that our benchmark engagement (a Titan vs a Tick tank) was around 13 seconds, which was way to short for what the game really required. With that in mind, we've done some work to strengthen vehicles vs anti-tank weapons to draw those engagements out a bit more. Below is a full list of balance changes. If you have any feedback on the way these numbers are presented, please let us know!
Global Armour Types & Warhead Changes
Every building, infantry and vehicle in TSR has an armour type. Every projectile and explosion has a warhead type. When calculating damage, a projectile’s warhead will have a multiplier that corresponds to an armour type in order to determine how much damage is dealt.
For example, my Titan’s cannon does 90 damage and has the Warhead “Tank Shell”. I am shooting an undeployed Tick Tank which has the armour type “Armoured Vehicle”. “Tank Shell” has a 0.65 damage multiplier when shooting at “Armoured Vehicle”, so the total damage dealt to the Tick Tank per shot is 58.5.
The changes below have been made to the Armour & Warhead table to enact larger changes throughout the entire game.
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Jumpjet Infantry
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Reduced incoming damage from Rocket, Tank Shell, Plasma and Railgun Weapons
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Mutants
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Reduced incoming damage from Railgun Weapons
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Cyborgs
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Reduced incoming damage from Rocket and Plasma Weapons
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Enforcer
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Reduced incoming damage from Rocket Weapons
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Light Vehicle
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Light Vehicles have been made a bit tougher to increase their survivability
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Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons
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Armoured Vehicle
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Armoured Vehicles have been made a bit tougher to increase their survivability
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Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons
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Deployed Vehicle
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Reduced incoming damage from Tank Shell Weapons
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Aircraft
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Aircraft have been made a bit tougher to match the buffs that other vehicle types have received.
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Reduced incoming damage from Bullets, AP Bullets, Missiles, Rockets, Grenades, Tanks Shells, Artillery Shells, Plasma, Railgun and Sonic weapons
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Cyborg Reaper
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Reduced incoming damage from Grenades, Tanks Shells, Artillery Shells, Sonic and Melee weapons
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Buildings
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Reduced incoming damage from Rocket, Tank Shell and Sonic weapons
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Base Defences
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Reduced incoming damage from Rocket and Tank Shell weapons
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Base Walls
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Increased incoming damage from Grenade and Grinder weapons
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Buildings
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Building doors now open and close properly after the building is destroyed (same behavior as when the building remains alive)
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Repair rates increased for the Service Depots and Helipads
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Air units can now be sold at Helipads
Construction Yard (both teams)
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Fixed a flame emitter that floated perpetually in the air when the building was destroyed
GDI Helipad
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Minor fixes and improvements to the mesh, including enabling the pad lights
Nod Tiberium Silo
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Points/credits are now earned from damaging and repairing this building
Defenses
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Now detect stealth up to half their weapon range
Nod Laser Turret
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Reduced weapon spread: 0.3 -> 0.15
Infantry
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All infantry now slowly auto-heal to 50% health whenever undamaged for 30 seconds
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All infantry are blocked from refilling at a PT within 5 seconds of taking damage
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Buffed purchasable frag grenades:
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Damage strength: 35 -> 40
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Explosion Radius: 4 -> 6
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Explosion Inner Radius: 2 -> 3
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Proxy mines no longer stick to friendly units
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Proxy mine health greatly reduced: 100 -> 45
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Timed C4 is now grouped under the pistol for Engineers
GDI Officer
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Rate of fire increased: 20 -> 30
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Removed spray angle increase on movement
GDI Missile Trooper
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Weapon right click has been changed from scoping to “dumbfire” (missiles with no tracking)
GDI Riot Trooper
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Pistol/Shield is now centered in first person view
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Shotgun adjustments
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Slug damage reduced: 110 -> 60
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Slug spray increased: 0.2 -> 0.4
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Slug projectile extension XYZ reduced: 0.1 -> 0.05
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Slug ammo cost reduced: 2 -> 1
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Inner spray angle % added: 0.5
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Shifted 2 pellets to inner radius
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GDI Medic
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No longer heals enemies
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Self-healing to 50% is twice as fast (compared to other infantry) and requires half the time to activate
GDI Jumpjet
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Can now drive vehicles
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Improved aerodynamics
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Increased projectile extension: 0 -> 0.1
GDI Enforcer
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Weapon damage increased: 4.5 -> 5.5
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Weapon velocity increased: 75 -> 115
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Weapon can now travel through a max of 6 targets
Nod Elite Cadre
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Buffed Sting grenade:
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Explosion Radius: 2.5 -> 3.
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Explosion Inner Radius: 1.25 -> 1.5
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Nod Cyborg Commando
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Removed ability to harm himself with his flames
Nod Cyborg
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Minigun now uses correct tracer
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Increased Cannon Damage: 11.5 -> 20
Nod Chameleon Spy-
The Spy now takes damage from standing in Tiberium
Nod Kerubim
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Reduced Damage 15 -> 12
Weapons
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Fixed some weapon name typos
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Tracer sizes adjusted slightly
Vehicles
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Units that are underground can now drive beneath walls and gates
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Underwater zones now destroy aircraft immediately
GDI Wolverine
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Spray angle decreased: 2 -> 1.25
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Yaw turn rate increased: 10 -> 20
GDI Amphibious APC
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Reduced Price: 800 -> 700
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Increased Damage: 20 -> 30
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New firing sound
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Cleaned up Turret Ring Texture Unwrap
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New Dedicated Turret Model
GDI Hover MLRS
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Fixed target locking issue
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Rate of fire increased: 6 -> 7.75
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Burst delay decreased: 1.4 -> 1.25
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Random tracking value decreased: 0.07 -> 0.05
GDI Disruptor
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Increased speed: 0.5 m/s
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Weapon can now travel through a max of 8 targets
GDI Mobile EMP
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Now affects enemy rate of fire and reload: reduces by 34%
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Weapon explosion radius increased: 12 -> 15
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Fixed a bug related to the panning of the tracks
GDI Juggernaut
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Reduced gun traverse/elevation speed and minimum depression
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Reduced Impact Damage 75 -> 60
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Reduced Explosion Damage: 75 -> 45
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Reduced weapon’s explosion radius:
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Explosion Radius: 15 -> 10
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Explosion Inner Radius: 7.5 -> 5
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Juggernaut no longer takes reduced damage when deployed
GDI Mammoth Mk II
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Adjusted turret camera
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New chin gun firing sound
GDI Orca Fighter
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General adjustments to VTOL flight mode
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Increased Health: 300 -> 400
GDI Orca Bomber
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Vertical acceleration increased. 20000 -> 35000
Nod Attack Buggy
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Target bone added
Nod Attack Cycle
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Increased Damage: 32 -> 52
Nod Devil’s Tongue
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Increased speed slightly. Torque up 16000 -> 18000
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Spray angle decreased slightly: 7.5 -> 7.25
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Target bone added
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Custom flamethrower explosion added
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Explosion radius increased: 4 -> 5
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Camera shake radius increased: 3 -> 3.5
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Muzzle Bones Angled down 5 degrees(hits targets closer to ground easier)
Nod Subterranean APC
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Price reduced: 800 -> 700
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Increased Health: 500 -> 600
Nod Mobile Repair Vehicle
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Rate of fire increased: 8 -> 16
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Repair “damage” increased: 2 -> 5
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Health reduced: 400 -> 350
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Building warhead scale: 0.5 -> 0.4
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Speed increased: Engine torque: 8000 -> 8500
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Range increased: 12 -> 14
Nod Stealth Tank
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Disabled surface effect damage (The vehicle is no longer de-stealthed in Tiberium)
Nod Artillery
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Reduced gun traverse/elevation speed and minimum depression
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Reduced damage: 90 -> 75
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Reduced weapon’s explosion radius:
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Explosion Radius: 16 -> 12
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Explosion Inner Radius: 8 -> 6
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Target bone added
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Animated barrel (deploy animation)
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Improved the wheels slightly
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Artillery no longer takes reduced damage when deployed
Nod Harpy
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Increased Rate of Fire 20 ->30
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Increased Health: 300 -> 450
Nod Banshee
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Banshee guns now pivot up and down slightly
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Added barrel pitch: +5° to -15°
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Reduced ammo reserve: 24 -> 16
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Increased Health: 300 -> 400
That's it!
That's it for now. If you want to provide feedback on the game, please head over to Discord and post in the feedback Hub, or if you prefer, our General Discussion forum is also a great place to discuss the game too.
See you on the battlefield soldiers!
[blurb]We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes within this post should cover all of the changes we've made in the past couple of weeks.[/blurb]5 -
- Popular Post
- Popular Post
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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I like golf!
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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!
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!"
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?
Until Next Week!Stay tuned for next week's update!
SpoilerOld school vibes!
[blurb]Come and read the latest edition of W3D-not-so-Weekly! This week we've got some great community announcements![/blurb]
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Hi everyone!
We're having a C&C Renegade Roundtable next Tuesday in order to celebrate Renegade's 20th Anniversary!
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!
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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!
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.
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]
SpoilerFAKE BFD TRAILER BELOW.
REAL ONE COMING SOON!
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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).
Next, there are new objective markers for the spy so he knows where to go to perform his sabotages.
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.
Thieves get markers so they know where to go also. Each marker visually displays the percentage of Soviet funding that will be stolen.
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!
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]
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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!
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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!
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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 !
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Tiberian Sun: Reborn got reintroduced to the public with a shiny bit of polish in 1.6!
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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!
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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!
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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!
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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!)
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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.Next, the ramps leading onto the small ridge east of the base have been adjusted so it's easier to traverse.
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.
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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Welcome to the 24th edition of W3D Weekly! This week is the SILO SPECIAL!
Red Alert: A Path Beyond
Before we get into the silo-based news, a big thanks goes out to everyone who joined us for the game night on Saturday! This event was made extra special due to the very cool fact that @ NoSoldier proposed to Momok ingame and she said yes! Congratulations to you both! <3
After some planning with @ ChopBam , @ Silverlight , @ Romanov and @ OWA , we were able to pull off something really special, which is also a first in APB's near-20 year history! Thanks to everyone for being a part of this amazing moment!
Here are a few screenshots from the special round of Seamist!
And a video from @ Alstar !
Join us again for the next game night! We'll keep you posted as to when that will be!
Battle for Dune
Spice Silos
For those of you who've played Emperor: Battle for Dune, you'll know that the game didn't contain Spice Silos. However, due to needing a minor structure that generates income for the Infantry Release, we thought 'What better than to bring back not only an iconic credit storage in the games but also in the books and new movie?'. Model designs and artwork by the very talented @ Romanov !
House Atreides
House Harkonnen
As you can see, the Silo has an exterior Purchase Terminal for quick refills and swapping to a Repair Class or purchasing a Repair Tool. These Silos have a specific weakpoint, unlike the Silos in Red Alert: A Path Beyond or Tiberian Sun: Reborn. This allows us to focus the gameplay around these weakpoints, making the gameplay flow better.
The stairs on the side of the Structure allow the Silo to double up as a good vantage point to look out from, fight on and look down into the windowplaz (superior strength synthetic glass) to see the Spice Melange stored in them!
Tiberian Dawn: Ground ZeroIt's not just Arrakis that answered the call for more silos! @ CMDBob has taken the liberty of adjusting a Tiberium Silo model originally created for the Renegade beta, giving it a bit of a facelift and team colours. Now, these beauties will be ready to generate a passive income on maps where Tiberium Refineries are not present!
That's it for this week!Come back next time for some more W3D content!
SpoilerKY gets a shameless plug, too!
[blurb]Welcome to this week's W3D Weekly! This week we have a ton of SILOS![/blurb]
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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!
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!
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
House Harkonnen
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!
SpoilerMore Stream!
[blurb]The 23rd edition of W3D Weekly is now out! Late again, but with a ton of content![/blurb]
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All sorted in PM. Locking this thread.
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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.
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!
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!
That's it for this week!Come back next time for some more W3D content!
SpoilerAnother Shameless plug
[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]
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On 11/2/2021 at 4:24 AM, Mojoman said:
Hey guys!
I was just wondering if someone could tell me the story ofDarth Plaguis the Wisethe 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.
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 ?
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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 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!
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!
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]
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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.
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:
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:
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:
It's cold out there...
That's it for this week!Come back next time for some more W3D content!
SpoilerShameless plug
[blurb]The 20th edition of W3D Weekly is now out! Lets' take a look at what's happening this week![/blurb]
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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!
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!
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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RA2:AR - Update 0.9.0.5
in Red Alert 2: Apocalypse Rising
Posted
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:
Bug Fixes
General Changes
Kill messages:
Map Changes
Fort Bradley:
FreezingStraits:
LittleBigLake:
SnowBound:
Dune Patrol:
General Balance Changes
Allies
Guardian GI
Rocketeer
Sniper
Navy SEAL
Tanya
IFV
Mirage Tank
Prism Tank
Tank Destroyer
Howitzer
Harrier
Black Eagle
Soviets
Crazy Ivan
Terrorist
Boris
Terror Drone
Flak Track
V3 Rocket Launcher
***TOTAL RANGE IS AROUND 230m***
Tesla Tank:
Demo Truck
Apocalypse Tank
Siege Chopper
Kirov Airship
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:
Bug Fixes
General Changes
Map ChangesLittle Big Lake:
Dune Patrol:
Snowbound:
Fort Bradley:
Balance Changes
Patch 0.9.0.1Released shortly after the game launched, patch 0.9.0.1 contained some key fixes to the game.
Changelog:
Bug Fixes
General Changes
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