-
Posts
5,708 -
Joined
-
Last visited
-
Days Won
220 -
Donations
660.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Posts posted by OWA
-
-
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
-
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
-
Players no longer have their inputs stuck when their deployed vehicle is destroyed while transitioning
-
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
-
Color-coded the HUD health bar to green, yellow, and red
-
Fixed server instabilities
Score System
-
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
-
This varies for small structures
-
-
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
-
Ghost Stalker/Cyborg Commando blips have been changed (set to exclamation marks)
-
Mammoth Mk II blip has been changed (set to target)
-
Blips get smaller if they are above/below you
Maps
-
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
-
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
-
Adjusted the transparency of water on several maps to make it more consistent
-
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
-
Added basic underwater terrain
-
Moved a GDI aircraft spawner away from the Refinery to a spot between the Construction Yard and War Factory
TS_Cliffs
-
Fixed improperly placed no-dig zone in the GDI base, and extended its coverage to the Nod base
-
Adjusted lighting
TS_Dam
-
Adjusted a bit of the vehicle-blocking clutter in the bases
-
Fixed a bug allowing AAPC and MLRS to drive into the deep water
-
Made slight adjustments to the ramps leading to the upper infantry routes
-
Adjusted the out-of-bounds zone so it doesn't affect infantry up top where it shouldn't
TS_Drought
-
Bases got internally flipped with Power Plants on the inside loop
-
Cut a path through the Tiberium Field
-
Silos changed to blue
TS_Field
-
Added no-dig zone to the Nod base
-
Filled in a no-dig zone gap at the back of the GDI base
TS_GrandCanyon
-
Added two Sam Sites to Nod interior walls
-
Cleaned up map issues
TS_Isles
-
Fixed missing ability for MLRS and AAPC to drive on top of the water
-
Mobile Repair Vehicles no longer spawn stuck in the Nod War Factory
-
Expanded the no-dig zone behind the GDI base
-
Adjusted Laser Turret displacement (removed coastal turret)
-
Adjusted Sam Site displacement (rear War Factory Sam is now on the roof)
-
Added civilian buildings
-
Added GDI corner walls where applicable
-
Minor adjustments to aircraft landing points
TS_OmegaCity
-
Fixed erroneous out-of-bounds warning in the Hand of Nod basement
-
Fixed Nod outpost repair section, including removing the stuck MRV
-
Removed one rear Nod SAM site and adjusted the others
-
Adjusted water zone so players can’t travel so deep without taking damage
-
Silos changed to blue
TS_Snow
-
Added a Tiberium Silo for each team
TS_TaintedLegacy
-
Added an underwater zone to the lake
TS_Tiber
-
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.
-
Jumpjet Infantry
-
Reduced incoming damage from Rocket, Tank Shell, Plasma and Railgun Weapons
-
-
Mutants
-
Reduced incoming damage from Railgun Weapons
-
-
Cyborgs
-
Reduced incoming damage from Rocket and Plasma Weapons
-
-
Enforcer
-
Reduced incoming damage from Rocket Weapons
-
-
Light Vehicle
-
Light Vehicles have been made a bit tougher to increase their survivability
-
Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons
-
-
Armoured Vehicle
-
Armoured Vehicles have been made a bit tougher to increase their survivability
-
Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells and Sonic weapons
-
-
Deployed Vehicle
-
Reduced incoming damage from Tank Shell Weapons
-
-
Aircraft
-
Aircraft have been made a bit tougher to match the buffs that other vehicle types have received.
-
Reduced incoming damage from Bullets, AP Bullets, Missiles, Rockets, Grenades, Tanks Shells, Artillery Shells, Plasma, Railgun and Sonic weapons
-
-
Cyborg Reaper
-
Reduced incoming damage from Grenades, Tanks Shells, Artillery Shells, Sonic and Melee weapons
-
-
Buildings
-
Reduced incoming damage from Rocket, Tank Shell and Sonic weapons
-
-
Base Defences
-
Reduced incoming damage from Rocket and Tank Shell weapons
-
-
Base Walls
-
Increased incoming damage from Grenade and Grinder weapons
-
Buildings
-
Building doors now open and close properly after the building is destroyed (same behavior as when the building remains alive)
-
Repair rates increased for the Service Depots and Helipads
-
Air units can now be sold at Helipads
Construction Yard (both teams)
-
Fixed a flame emitter that floated perpetually in the air when the building was destroyed
GDI Helipad
-
Minor fixes and improvements to the mesh, including enabling the pad lights
Nod Tiberium Silo
-
Points/credits are now earned from damaging and repairing this building
Defenses
-
Now detect stealth up to half their weapon range
Nod Laser Turret
-
Reduced weapon spread: 0.3 -> 0.15
Infantry
-
All infantry now slowly auto-heal to 50% health whenever undamaged for 30 seconds
-
All infantry are blocked from refilling at a PT within 5 seconds of taking damage
-
Buffed purchasable frag grenades:
-
Damage strength: 35 -> 40
-
-
Explosion Radius: 4 -> 6
-
Explosion Inner Radius: 2 -> 3
-
Proxy mines no longer stick to friendly units
-
Proxy mine health greatly reduced: 100 -> 45
-
Timed C4 is now grouped under the pistol for Engineers
GDI Officer
-
Rate of fire increased: 20 -> 30
-
Removed spray angle increase on movement
GDI Missile Trooper
-
Weapon right click has been changed from scoping to “dumbfire” (missiles with no tracking)
GDI Riot Trooper
-
Pistol/Shield is now centered in first person view
-
Shotgun adjustments
-
Slug damage reduced: 110 -> 60
-
Slug spray increased: 0.2 -> 0.4
-
Slug projectile extension XYZ reduced: 0.1 -> 0.05
-
Slug ammo cost reduced: 2 -> 1
-
Inner spray angle % added: 0.5
-
Shifted 2 pellets to inner radius
-
GDI Medic
-
No longer heals enemies
-
Self-healing to 50% is twice as fast (compared to other infantry) and requires half the time to activate
GDI Jumpjet
-
Can now drive vehicles
-
Improved aerodynamics
-
Increased projectile extension: 0 -> 0.1
GDI Enforcer
-
Weapon damage increased: 4.5 -> 5.5
-
Weapon velocity increased: 75 -> 115
-
Weapon can now travel through a max of 6 targets
Nod Elite Cadre
-
Buffed Sting grenade:
-
Explosion Radius: 2.5 -> 3.
-
Explosion Inner Radius: 1.25 -> 1.5
-
Nod Cyborg Commando
-
Removed ability to harm himself with his flames
Nod Cyborg
-
Minigun now uses correct tracer
-
Increased Cannon Damage: 11.5 -> 20
Nod Chameleon Spy-
The Spy now takes damage from standing in Tiberium
Nod Kerubim
-
Reduced Damage 15 -> 12
Weapons
-
Fixed some weapon name typos
-
Tracer sizes adjusted slightly
Vehicles
-
Units that are underground can now drive beneath walls and gates
-
Underwater zones now destroy aircraft immediately
GDI Wolverine
-
Spray angle decreased: 2 -> 1.25
-
Yaw turn rate increased: 10 -> 20
GDI Amphibious APC
-
Reduced Price: 800 -> 700
-
Increased Damage: 20 -> 30
-
New firing sound
-
Cleaned up Turret Ring Texture Unwrap
-
New Dedicated Turret Model
GDI Hover MLRS
-
Fixed target locking issue
-
Rate of fire increased: 6 -> 7.75
-
Burst delay decreased: 1.4 -> 1.25
-
Random tracking value decreased: 0.07 -> 0.05
GDI Disruptor
-
Increased speed: 0.5 m/s
-
Weapon can now travel through a max of 8 targets
GDI Mobile EMP
-
Now affects enemy rate of fire and reload: reduces by 34%
-
Weapon explosion radius increased: 12 -> 15
-
Fixed a bug related to the panning of the tracks
GDI Juggernaut
-
Reduced gun traverse/elevation speed and minimum depression
-
Reduced Impact Damage 75 -> 60
-
Reduced Explosion Damage: 75 -> 45
-
Reduced weapon’s explosion radius:
-
Explosion Radius: 15 -> 10
-
Explosion Inner Radius: 7.5 -> 5
-
-
Juggernaut no longer takes reduced damage when deployed
GDI Mammoth Mk II
-
Adjusted turret camera
-
New chin gun firing sound
GDI Orca Fighter
-
General adjustments to VTOL flight mode
-
Increased Health: 300 -> 400
GDI Orca Bomber
-
Vertical acceleration increased. 20000 -> 35000
Nod Attack Buggy
-
Target bone added
Nod Attack Cycle
-
Increased Damage: 32 -> 52
Nod Devil’s Tongue
-
Increased speed slightly. Torque up 16000 -> 18000
-
Spray angle decreased slightly: 7.5 -> 7.25
-
Target bone added
-
Custom flamethrower explosion added
-
Explosion radius increased: 4 -> 5
-
Camera shake radius increased: 3 -> 3.5
-
-
Muzzle Bones Angled down 5 degrees(hits targets closer to ground easier)
Nod Subterranean APC
-
Price reduced: 800 -> 700
-
Increased Health: 500 -> 600
Nod Mobile Repair Vehicle
-
Rate of fire increased: 8 -> 16
-
Repair “damage” increased: 2 -> 5
-
Health reduced: 400 -> 350
-
Building warhead scale: 0.5 -> 0.4
-
Speed increased: Engine torque: 8000 -> 8500
-
Range increased: 12 -> 14
Nod Stealth Tank
-
Disabled surface effect damage (The vehicle is no longer de-stealthed in Tiberium)
Nod Artillery
-
Reduced gun traverse/elevation speed and minimum depression
-
Reduced damage: 90 -> 75
-
Reduced weapon’s explosion radius:
-
Explosion Radius: 16 -> 12
-
Explosion Inner Radius: 8 -> 6
-
-
Target bone added
-
Animated barrel (deploy animation)
-
Improved the wheels slightly
-
Artillery no longer takes reduced damage when deployed
Nod Harpy
-
Increased Rate of Fire 20 ->30
-
Increased Health: 300 -> 450
Nod Banshee
-
Banshee guns now pivot up and down slightly
-
Added barrel pitch: +5° to -15°
-
Reduced ammo reserve: 24 -> 16
-
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]
13 -
I like golf!
0 -
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]
4 -
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!
1 -
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!
2 -
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]
3 -
- Popular Post
- Popular Post
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!
-
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!
-
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 !
-
Tiberian Sun: Reborn got reintroduced to the public with a shiny bit of polish in 1.6!
-
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!
-
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!
-
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!
-
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!)
-
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]
11 -
-
- Popular Post
- Popular Post
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]
6 -
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]
4 -
All sorted in PM. Locking this thread.
0 -
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]
4 -
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 ?
2 -
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]
4 -
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]
2 -
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]
0 -
Welcome to the 18th edition of W3D Weekly!
There's not much going on this week unfortunately, but keep your eyes peeled for more news in the coming weeks!
Apocalypse Rising@ OWA got a new Harrier model rigged up and ready to fly this week! The texture is placeholder at the moment, but we'll have it looking more like RA2's Harrier soon!
Elsewhere in AR land, @ moonsense715 has been hard at work improving Crazy Ivan's weapon. We've now got a proper launcher rigged up for him and it fires improved dynamite that @ Romanov has edited slightly.
Check out both the Harrier and Ivan Launcher below!
That's it for this week!Come back next time for some more W3D content!
Spoiler[blurb]The 17th edition of W3D Weekly is now out! We've got a nice chunk of content this week, so let's take a look![/blurb]
[blurb]Come and check out the latest news from around the W3d-verse![/blurb]
1 -
On 10/14/2021 at 11:26 AM, Mortalc13 said:
Just out of curiosity but does anyone have a backup of the older files with the Cyborg Reaper's web ability and the Mutants in TS Snow? I'm interested in playing with the old build on LAN with my brothers, recently we've been playing some of Jerad2142's co-op missions and that's been pretty fun but would like to play some C&C mode with this mod since OG Renegade is way overplayed and kinda boring visually now. I know where the downloaded files are stored but unfortunately I don't have any files for before the last 2 major updates, earliest I have is (1.5.6.0). If not it's cool, don't want to piss anyone off, really enjoy this mod and appreciate the community!
Hi @ Mortalc13 . We keep a backup of all of the file on our server, so it's fairly easy to rollback and grab a specific build. We'd need some time to get the files together, but if you keep bugging us about it, we'll see what we can do.
0 -
- Popular Post
- Popular Post
Welcome to the 17th edition of W3D Weekly! We've got a nice chunk of content this week, so let's take a look!
Red Alert: A Path Beyond
Since our successful release, we've been hard at work on getting a patch out for 3.6.
Here are a few things included in the plans:
- Improvements to hitmarker behavior.
- Reduction in exploiting the new repair zones.
- Expanding the naval repair zone sizes.
- A bit of a nerf to BTR armor with regard to rockets and tank shells.
- M.A.D. Tanks no longer taking damage from other M.A.D. Tanks.
- Yak handling edits.
- MiGs being able to [barely] take down Longbows with an entire payload (4 missiles).
- Mammoth Tank missile velocity increase.
- Adding the BTR as a purchasable unit to Volcano.
- Bug fixes on levels.
That's what we have for today!
Cold War ConfrontationHere's some stuff, specifically the HUD and the M16 with ACOG scope.
First up:
There's the HUD. Bottom left has the minimap, time, credits, compass and mine count. Bottom right has the weapon list (4 slots for 4 weapons...), the weapon stats (name, magazine and inventory ammo, firemode), the grenade count, and finally the health bar. Notice anything different? That's right: there's no crosshair. In CWC, infantry don't have a crosshair, and have to aim using the ironsights on all weapons, like so:
You'll want to ADS when shooting anyway, as the weapons have a lot of kick when not properly aimed.
Next up is the M16A3 with ACOG. Basically, it's an M16... but with an ACOG. Nothing much more. It replaces the L85A2 that was formerly used by the combat medic. I felt something that fit the US "side" would be better than that. Besides, the L85's time will come
(One last note, all the M16s now have a Burst/Semi set of firemodes. Makes them feel more different to the AK.)
That's all for this week!
Tiberian Dawn: Ground Zero
While we don't have as much to show off at this stage, it is worth mentioning that Ground Zero will also be taking advantage of crosshair-less infantry. This, combined with the lack of target boxes, means you'll want to get your eagle eye in if you want to shoot enemies properly. Of course, most weapons will have some sort of optic or iron-sights to help with this as well.
Renegade: Crazy Coop@ Jerad2142 is working on a Halloween map currently, he has hopes of getting it done before the 31st but is also very busy with real life at the moment.
Apocalypse RisingOur friendly neighbourhood 3d modeller @ Romanov has made a long-standing problem weapon for AR, the portable Flak Cannon! Flak Troopers will carry these heavy weapons into battle to primarily fight Aircraft and Infantry, but they are also effective against light vehicles too.
That's it for this week!Come back next time for some more explosive W3D content!
Spoiler[blurb]The 17th edition of W3D Weekly is now out! We've got a nice chunk of content this week, so let's take a look![/blurb]
5 -
Welcome to the 16th edition of W3D Weekly! It's a small update this week, but let's dive straight in.
Red Alert: A Path Beyond - 3.6 is Now Out!
Red Alert: A Path Beyond version 3.6 is now out! What are you waiting for!? Why are you reading this!? Go and play a round or ten!
We'll be organising a weekly play session in the calendar for those of you who like organised game times. Keep an eye out for those coming soon. These sessions won't have prizes associated with them or anything, but they will serve as a good organiser for those of you who want to play regular games moving forwards.
Also the winners of the game night are as follows!
- @ forg0ten1 - 13,015 Points
- @ Guard55 - 12,210 Points
- @ SilverShark - 11,592 Points
- AgentDH1 - 10,810 Points
- @ NodGuy - 9,582 Points
@ FRAYDO will be getting in touch with the winners for the prizes!
In the meantime, head over to @ Killing_You 's thread and join in on the discussion surrounding APB's newest vehicle, the BTR!
More info on what's next for APB will be arriving courtesy of @ ChopBam in next week's update! Until then, you have Guard Duty.
Engine Team
@ CMDBob reports that he has added new functionality that allows developers to completely remove the crosshair from the game. This is handy for anyone making anything that doesn't require crosshairs!
In other engine news, there is currently a bug where players can reset the last-hit timer on the Service Depot if they leave and re-enter the zone quickly enough. This will be fixed in the next patch of APB, so the Service Depot will know what you did.
That's it for this week!Come back next time for some more really great W3D content!
SpoilerSuuppaman!
[blurb]Red Alert: A Path Beyond 3.6? BTR discussions? Crosshair removal options for developers!? come and read the latest news from the W3D Hub frontlines right here![/blurb]
1 -
Welcome to the 15th edition of W3D Weekly! It's an APB and CWC special this week!
Red Alert: A Path Beyond - 3.6 Now Available!
As promised in the previous weekly, we've been announcing tidbits and updates each day, resulting in today's update; the full changelog and release!
(Nice thumbnail choice, forum! )
You can now grab APB 3.6 on the W3D Hub Launcher and join the battlefield! Head here to download the launcher:
Finally, be sure to join us for the APB 3.6 Game Night happening tomorrow! There are even some prizes for the best players!
Cold War ConfrontationTime for an overview of the WARPAC defences. The first one is the MG nest. Very similar to the NATO MG nest, this post has a .50 caliber DShK machine gun, capable of delivering high amounts of fire power.
The next defence is the Konkurs launcher. Located in a very similar building as the MG nest, this anti tank missile defence is perfect for demolishing vehicles. The missile will track your vehicle, so be careful, vehicles aren't cheap!
Finally, we have the Igla nest. A bit of camo netting, a pair of anti-aircraft missiles, and a soldier whose had... some training in their operation makes for something that will swat down helicopters.
So that's the defences for each faction!
That's it for this week!Join us next time for some more incredible W3D content!
Spoiler[blurb]Red Alert: A APth Beyond version 3.6 has now been released! What are you waiting for comrades! It's time to get back into the fight![/blurb]
1 -
17 hours ago, GummiBear said:
No Next Friday would be tommorow But sure looking forward to an update every day untill then
Nah, tomorrow is this Friday.
0
TSR Wolverine walking too fast
in W3D Hub Discussion
Posted
We did. At that stage it was just a worse version of the Titan.