Jump to content

OWA

Admins
  • Posts

    5,707
  • Joined

  • Last visited

  • Days Won

    220
  • Donations

    660.00 USD 

Posts posted by OWA

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

    Community News

    There's nothing too new to talk about on the general community side of things, but something worth mentioning is that @ Coolrock  made a thread on the forums recently for people to post their old community photos. There's some good ones in there already, but if you have some moments that you want to re-share, feel free!

    You can find the thread here:

    Red Alert: A Path Beyond - Releasing 3.6 Soon!

    Today, we're going to report which levels will have new bot support. Stay tuned though, more exciting APB info below.

    The following levels are likely to be added to the lower player count rotation since they now support bot play:

    1. Canyon River
    2. Keep Off The Grass
    3. Under

    Be sure to attend our APB 3.6.0.0 game night on October 1.

    That is...checks watch... next Friday! I guess we'd better release by then. Have I mentioned there will be prizes involved??

    Since we have too many updates to share and not enough weeks to stick to weeklies, we would like to share with you an APB update every day until 3.6 releases, so stay tuned for that!

    Cold War ConfrontationMore info from CWC this week! Today we're showing off the 3 basic NATO defence structures.

    Screenshot_238.thumb.png.42f6556bc002d026844384ac206d508b.png

    This is the MG Nest. Armed with a .50 caliber M2 Browning heavy machine gun, this defensive structure will make quick work of any infantry trying to attack a NATO base.

    Screenshot_239.thumb.png.eac3bfbe09b7fb0d0b80eb1d207a73af.png

    This is the TOW Nest. This structure is very similar to the MG nest, but is armed with a TOW missile launcher, perfect for eliminating vehicles. (Be warned, the TOW missiles WILL track you down once fired!)

    Screenshot_240.thumb.png.451b7c9c1e9ad7f8558ca11dd42e0077.png

    Finally we have the Stinger next, which is the anti-aircraft defensive structure. It has a pair of Stinger missile launchers mounted to a fire control system, as well as some camo netting. Going near this with a helicopter is not advisable.

    Don't worry, though. The Warsaw Pact has its own set of defences which shall be revealed all in due time.

    Red Alert 2: Apocalypse Rising

    No real updates from us this week, but rather a question. We've ben talking about the Battle Bunker again this week and how we should implement it. We have dug out one of our old demo videos which has an interesting implementation with key-carded doors, but we're a bit undecided on it at the moment. Check out the video in question below!

    Let us know your thoughts and ideas about how you feel this structure should be implemented!

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

    Spoiler

     

     

    [blurb]We've got more APB, CWC and AR updates in this latest weekly update! Come and check it out![/blurb]

  2. Welcome to the 10th edition of W3D Weekly!

    Dive in for your weekly dose of news below!

    DDoS Attacks

    First off I just want to address the elephant in the room here. Over the course of the past week, we've been getting hit with what we understand to be a series of distributed denial-of-service attacks. What this basically means is that an individual (or multiple individuals) are flooding our servers with a large amount of incoming junk traffic in order to bring them down.

    We're currently investigating what we can do in order to mitigate these attacks with the resources that we have at our disposal, however we are unaware of what the attacker's motivation is at this time. Over the course of the next few weeks, we will be taking some defensive measures, but as this is still fresh and we're still gathering data, we will need some time.

    I'd also like to personally extend an arm out to the attacker to come and talk to me personally about what their motivation is and whether there is any way we can solve this problem amicably. I am not aware of anything that we have personally done as a team that would warrant these attacks, but I'm willing to hear the attacker out if they have legitimate complaints. If this situation can be solved diplomatically, we're willing to consider it for the good of the games. At the end of the day, all of this effort to shut down a small community that is trying to enjoy a niche game seems a bit much, so it would be good to understand the why of the situation right now.

    To the players, you have our word that we'll work to overcome these attacks if they persist, but in the meantime I'm sorry to say that we need more time to put some more substantial defence in place. We'll keep you all informed on Discord in the meantime.

    - @ OWA

    Tiberian Sun: RebornThankyou to everyone who joined us last Thursday for our Tiberian Sun: Reborn stream! It didn't go quite the way we anticipated, but we used the opportunity to take a closer look at TSR 2.0 form where we left it last year.

    If you would like to watch the stream again, it's has been linked below:

     

    Red Alert: A Path Beyond

    For the next release, we've made some adjustments to how the score sharing works when buildings are destroyed. In the current build, if a main base building is destroyed, every individual on the opposing team is given 250 points, regardless of their efforts during the match. Support structures and major defenses are 100 points per player and smaller defenses are 25 points per player.

    This has led to some complaints of unfairness when it comes to matches and game nights where individual scores matter. A player on a winning side could be AFK most of the round and earn well over 1000 points for simply being on the same team that destroyed the other team's buildings, whereas someone on the losing side who has superb amount of work to defend wouldn't earn any such advantage and may even be placed below the other team's bottom player on the roster.

    Our adjustment is this: the team's shared score pool will still earn the same amount of points as before (250/100/25 multiplied by the team's player count), but no longer are any extra points given to those individual players when buildings are destroyed. You must do the work if you want points.

    As a result, players will actually need to work to have a higher score, and not earn points sitting around. This also means game night awards will be more fair.

    Moonsense715 deserves credit for doing the coding gruntwork, and ChopBam has applied that code to the various parts of the game that need it to get this function working.

    Screenshots are included below of how the scoring works in the public (left) and internal (right) builds when one player destroys the War Factory by themself. You can see the Allies gain 1875 points in both, but the only points given to the players in the internal build are actually earned by the one player's work, and everyone else on the teams are still on equal footing with each other.
    team-score-pool-public.pngteam-score-pool.png

    Additionally to this, there are some points adjustments regarding the nuke flare and C4 charges:

    1. Disarming A-bomb flares will soon grant a joint 250 points to all the players who worked on it, and the other 250 points will awarded to the team's score after it's disarmed. In the current public build, 500 points went to the player who did the last bit of disarming.
    2. Disarming C4 charges will soon grant live points to all the players who work on it, rather than awarding all the points to the person who fired the final disarming shot.

    Bonus:

    Spoiler

    If you haven't been playing APB lately, we've been firing up a few games during the week. See what sort of shenanigans you've missed:

    Renegade X: Firestorm

    Surprise! We don't usually talk much about what other communities are doing, but the Renegade X team recently held another one of their Q&As on Renegade X Firestorm! If you've been living under a rock, this project is a very exciting and ambitious attempt at bringing a redesigned take on Tiberian Sun to the Unreal engine.

    Here's a link to the video below:

     

    Tiberian Sun: Rising

    Double surprise! We don't usually talk about what other non-C&C-FPS mods out there are doing, but this one deserves a special mention.

    Assassin's Tiberian Sun: Rising mod has been in development for a very long time now, but recently showcased some really exciting developments as part of the Tiberian Sun 22nd anniversary celebrations!

    A lot of you probably don't know this, but back around during 2005-2006 before the Apocalypse Rising team joined up with the A Path Beyond team, Assassin and the crew at C&C Source hosted Apocalypse Rising for us, which was a really fun time during development. You can read back through the first 20 AR dev blogs that catalogue this point in our development.

    One of the more amazing features in TS Rising however, is the Tiberium Ecosystem that evolves the state of the map as you play. Check it out below!

     

    We wish Assassin and the team all the best with this awesome project!

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

    Spoiler

    Trebuchet!

     

     

    [blurb]Welcome to the 10th edition of W3D Weekly! Dive in for your weekly dose of news below![/blurb]

  3. On 8/8/2021 at 8:47 PM, MaDMaxNXC said:

    i had a problem with script.dll i was told enable TLS 1.2 THAT didnt help i found a repair in launcher which fixed it, sense this update  i dont see any games its blank  so cant repair anything. i did all that was said i still get the same problem launcher was working fine before the update. I think something in update is not allowing my pc to login to launcher cause it worked fine before the update...

     

    w3dhub issue.jpg

    TLS 1.2.jpg

    w3dreg.jpg

    Any ideas @ danpaul88 ?

  4. Welcome to the 7th edition of W3D weekly! We're a day late, but that's not too bad! :) 

    W3D Engine - Scripts 4.7 Update 1

    Just in case you didn't see it last week, Scripts 4.7 Update 1 is now out! If you're a Renegade player or a server owner, head on over to the thread below and grab the update!

    Upcoming EventsTiberian Sun's 22nd anniversary is coming up and to celebrate it, we've been asked to host a Reborn Game Night! Join us for some Banshee flying and Titan stomping on the the 19th of August at 7PM GMT! Here's a link to some more details!

     

    Red Alert: A Path Beyond

    This week, @ ChopBam  is here to show off his new Service Depot repair animation, based completely on the Service Depot animation that takes place in Red Alert. Those who are extra observant may also notice a change to the cost of repairs. With some things still in the works that are related to this, however, a proper announcement for that feature may come in a future weekly.

    2021-08-03-18-31-50.gif

    Red Alert 2: Apocalypse Rising

    Over in AR land, @ moonsense715  has been hard at work lengthening our existing toolkit of modular road tiles. This will offer us more flexibility when creating city maps. Check it out below!

    image.thumb.png.cfc99bbbe40b4e7af058e077685d574d.png

    In other news @ Romanov  has been working on models for both Tanya and the Soviet union's prime matriarch, Mama Romanov!

    Tanya is still a work-in-progress currently, but Mama Romanov is ready to dish out the bowls in the canteen to keep the Soviet war machine well fed (but not too fed!)

    image.thumb.png.5a89fa2a5a75d8da8b98e2fafeb14294.pngimage.thumb.png.0eeffcda289fdcbe3d9dac64b97a2ae5.png

    Now then, be a good Conscript otherwise there's no borscht for you!

    That's it for this week!Tune in next time for some more excellent W3D content!

     

    Spoiler

     

    [blurb]Welcome to the 7th edition of W3D weekly! We're a day late, but that's not too bad![/blurb]

  5. Welcome to the 6th edition of W3D Weekly! There's been some major developments, so let's unpack what's been happening this week!

    W3D Engine - Scripts 4.7 Update 1

    The BIG NEWS this week is that @ jonwil has finalized and released the Scripts 4.7 Update 1 package! It contains contributions from @ Jerad2142 , @ Dghelneshi , @ moonsense715 , and @ dblaney1 .

     

    The update consists of various bug fixes, as well as a handful of feature improvements, so if you're a Renegade player or server owner, you're going to need it!

     

    Read more in the thread below!

     

    Upcoming EventsTiberian Sun's 22nd anniversary is coming up and to celebrate it, we've been asked to host a Reborn Game Night! Join us for some Banshee flying and Titan stomping on the the 19th of August at 7PM GMT! Here's a link to some more details!

     

     

    Renegade X NewsOn a more unfortunate tone, there's been a situation developing recently in the Renegade X community that I felt that we should communicate out, just to spread awareness on the situation. Basically, the old domain is no longer being managed by the current team.

     

    The official statement from the Renegade X team is as follows:

     

    image.png.da50ab4915da764a575dfc2b3704514f.png

     

    So with all that that in mind, be aware that the official website for Renegade X is now located at https://ren-x.com

    Red Alert: A Path Beyond

    @ ChopBam  reporting. We've had the "per-round reload" feature available for a while now, but it's now going to finally be implemented in our game! When you reload your weapon rounds as a Sergeant, Starshina, Volkov, or Phase Tank, you're going to only reload the rounds that you already fired off. No longer do you need to wait for the full reload time if you just used one or two shots. Check it out in the video below!

     

    @ CMDBob  deserves credit for making this feature work properly.

     

    Note: We experimented with the ability to interrupt your reloading sequence to fire rounds, but it never felt quite right, so we're keeping it uninterruptible. Still super nifty!Red Alert 2: Apocalypse Rising

    This week @ moonsense715 and @ Romanov have been working on a neat new project (more on that another time!), but whilst working on it, Romanov introduced a feature that everyone needs in their lives. It's basically an overhaul to the visible driver system that allows character models to appear in the driver seat of vehicles. With this new script we can do stuff like this!

     

    image.png

     

    Meanwhile, @ OWA has been rigging a couple of new civilian vehicles. we now have our very own Postal Truck and School Bus! Check them out below!

     

    image.pngimage.png

     

    The School Bus has 16 seats, so if you can procure one in the field, it becomes a really great impromptu troop transport! Let us know what you think!

    Cold War Confrontation

    @ CMDBob  here, time for a quick update. This one concerns the new pistol for the WARPAC forces. Beforehand, I had them using the MP443 "Grach" pistol, but I felt that it was just a bit too modern and a bit too samey, as well. Instead, I've replaced it with the classic Makarov.

     

    Only 8 (slightly weaker) rounds per magazine, but it fires very fast and can reload slightly quicker than most pistols. Plus, it's definitely a classic weapon.

    f8dkH

    Click the image there to get a rotatable, 3D view of the Makarov model.

    That's it for this week!

    Tune in next time for some more quality W3D content!

     

    Spoiler

     

    [blurb]Welcome to the 6th edition of W3D Weekly! There's been some major developments, so let's unpack what's been happening this week![/blurb]

  6. Welcome to the 5th edition of W3D Weekly! Better late than never eh?

    Forum Updates@ OWA has been re-structuring the download database a bit, which means we've now got bespoke sections for Renegade, Interim Apex and ECW content! Keep an eye on it as we look at what we add to it next. :) 

     

    Head here to check it out: https://w3dhub.com/forum/files/

     

    As ever, if you have any suggestions, please let us know!

    Cold War Confrontation

    Here is the model for the M60A3 Patton MBT. Older than the M1 Abrams, but still effective as a second line tank, the M60A3 has a 120mm gun, 7.62mm coaxial and a cupola mounted MG as well. WIth a diesel engine, it's not quite as fast as the M1 Abrams, either, but it can still move around at a decent pace. Click the image to view the model in full 3D!

    6a2eo

     

    Red Alert: A Path Beyond

    @ ChopBam  here once again, this time reporting on some inertia improvements. Credit for this next change goes to @ Eggman891  for coding these abilities into our game. There are other inertia abilities available to us also, but the following are likely to be the biggest noticeable changes in APB.

    Swimming in the current release version lets you bounce and dodge back and forth instantly. We've touched it up so there will be a bigger gradation in directional changes while swimming. A video will speak much more to this than I can.

    Jumping while crouching will no longer offer a gigantic speed boost. See the next video to see what I mean!

     

    There are a few slight other changes due to inertia but they will be less noticeable than those mentioned above.

     

    That's it for this week!See you next week for more excellent W3D content!

     

    Spoiler

     

     

    [blurb]Welcome to the 5th edition of W3D Weekly! Better late than never eh?[/blurb]

  7. Welcome to the 2nd edition of W3D Weekly! This week we have a whole batch of updates from various projects!

     

    Let's get started!

    Forum Updates

    We recently upgraded our version of the Invision Powerboard forum software from 4.5 to 4.6, so if you guys notice any bugs or issues, please report them to me (@ OWA )!

     

    We have a few new forum features at our disposal now that we might roll out in the future, so keep an eye out for quality of life improvements!

    Expansive Civilian Warfare

    The brand spankin' new ECW client was released last week, so what are you doing with yourself? Go get yourself down to San Casina, grab yourself a job, run with the deer, drive a train and fight the aliens!

     

     

     

    Cold War Confrontation

    @ CMDBob  just announced his personal W3D Project, Cold War Confrontation! Go and check it out below!

     

     

    Red Alert 2: Apocalypse Rising

    We've been looking at how to make the game a bit more user-friendly in AR. One of the things that came up in one of our previous tests, is that it's sometimes not immediately clear where the vehicle that you have just bought is. To alleviate that, we've now put a marker on any vehicle a player buys, that stays around until they get into it. This should hopefully help players find their vehicles a little easier. :) 

     

    Screenshot.109.png

    Red Alert: A Path Beyond

    @ ChopBam  reports that in the next release, we will be hearing new Soviet elevator music in all of the Soviet Elevators! This brand new track was composed specifically for A Path Beyond (credit goes to none other than ChopBam's amazing spouse) and is inspired by a Soviet FMV, from the original C&C: Red Alert, where there was elevator music playing in the background.

     

    Super RA-listic! :D

    W3D Engine Team

    This week we're going to talk about one of the new tools that the engine team has made that helps developers to more efficiently make balance tweaks to the games; the Armour Editor.

     

    Before talking about what the Armour Editor is, we'll give a brief rundown of what armour actually is.

     

    • In every W3D game, weapons deal damage and soldiers/vehicles/buildings (let's call them game objects) have HP that can be damaged.
    • Weapons have a damage value associated to them which tells the game how much damage it does.
      • Weapons have a warhead type associated to them (i.e. Bullet, Rocket, Cannon etc.)
    • Game Objects have health points associated to them which tells the game how much HP (health points) they have.
      • Game Objects have armour types (i.e. Skin, Metal, Wood, Concrete etc.)
    • When a weapon shoots and hits a game object, the damage from the weapon is deducted from that game object's hp.
      • This is when warhead and armour type comes into play.
      • For example, if the weapon has a bullet warhead and the game object has the concrete armour type, the game will find a multiplier for what bullet-type damage should do against the concrete type armour. Let's say that this number is 0.5.
      • Because bullet-type damage vs concrete-type armour is 0.5, the damage that the weapon deals against the target is halved.
    • Multiple warheads and armour types form the way in which we then balance the game. This is why pistols aren't good against tanks, but are great against infantry for example.

     

    Previously in W3D development, developers needed to hand-edit the armor.ini text file in order to make balance changes to the armour types and warheads within the game. This is what it would look like:

     

    [Scale_Light_Vehicle]
    None=1.000000
    Earth=1.000000
    Death=10000.000000
    Harmless=0.000000
    Bullet_AI=0.030000
    Bullet=0.125000
    Bullet_AV=0.250000
    Rocket=1.000000
    Rocket_AV=1.000000
    Artillery=1.000000
    Tesla=1.500000
    Heatwave=1.000000
    Prism=0.700000
    Tank_Shell=1.000000
    Flak=0.200000
    Flak_Ball=1.600000
    Repair=-2.000000
    Medical=0.000000
    Explosive=14.000000
    Weak_Explosive=4.000000
    Terror_Drone=1.000000
    Melee=0.000000
    Radiation=0.025000
    Capture=0.000000
    Disguise_Kit=1.000000
    Demolition_Trigger=1.000000
    Airstrike_Laser=0.000000
    Attack_Dog_Sniff=1.000000
    Superweapon=0.500000
    Splash=0.000000

     

    Every armour type would have a load of numbers like in a long list this which we'd need to first find and then manually tweak, which was incredibly error prone. With the new armour editor this now becomes much easier. Adding and removing new warheads or armour types was also a massive pain to do manually.

     

    Here is the armor.ini file from Apocalypse Rising as an example of how much easier the new tool makes it to edit all of the warheads and armour types within the game:

     

    image.png

     

    With the file laid out like this, we get an overview of the relationship between every warhead and every armour type in the game very quickly. It's not something that you'd generally see when booting the game, but improvements like this help us to reduce bugs and make balance tweaks a lot quicker than we used to be able to do.

     

    Big thanks to @ Yah-Nosh  for getting this one into place, as it's saved us a ton of time already.

     

    If there's any part of the engine you want to know about in future updates or have any questions about this update, leave a comment below!

    Other Stuff!

    @ OWA is re-watching Castlevania and is also going paintballing at the weekend.

    It was @ Yah-Nosh 's birthday on Sunday, so he came over and we cooked some burgers, pork and steak!

    @ Metaridley has made an excellent playlist of his APB game night highlights, which you can check out here:

     

     

    Spoiler

     

    Seeya next week!

     

    [blurb]Welcome to the 2nd edition of W3D Weekly! This week we have a whole batch of updates from various projects![/blurb]

×
×
  • Create New...