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OWA

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Posts posted by OWA

  1. A new version of the the 3DS Max 2017 W3D export tools has been released with several bug fixes!

    Head over here to get the update:

    Here's the changelog:

    • Add some error checking and messages that the old max plugin supported
    • Display the total vertex count in the export log window
    • Fix a bug that affected certain skinned meshes, hierarchies and animations
    • Fix so that the animation frame spinners on the export dialog allow you to select any number up to the actual number of frames in the scene (previously it would only let you select up to whatever the last "maximum" value you chose was)

    This particularly helps with skinned meshes, as they will now export correctly without producing results like these:

    GyNSEda.png

    Big thanks to @jonwil for these fixes!

    [blurb]A new version of the the 3DS Max 2017 W3D export tools has been released with several bug fixes! [/blurb][thumb]thumb_w3d.0.png[/thumb]

  2. 4 hours ago, GibbletsnBits said:

    I'm facing a roadblock to joining any Renegade servers in the form of Origin.  How do I get around having to sign in to Origin first before the game will start from the launcher. Then Origin only starts stock Renegade with no option to join the server, even with Ren minimsed.

    Thank You for any help.

    If you download and install TT's Scripts 4.6 package, that should fix all of your problems. :)

    You can get it here: http://www.tiberiantechnologies.org/files/scripts-4.6.exe

  3. TeamSpeak is still pretty good even after all these years, but in terms of growing a community, Discord is leads and bounds ahead. What Discord is essentially a replacement for is IRC; it's fancy IRC with VoIP tacked onto it and it also copied Slack's UI and somehow made it worse.

    We started on IRC years ago, but as VoIP became a thing, it was great to hang out and chat to each other on TeamSpeak, because it was easy and it was better than IRC. People who were generally not comfortable with VoIP tended to stick to the forums or IRC (maybe on rare occasions idle in TS).

    Then Discord gained traction. You can cram 100's of users into Discord concurrently, just like you could with IRC, so it's great for housing a big community with lots of members that you can then engage with. The difference with Discord (compared to IRC) is that it's easily accessible and features emotes, gifs and HTML embedding that allows it to be a machine for keyboard discussion and re-posting memes that VoIP-exclusive applications like TeamSpeak never were.

    I personally use Discord to play games with friends since a lot of them turn their noses up at the thought of TS these days, but since nobody idles in the VoIP channels in W3D Hub, we've lost that casual chat spirit that TeamSpeak had, which is kind of sad.

    TeamSpeak are working on their next version, which I hope will bring the fight to Discord a bit, but we'll see.

  4. The screenshot competition has been over for about a month now, so it's about time that we announce the winners!

    1st Place!

    In first place we have @SilverShark with his epic screenshot of MiGs on Hostile Waters!

    PAyu3PV.jpg

     

    2nd Place!2nd place is @Testament with his Stryker joining a GDI rush in IA!

    zMoMDQh.png

     

    3rd Place!

    3rd place is @URKA with this close call as he tries to defend the Soviet War Factory!

    47OKROX.jpg

     

    Congrats!Congratulations to all of the winners! You all win a poster (that will be in the post soon!) and a copy of the C&C Ultimate Collection on Origin!

    It was pretty tough to choose 3; as although we didn't get many screenshots submitted, they were all quite good!

    Thanks for participating everyone! See you next time! :) 

    [blurb]The screenshot competition has been over for about a month now, so it's about time that we announce the winners![/blurb][thumb]thumb_w3d.0.png[/thumb]

  5. Hi guys. I have a question for you.

    I'm trying to understand the way that the original Red Alert works and I want to know something.

    "On the medium speed setting of the game, how long does it take for a Mammoth Tank to kill another a Mammoth Tank in seconds?"

    I'm currently working on visualising the balance data from RA1 and am using the Mammoth Tank as my control group. I would like to know how long (in seconds) Mammoth Tank A takes to kill Mammoth Tank B if Mammoth Tank A force fires on Mammoth Tank B from this position:

    image.png

    I'm want to know this because I want to know whether my own control is accurate, or whether the Medium speed setting varies from player to player.

    To do this, just load a skirmish game of Red Alert as Soviets with lots of starting units and get your Mammoth Tank to fire on another using the force-fire command (Ctrl+LMB). You can get Red Alert from https://cncnet.org/red-alert

    Cheers!

  6. 40 minutes ago, Mezmerize said:

    Hmm, we need more players to hold more discussion. Renlist took down IA, and actually, I think IA might have taken all of our APB players. Though it has been the Holiday season, meaning people are busy. But still... APB is a ghost town now. It wasn't like this a few months ago1 What happened?

    Please stay on topic.

  7. 1 hour ago, Raap said:

    Indeed. And this is why any new feature additions to core gameplay should come with various configuration options (including disable).

    Perfect realism however, in my opinion, should not be the goal at any point, since there are plenty of game engines that already do this out there. But if a certain modern mechanic has a lot of positive feedback due to the fun-value merit it holds, then by all means I see no reason why it should not be considered for inclusion.

    As it stands, I think recoil patterns might be the most sensible thing here (with the added option of auto-correction). It would allow the weapons for both infantry and vehicles to handle a little more modernly without changing the fundamental gameplay flow too much. W3D already supports movement based cone of fire bloom so it wouldn't be a far stretch of the imagination to see recoil working in these games (and this would include automatic fire mode cone of fire bloom as an optional thing to consider as well).

    In my personal opinion, things like damage drop-off will just add another layer of needless complexity to the games without serving any gameplay value other than "realism for the sake of it". It will cause a lot of cases where people will get frustrated because of the damage fluctuations.

    ADS is interesting as well because honestly it does very little. It typically just raises the first person weapon to be closer to your point of view, while lowering the field of view. Given that W3D already offers a toggle between 3rd and 1st person view modes, ADS might be redundant. It already does a field of view reduction in APB, for example. The only thing missing in APB is the weapon position being closer, but then we're talking significant rigging/animation changes for all character/weapon combinations. Something like recoil patterns would not come with such steep implementation costs.

    I agree. It's important that if we implement any of the following logic into the engine, they should be toggle-able, so that projects can choose to retain the feel of Renegade's gunplay if the devs want that. Ultimately what these proposals aim to do is vary the gunplay across the projects, giving each one more of a unique feel.

    Recoil patterns are definitely a good thing, as they should stop us from leaning on the rng cone spray mechanics so heavily, which makes weapons such as the AK47 in APB a bit more controllable.

    Damage drop-off is an interesting one, as it allows players to engage each other at longer ranges, something that hasn't really been tried all that much in the engine. It could also potentially fix the age of issue of "I have a rocket launcher that only damages aircraft" by setting the damage drop-off to be quite steep for anything that isn't an air unit. This allows weapons such as the RedEye to be a lot more usable outside of their niche at closer ranges, without the problems they have experienced in the past (i.e. submarine sniping).

    ADS is an interesting feature, but as you say, it would require quite a lot of rigging/animation overhead to implement. Also it makes things tricky with secondary fires, which was also mentioned previously. I think it's good to talk about such features though; getting them out on the discussion table is definitely worth it.

  8. We've been talking about it internally for a couple of weeks, so I thought I'd bring this discussion to you guys to see what you think. @LiamGriever also mentioned it in his recent thread, so I figured it would be a good time to start the discussion.

    The original post:

    On 12/27/2018 at 5:45 PM, OWA said:

    I've been having a think about gunplay in W3D recently. I was wondering what everyone's thoughts were on the subject.

    W3D has certain concepts nailed down like armor types, bullet velocity, bullet gravity, spray angle and location damage; with stance-based accuracy penalties that were also worked in later.

    What are your opinions on certain gunplay concepts that we are missing? (To clarify, this is mainly affects infantry smallarms or any infantry weapon that fire bullets.)

    For example:

    • Aim down sights (ADS)
    • Bullet damage dropoff based on distance (the longer a bullet travels, the less damage it deals, meaning that combat can be conducted over greater distances)
    • Weapon recoil (vertical and horizontal movement of the aimpoint due to sustained fire, kind of like a predetermined spread pattern)
    • Advanced reloading mechanics (partial reload sequences, e.g. firing off a partially reloaded shotgun)

    If there's anything I've missed, feel free to add it. I'm interested to know you're opinions on these things.

    Also, if anyone isn't familiar with concepts being talked about in this thread, I recommend that you go and read this article about how weapons are setup in Planetside 2. Whilst there are a lot more elements to Planetside's weapon implementation, the core concepts are nearly identical to Renegade's.

    Take a read here: http://iridar.net/planetside2/weapons/weapon-mechanics/

    I'm looking forward to the discussion and ideas! :) 

     

  9. 1 minute ago, shaitan said:

    You know what we want OWA; equal footing(we cannot do that part).

    We all can go back to ignoring everything, it's mostly worked out(minus some things). Just don't pretend to people that RC & MPF had no legitimate rational reason for blocking it("didn't appreciate the competition that we brought into their space"), when you know full well the cause/effect.

    That's a very vague request.

    What does equal footing mean to you? Like what do we have to do in order to achieve equal footing?

    Please be specific, at this stage I can only guess what you mean. Do you want Renegade and all of the servers on the launcher? If so, we are working on it.

    If not, please tell me in simple terms what you mean and what you would like us to do.

    Also the questions, for the third time, are:

    On 10/17/2018 at 10:36 PM, OWA said:

    If that's not good enough, then here are a few questions:

    • Do you have any ideas that you think would fix this problem in the short term?
    • How can we help you to promote your servers whilst we continue to make preparations for full Renegade Support? 
    • What is your ideal outcome for this problem in the long term?

    I would really appreciate it if you took the time to answer these, as it would save us all from a lot of trouble.

  10. 12 minutes ago, shaitan said:

    We cannot fix a thing, that part was always on you guys. You enabled all of this, I did not nor how to. We have 2 developers left in Rencorner, one is Whitedragon, the other is Blacky. WD has been afk for the better part of a year(minimum), Blacky comes and goes. The only thing I could do was keep people from freaking out.

    "I just want to also take this opportunity to ask that you please refrain from venting these issues in public." You posted calling us out, I would've gladly kept to myself as I have been.

    We can't fix anything if you don't tell us what you would like fixing.

    We're working on getting Renegade on our launcher but it will take time. Is that enough for you or can we help in some other way? I ask again:

    On 10/17/2018 at 10:36 PM, OWA said:

    If that's not good enough, then here are a few questions:

    • Do you have any ideas that you think would fix this problem in the short term?
    • How can we help you to promote your servers whilst we continue to make preparations for full Renegade Support? 
    • What is your ideal outcome for this problem in the long term?

    Also, it wasn't my intention to call you guys out at all. I was merely explaining the IA stuff in response to Griever's post. The fact that you latched onto that in order to soapbox your issues with W3D Hub makes me want to think that you don't have any interest in fixing the relationships between the communities at all, but are just here to cause drama.

    I don't want to believe that though. I'm willing to give you the benefit of the doubt. I want to help you guys out, but you've got to tell me what you want, otherwise nothing will get fixed.

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