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danpaul88

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Everything posted by danpaul88

  1. It's been two and a half weeks since we launched W3D Hub and it's fair to say that it's been quite lively around here since then. We're posting this to bring everyone up to speed with the latest developments. Tiberian Sun: Reborn 1.1.4 If you missed the recent blog, we've released a new update to Tiberian Sun: Reborn which adds some balance adjustments and much needed features such as landing flags for incoming helicopters and allowing the Cyborg Reaper to heal in tiberium. We've also introduced a few experimental features that we want community feedback on so we can decide whether we want to keep them or remove them. Read more about the changes in 1.1.4 and the experimental features in Blog 22 and the announcement for the first hotfix to 1.1.4 Studio support for the launcher Todays update to the launcher brings us one step closer to one of our first goals for the W3D Hub launcher - support for studio specific permission sets in the launcher, allowing each development studio to setup their own staff and tester groups. We will be posting more technical details on this shortly and will outline the support available to third party development studios here at W3D Hub. APB departing the launcher The APB development team have recently decided they'd like to run their own launcher and as such have asked us to de-list them from the W3D Hub launcher. This means you will shortly see the APB logo disappear from your launcher and be unable to join game servers or install updates. Whilst we are dissappointed to see APB depart, we look forward to seeing their future updates and development work on their own launcher solution. We would also like to make it known that they are welcome to return to our launcher at any time in the future, should they wish to do so. Our door is always open, as it is to any mod team in the W3D Hub community. Sadly, this move means that players will have to run two seperate launchers to play their W3D games for the foreseeable future. We will however continue to keep the community here up to date with their development progress via a regular section in the community news. Looking to the future Looking forward to the next few weeks, we're planning to release at least one more patch for Reborn to address some player feedback on the current 1.1.4 patch. We're also hoping to introduce a bigger feature that is being actively worked on right now if we can get it working as we would like. There are a lot of new features in the works for the launcher right now which we're really excited about and hope the community will really enjoy. We'll disclose more information about these in the coming weeks.
  2. It only works whilst animating the bones, not just moving them around in 3ds Max
  3. No, this is supported in 3ds max as well. Are you exporting your model as hierarchial animated?
  4. Lots of interesting points here, I'll address some of them on a map-by-map basis; Yes, the tiberium cave thing isn't really working very well at the moment. I think what might end up happening is that the tunnel from the GDI base gets re-routed around that cave rather than going through it and an extra tunnel opening added from the Nod base to get to the cave for defensive purposes. I'll suggest this to waffles next time I see him. With regard to the hills and their new ramps, it was only ever meant to be a quick fix to alleviate the problem of people camping on those hills with discs etc. Ultimately the terrain needs re-shaping or a similar accessibility needs to exist on the GDI side for balance. Right now only the Nod side is accessible from the center of the map without aircraft. The ability for GDI to just waltz into the Nod power plant has always bugged me and is something we need to look at... perhaps the tunnel entrance should be moved closer to the obelisk, or perhaps extended to come out between the pp and the hon (with a matching change on the GDI side to bring their tunnel out between the pp and barracks). The "lasers everywhere" is something I did as a quick band-aid fix to try and help Nod defend their ludicrously large base perimiter. We knew it wouldn't fix everything and it was only ever intended as a stop-gap whilst the map is significantly re-designed. Here is one of my personal concepts for a shallows re-design, which I don't think we've ever shown publically before; I'll throw the missing blocker report at waffles for a hotfix. Thanks for posting that, we weren't aware it was missing. Artillery has and always will be problematic on maps as wide-open as this one.... we're kind of hoping that counter-artillery fire will help to ease the problem, but of course it's much easier to hit huge buildings than it is to hit an enemy artillery unit at range with indirect fire. I'm not sure swapping the base positions will do much good, it's still a wide open map at the end of the day and the sides of most buildings are pretty huge. With the current map it might be useful to push the GDI WF further into the base, perhaps swapping it with the con yard (which, whilst important for repairs, isn't as crippling to lose as the wf) and maybe a similar change on the Nod side. This means the bulk of the Con Yard would help to shield the buildings further inside the base from artillery fire. On the other hand, the Nod and GDI wf become more vulnerable to APC attack (similar to the way ConYards are currently the main target for APC attack). What do you think of this? I do like some of the suggestions you've raised here. With regard to the Obelisk, I'd personally like to see the Nod base have TWO obelisks to protect it, one in the position currently occupied by the WF to protect the approach via the tib field and frontal assault and another positioned closer to the current refinery location. Not sure I understand this, what is the problem with the current size of the tiberium field? Actually, reducing the tech level of Field a bit and taking out the Mk2 might make sense... the Mk2 also tends to get stuck on the bridges a lot anyway so that kills two birds with one stone, I'll run this past Wally and see what he thinks. As for field 2, it's not been removed from the game but it's not in the current server rotation, you'd have to ask Triattack why that is but I think it's not playing as well as we hoped.
  5. Awesome Looking forward to more sounds in future
  6. If you are having problems with the launcher please read this first before posting a new topic and see if your problem is covered here. I get a "Version Mismatch" error while joining a server This error means that the version of the game you have installed does not match the version on the server. This may have the following causes: The game server is not running the latest version of the game. - Sometimes we release client updates on the launcher before the game server receives the corresponding update. In this case, give us a few minutes, we are probably working on it currently. Your game client is not the latest version of the game. - In this case, you need to update your game. If an update is not available, then just as in the previous scenario, give us a few minutes to get the update made available for you to download. Alternatively, this may mean that your PC has a corrupted always.dat file, or has loose files in the data folder for the game. You can attempt to fix this error for yourself by doing the following: If you have placed any extra files in your data folder, remove them. Close and re-open the launcher to get the latest game definitions. Select the problem game on the left side of the launcher, and click "Install Updates". If this option does not display, then choose "Repair Installation". Once the update or repair completes, try to join the server again. If at this point you still have problems, then it is likely the server has not updated to the latest version. Try joining the official W3D Hub server. If you can't join that either, then create a topic in this subforum and ask for support, or check our Discord server, as a discussion of the problem may already be taking place there. The Launcher Crashes In the event that the launcher crashes, please create a new topic in this subforum and include the following information: A description of exactly what you were doing when the launcher crashed. Any extra details that might be useful. Include the errors.log and diagnostics.log files from "My Documents/W3D Hub/Launcher" as attachments to your post. Is my operating system supported? The W3D-Hub Launcher officially supports only Windows 10 and Windows 7* While some of the games may function in other cases, if you have any other Windows-based operating system besides Windows 7 or 10, then the launcher will likely not function as intended if at all. This includes everything up to and including Windows XP, Vista, 8, and 8.1. *Running the launcher on Windows 7 *Windows 7 is only supported when Service Pack 1 is installed, and must also be otherwise fully updated. Some additional tweaking may also be required to get the launcher to work correctly. You may receive an error about a problem connecting to our "backend services" using the Launcher with Windows 7. This is because, by default, Windows 7 does not support TLS 1.2, which is a stronger encryption protocol that many modern websites use, ours included. Updating to a modern operating system that is still supported by Microsoft is the best option. However if for some reason you are unable or unwilling to do so, you can forcibly enable TLS 1.2 support in Windows 7 via the registry by setting the following options: [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\SecurityProviders\SCHANNEL\Protocols\TLS 1.2\Client] "DisabledByDefault"=dword:00000000 If you are unsure how to do this, I suggest following this guide. Note that you must have all recommended Windows Updates installed or this may not work. You can read more about this topic on Microsoft's website here and here.
  7. Is that an old style rover 25 or the MG version? My old car was an 04 plate Rover 25, pretty nippy little car!
  8. I've not done any modelling in a long time but you should be able to select the edges you want to soften and use the Chamfer tool to create a rounded edge. Don't go overboard, look at the corners of the bonnet on the truck aircraftkiller posted for some examples. Armour is naturally going to have slightly sharp edges so don't make yours quite as rounded as those. You could also experiement with things like the smooth modifier to relax some of the hard edges, but it's usually better to do these things by hand rather than applying mesh-wide modifiers. Others who are better at modelling may be able to provide some better suggestions.
  9. Happy Birthday to you, Singularly Flight Appendaged Biblical Creature!
  10. It's hard to tell from that shot, but do the edges of the tracks have more polys than the top/bottom? It looks like there are lots of really small polys but the detail level is too low to tell if that's just a rendering artefact You should also pump some more polys into the turret and hull, there are simple modifiers you can do for a quick start at rounding off some of the hard edges which would go a long way to improving the overall look of the tank, right now it has a lot of sharp corners, especially around the back of the turret.
  11. Have you applied the same optimisations to the barrel of your tank as you did to the wheels? Don't forget that is cylindrical too. Perhaps post screenshots of your wheel wireframes as they are now.
  12. 7500 is still quite a lot. That truck aircraftkiller posted only has just over 8000 and it's a lot more detailed than the last shot we saw of your model.
  13. We've just released a small hotfix to TSR version 1.1.4 with the following changes; Nerf disc explosions in line with rocket soldier Further reduced effectiveness of repair warhead on vehicles (by around 50%) Cyborgs and Cyborg Commandos can now be repaired by MRVs Fixed missing flight ceiling on TS_Snow Fixed missing flight tunnel blockers on TS_Field Fixed Jesus water on TS_Under The inability for hero units to refill is something we're continuing to experiment with, hence the MRV change which gives the CyCom a counterpart to the Medic. Let us know how it plays out. Thanks for all your feedback so far, we're in the process of reviewing it and deciding what changes we want to make for the next patch. Keep it coming, it's very useful for guiding our balance decisions. See you ingame!
  14. There is? Everytime I launch it, it goes it a straight line, there is no arc/curve to it anymore. Unless I'm mis-reading you and doing it wrong... It's only very slight, we were looking at ways to make the web easier to use compared to "aim in the sky and pray it lands on something". It's also harder to dodge out the way of this new setup. Either way, it is, as noted in the release notes, experimental and we're open to ideas / feedback to improve it or even just change it back if people don't like it at all. Oh sorry my mistake, I meant the actual deployment animation, where it spreads upon landing, not the actual webbing itself. I know that the visual web has always been a bit wonky, my bad. Yeah, that visible spread didn't make much sense, especially since it's not an AoE effect anymore, you actually have to hit your target to web them, but they have a bit of projectile extension (I believe anyway) and a spread of 3 or 4 to make it easier to do this. Unfortunately its this change that makes it kind of worthless, the unit gains a nice ability but in turn suffers from a huge vulnerability. Can the vulnerability be fixed? Having said that... I wonder if MRVs are unable to repair it because if I recall during an earlier version this issue popped up when Umagons were allowed to shoot at them. When we do the big armor.ini overhaul we'll look into giving it an armour class of its own, right now it always shares something elses class which either means healing in tiberium and being a bit more squishy or not being able to heal in tiberium. Wally was actually in favour of more squishyness for reapers so it's something we'll be keeping an eye on.
  15. Yep it does. Looks like the change also accidentally broke his armor class. To allow him to heal in tiberium we had to make him use the same armour type as a normal cyborg. As I recall his total health and armour were increased to compensate. Also, as a side note, the new web does have a bit of a drop to it and we didn't make any changes to the visible web holding people down, that's always been a bit hit or miss whether it renders properly on the fds. I guess the server is still using the old version, where EMP mines arent placable, while everyone, who installed the latest patch have the TS_tiber mapversion with the EMP mine fix. So versionmismatch occures. I included the most recent version you sent me in this patch and put it on both the clients and the server. I suspect the server has a duplicate in ttfs or something which is interfering.
  16. The hero units not refilling is a deliberate change to make them more fragile and try to kill them off more often so other players get a chance to use them instead of one player hogging it the entire game. You can still heal in tiberium though. Water blockers on under are a waffles special I'm afraid lol. Seems every time we export all the various terrains at least one ends up with borked blockers somewhere.
  17. Rebalanced basic and upgraded Cadre rifle (slightly less dps, higher accuracy) Damage: 9 -> 9 11 -> 9.5 Range: 75 -> 75 80 -> 80 Velocity: 350 -> 340 380 -> 370 RoF: 10 -> 9 11.5 -> 10 Spray: 0.5 -> 0.35 0.4 -> 0.3 DPS: 90 -> 81 126.5 -> 95 Rebalanced basic and upgraded Officer minigun (More dps & range, less accuracy) Damage: 9 -> 8 10.5 -> 9 Range: 75 -> 85 85 -> 95 Velocity: 350 -> 380 380 -> 390 RoF: 10 -> 12 12 -> 13 Spray: 0.5 -> 1.1 0.5 -> 0.9 DPS: 90 -> 96 126 -> 117
  18. If you're running two different launchers there's a good chance they're going to conflict with each other. It was never designed to be used in that way.
  19. It's a 1mb patch to always.dat, which is significantly larger. It's not hanging, it's just busy rebuilding your always.dat file with the changes from the 1mb patch.
  20. I wonder how much work it'd be to make a TSR version of the map... same concept but using TSR characters and weapons...
  21. Tsr has been running 4.2 since the very first version of 4.2, long before it came to Renegade
  22. We're looking at other options for the graphics mod which will allow it to be injected and customised via the launcher, rather than doing it via this mechanism. Mods in this system will be data folder only mods, at least initially.
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