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TeamWolf

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  1. Hey everyone, welcome to another Battle for Dune: War of Assassins Infantry Release September Update! "Two updates in one month, what??", "We barely get 3 a year!" I know, what's happened to us?! What's New In this patch? This is a fairly small patch compared to previous ones, but it sure does pack a punch! In this bad boy we've got a tweaked Grenade Launcher, Fixed Building HUD icons, and brand new Shaders! Here's the change List for all this tasty stuff: - Sniper Rifles now lerp into their scopes - Fixed missing Master Volume string - Increased Grenade Launcher Explosion Damage Radius from 4.5 > 6 - Increased Grenade Launcher Explosion Inner Damage Radius from 1.5 > 3.5 - Fixed Building Icons not appearing on the HUD - Added the new Bloom shaders - Added new Outline System to infantry that appear at a distance of 25 meter (2nd Radar ring) New Outline System and Bloom Shader As mentioned above, we've got two cool new features that improve the graphical and gameplay quality of Battle for Dune, but the Bloom Shader (already seen in Tiberian Sun: Reborn) and the brand new Outline System! The Bloom Shader adds a new depth to the look and feel to the lands of Arrakis, making the lighting stand out more and object pop to a greater effect! The Outline system is something new straight off the Romanov press! To break it down for you, it's a process to make readability better for seeing infantry that are close to you. People have been having a lot of trouble on some maps to see House Harkonnen Infantry on night maps and House Atreides Infantry on lighter maps against lighter colours such as cliffs and sand, with this new System it will draw an outline around any Soldier 25 meters away from you. The colour represents the Soldier's team being Yellow for House Atreides and Red for House Harkonnen. The Outline will fade in within the set range, and fade away when exiting the set range from the enemy Soldier. (As displayed in the image below) This was a heavily requested feature in the past, but major thanks to Rapp for really pushing the feature request recently and help making it happen! Saturday Game Night! Come and join us tomorrow at 7pm GMT for our Battle for Dune Game Night! That's it for this double whammy Update! We hope you like the sound of the latest changes and see you at the Game Night tomorrow to try them out!
  2. Can you expand on this please? In what way? The screenshot and it being a trap is a bit too vague. Where in the river, and what about it's shape?
  3. Happy Birthday to Battle for Dune: War of Assassins! It's been 1 whole year since we finally released the Infantry Release for BFD, and as much as things have been a little quiet over the year, we've got another content update for you to celebration the occasion! Update 1.0.0.7 - The Birthday Patch In Update 1.0.0.7 we've got a new Game Mode, better Grenades, updated audio and Quality of Life fixes! Check it all out on the Change List: - Setup new the new Game Mode, Team Deathmatch! - Added new map BFD_TDM_ClifftopPass - Added new map BFD_TDM_HaggaGulch - Added new map BFD_TDM_SihayaRidge - Added new map BFD_TDM_TsimpoVillage - All Team Deathmatch maps have a 7 minute time limit. - Increased Frag Grenade Explosion Outer Radius from 5 > 8 - Increased Frag Grenade Explosion Damage from 120 > 250 - BFD_LonelyRoad has now been set to 10 minutes. Team Deathmatch If you've ever played a First or Third Person Shooter, you've more than likely played Team Deathmatch! It's a staple of any Shooter Genre, and we at Battle for Dune: War of Assassins thought it was about we introduced it to the sands of Arrakis. As you'll soon see in-game or notice from the patch notes, currently the only TDM maps in rotation are Conquest maps we've converted over to the new Game Mode! This is largely to test the waters, see how well it truly does fit in BFD and see about making new maps for Team Deathmatch in future. What's Next? We've got a few things in the works coming soon that didn't quite make this update, but will be in ones to come! Keep an eye out for new maps, and more in the coming months. Until then, have a nice warm sand bath and watch out for those sand worms! [blurb]In this Spicy Update, we celebrate Battle for Dune: War of Assassins' first birthday! With this, we've released a new Game Mode featured on 4 familiar maps, some Grenade tweaks and more![/blurb]
  4. Hey everyone, As mentioned in our recent update here, we are hosting a Battle for Dune: War of Assassins Game Night! Date: Saturday 2nd September (02/09/23) Time: 20:00 BST/15:00 EST Where: The Battle for Dune - War of Assassins Server on the W3D Launcher We look forward to seeing you there!
  5. Hello, fellow Worm enjoyers! It’s difficult to believe that the end of this month will mark a whole year since Battle for Dune: war of Assassins was released. (I know, I know – where did all that time go?) Our next Game Night! People have been asking for another Game Night, and we aim to deliver. So, we thought, when better than as an anniversary celebration? We’ve got content planned as part of an upcoming patch for the event, but we don’t want to give away all our secrets just yet! So, watch out for more updates on what to expect… The games night will take place on Saturday 2nd September – 20:00 BST / 15:00 EST. It’ll be coarse, rough, and might get everywhere… but we hope that you actually like it! As usual, we will be using Discord for voice comms. Time to... Slide Away. We’ll be working hard to ensure we have something for you guys to celebrate. So, if there is anything you would like to see, please let us know! In the meantime, (do) try not to eat all your cinnamon in one teaspoon… [blurb][/blurb]
  6. Tiberian Sun is turning 24 (what? When? How? But I remember when they were only knee high!) and just like the last few years, we're having an Anniversary Celebration Event! Where and when does this all start? That's a fantastic question! The Anniversary Celebration Event starts on August 18th and finishes on the 27th (times and event details for the full event to follow soon!). Tiberian Sun Reborn Game Night - 24th August To celebrate, we are releasing a new build of Tiberian Sun: Reborn! This build will incorporate a lot of changes that we've made over the past several years, as well as bringing the game onto the latest version of the w3d engine. We hope to develop it as an open beta from there, which means more frequent updates for everyone to enjoy. Join us on the 24th for some epic games on the new build! For more info, check out the thread below:
  7. Hello and welcome to a June update (if we don't put an update out in the month that sounds like the theme of the game, what are we even doing?)! It's time to talk about what we've been up to and what we've got planned next!! Infantry Release Recap Cast your minds back to the end of August, last year. After almost a decade and a half, Battle for Dune: War of Assassins finally released! But in true W3D Engine fashion, we pushed out an Infantry Only release (because Tiberian Sun: Reborn is our cool, older brother). What did we achieve with this release? We were the first brand new released game from W3D Hub, breaking that long running stream of updates, big and small, from Red Alert: A Path Beyond, Expansive Civilian Warfare, Tiberian Sun: Reborn, and Interim Apex. We were the first W3D Hub title to release with new Gloss and Specular textures and shaders, full infantry inertia movement, First Person only, fully Aim Down Sights gunplay and to show off the wide range of flexible modernized weapon features. We went with a different approach to traditional W3D titles in terms of game modes, which was Conquest (Capture Point based objective gameplay) instead of focusing on Base vs Base. We released with 6 maps in total, 4 Conquest, 1 Base vs Base and 1 Hybrid (Conquest with Bases), with all the intention to follow up on that map count, but alas that hasn't happened yet. Ultimately, we achieved what we set out to do. We had every intention of sticking to a healthy post-release support plan, but getting Battle for Dune out the door took it's toll on us and we were left pretty burnt out. We've managed to get some Quality of Life and bug fix updates out, but none of the maps that were being worked on which were in high demand by you guys. We still do have plans to get some new maps out and a few more QoL improvements pushed out for the Infantry Release, but it's not currently where our biggest motivation lies... What does this mean, TeamWolf? Vehicle Release Development As the title suggests, we've entered development on the next Chapter of Battle for Dune, but I hear you asking... Why are we deciding to do this now? It's pretty much self explanatory at this point, that our lack of motivation largely comes from wanting to work on the full version of the game - Battle for Dune's Vehicle Release! It's the most requested thing we get when asking what you guys want to see next, and we're no different. With the 1 year anniversary of our game's launch 2 months away, we felt that we should be getting on with the next installment and bring the full Battle for Dune: War of Assassins experience to you all ASAP! High Level Plan Currently we're looking to add new Base Structures, Infantry, Weapons, Vehicle maps and a wide range of audio! More on these will be shown off and explained in future updates! We're looking at reworking some areas of the game, such as general damage lethality, Shields, Infantry Classes, and a few more. We're also going to be expanding on existing features, such as Capturable Objectives, Weapon handling, and potentially economy. For now, allow me to introduce the backbone of the Imperium's massive drug addiction and what fuels your Great House's economy, the Spice Harvester! Concept art by squidempire. The Spice Harvester is a huge, hulking machine that is designed to operate and withstand the harsh desert environment of Arrakis. These behemoths work in tandem with Carryalls, being ferried to Spice patches on the open sands and back to the base's Refinery. Spice Harvester model by Romanov. Signing Off We hope you enjoyed the update and let us know if you liked what you've seen so far of our New Chapter in Battle for Dune, we'll be showing off more progress as we go. Remember, stay Spicy![blurb][/blurb]
  8. until
    Hey everyone! This Saturday (22/04/23) we are having a Battle for Dune: War of Assassins game night! So come along to shoot each other in the far far future over territorial gain in W3D's modern First Person Shooter!! So be a Sandworm and roll on over to our Discord for some fun voice coms while shooting each other .
  9. Update 1.0.0.6 – Thinking Machines After many months of silence, we are happy to release a new patch to Battle for Dune: War of Assassins, the Thinking Machines update! In this patch we’ve improved how the AI plays, we’ve also added 5 AI players per side for standard maps and new Bot versions of each map, each containing 16 AI players per side! Play these new Bot maps in Multiplayer Lan. Along side this, we’ve also increased the Capture Point tick allocation rate, to make Conquest maps finish faster. In addition, the Flamethrower Infantry’s Flamethrower has had a slight damage and range nerf, hopefully bringing him more inline with the overall balance and better to play against! We’ve also fixed various map bugs such as floating objects and a couple stuck locations. Overall, we hope you find this update creates a better gameplay experience across the board, and you don’t let the Unholy Machines in the Likeness of a Human Mind get the better of you! Full change list for Update 1.0.0.6 – Thinking Machines: Increased Tick Points from 1 > 2 Increased Conquest Tick Interval from 2 > 3 AI no longer jump in combat. Created BFD_CQT_ClifftopPass_Bot. Created BFD_CQT_HaggaGulch_Bot. Created BFD_CQT_SihayaRidge_Bot. Created BFD_CQT_TsimpoVaillage_Bot. Created BFD_LonelyRoad_Bot. Cretaed BFD_ZidarValley_Bot. Reduced Flamethrower Damage from 3.59 > 2.5 Reduced Flamethrower Range from 25 > 22 Fixed BFD_CQT_ClifftopPass damage zones not working. Disabled Portal Pathfinding Generating for Doors (this fixes AI not working on Building maps). 5 AI players will now spawn on each team, until players replace them. Fixed floating crates on BFD_CQT_ClifftopPass Increased all infantry Step Height from 0.25 > 0.35 Fixed stuck spot on BFD_CQT_ClifftopPass near C Slightly adjusted sandstorm settings for BFD_ZidarValley [blurb]After many months of silence, we are happy to release a new patch to Battle for Dune: War of Assassins, the Thinking Machines update! This update contains AI Players on maps, map fixes, Capture Point points allocation increase and Flamethrower balance![/blurb]See you out on the dunes of Arrakis!
  10. Hey there, welcome back and enjoy your stay again :D
  11. It's that time of year again, the Red November event is here, celebrating 22 years of Red Alert 2! Red Alert 2: Apocalypse Rising will be streaming on Wednesday the 23rd November over on our W3D Hub Twitch (https://www.twitch.tv/w3dhub) and YouTube (https://www.youtube.com/@w3dhub198) channels! Stay tuned for more updates the close we get to the date! For all Red Alert dates around the event, check the image below:
  12. until
    Hey everyone, In just under 4 hours, at 8pm/20:00 GMT we'll be playing Battle for Dune: War of Assassins Infantry Release in a Game Night! It's a bit short notice, but in just under 4 hours of this announcement, be sure to get your sandy butts in-game and claim territory on the plains of Arrakis!
  13. So you've tried multiple times to download and install the game?
  14. Hey Metallix, is this happening every time you try to install it? At the same place?
  15. This is exactly why I haven't done it and it's only been a floating idea! I wanted players to have a choice between those two different roles at the start of a match and when they have next to no money. It's something to certainly think about, but I am more interested in fine tuning their roles balance better first than making them cost anything. Thank you for your feedback on the idea!
  16. That's a very fair point, and I'll be reviewing the Carbine as well to see how this has effected the balance between them in the long run. I have been thinking about making the Rifle Infantry cost 150, like the Scout. This would validate how powerful they are better, what do you feel about this idea?
  17. Yeah, it's a very strong weapon still. But now you can't go in alone against 3 people with machine guns and win without thinking about it.
  18. Hey everyone, Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here! This is the first patch of many to address the top balance issues raised, along with other bugs and improvements. Here's the full 1.0.0.5 change list: Let us know what you think of the changes, and remember to measure your water usage! [blurb]Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here! This is the first patch of many to address the top balance issues raised, along with other bugs and improvements.[/blurb]
  19. Hey everyone! Patch 1.0.0.4 is now live and on the server! This patch addresses a few map issues in terms of stuck spots and some graphical issues (still working on the strange mesh flickering on BFD_CQT_SihayaRidge) and a few crashes that people have been experiencing! We're still tracking down the cause of the other crashes, thank you for being patient with us!! 1.0.0.4 change list: - Removed Shader Cache - Removed screen countdown display on Timed Sabotage Devices (was casuing crashes) - Fixed a crash causing error around Ammo Swapping code - Change Harkonnen Submachine Gun muzzle position to have same height offset as Atreides Submachine Gun vs the sights positioning (this should make them feel similar) - Fixed being able to shoot the Atreides Barracks from just outside the Harkonnen Base on BFD_LonelyRoad - Fixed stuck spot at the back of the Atreides Base on BFD_LonelyRoad - Decreased Atreides Wingtip Shotgun damage from 12.5 > 12 - Increased Atreides Wingtip Shotgun Inner Spray Angle Ratio from 0 > .33 - Increased Atreides Wingtip Shotgun Inner Spray from 0 > 4 - Increased Harkonnen Mutilator Shotgun Inner Spray from 0 > 10 - Decreased Harkonnen Mutilator Shotgun Outer Outer Spray from 18 > 14 - Increased Harkonnen Mutilator Shotgun Inner Spray Angle Ratio from 0 > 0.5 - Fixed stuck spot on A Capture Point on BFD_CQT_ClifftopPass - Deleted grey cube between Harkonnen spawn and C Capture Point on BFD_CQT_ClifftopPass - Slightly moved C Capture Point towards the Atreides spawn on BFD_CQT_ClifftopPass - Added Projectile Collision blocker in front of Atreides Silos on BFD_CQT_SihayaRidge - Added some cover to the Harkonnen approach to A and B Capture Point on BFD_CQT_SihayaRidge - Added more dead Glowblobes to BFD_CQT_SihayaRidge - Replaced non-tiling rock texture on BFD_CQT_SihayaRidge - Added additional building to Temple Level for Line of Sight break on BFD_CQT_SihayaRidge - Moved Out of Bounds warning boundary closer to map boarders near the Pyrimid on BFD_ZidarValley - Added support to show loading status for clients that are in the game but haven't finished Another patch update down, now go and enjoy your Spice Coffees! [blurb]In the latest patch for Battle for Dune: War of Assassins Infantry Release we address some map stuck points and visual issues, along with some of the crashes people have been experiencing! [/blurb]
  20. Hey everyone, Battle for Dune: War of Assassins Patch 1.0.0.3 is now live! Here's the change list: - Removed blocker obstructing part of the Atreides Tunnel on BFD_CQT_TsimpoVaillage - Fixed Atreides Windtrap exterior seam - Removed collision from Console antennae - Fix Alpha Blending issues on BFD_CQT_HaggaGulch - Fixed a stuck spot inbetween Capture Point C and the Atreides base on BFD_CQT_HaggaGulch - Fixed blending texture issues on BFD_CQT_HaggaGulch - Improved lighting in Smuggler Cache cave on BFD_CQT_HaggaGulch - Removed lightening storm from BFD_ZidarValley (hopefully should reduce crashes) - Fixed being able to get onto Harkonnen Wall narrow path on BFD_LonelyRoad - Fixed a stuck spot around the ground glowglobes in the Harkonnen base on BFD_LonelyRoad We know this is a little late notice, but there is a Battle for Dune: War of Assassins Infantry Release Game Night today/tonight at 7PM GMT! That's all for now, don't get too dizzy from too much Spice! [blurb]Battle for Dune: War of Assassins Patch 1.0.0.3 is now Live! Check out what we've fixed in Hagga Gulch, Lonely Road, Tsimpo Village and Zidar Valley. Also, don't miss tonight's Game Night![/blurb]
  21. Hey everyone, We've pushed out our first sizeable bug fixing patch! This update contains a variety map fixes, HUD updates, Credits corrections and fixing the killer Supply Kit! Here's the change list: - Fix Credits going outside of the box - Fixed how the Supply Kit gives ammo, this should fix the killing issue - Increased Chat Box size and slightly reduced font size - Fixed Atreides spawn area Damage Zone on BFD_CQT_TsimpoVillage to stay within the marked area - Fixed BFD_CQT_TsimpoVillage Atreides spawn top camping position - Added Exit Objective Markers to Harkonnen Spawn Tunnel on BFD_CQT_TsimpoVillage - Fixed Atreides spawn area Damage Zone on BFD_CQT_SihayaRidge to stay within the marked area - Moved Atreides entrance lights and lighting issues on BFD_CQT_SihayaRidge - Regenerated Pathfinding on all maps for better bot support - Fixed terrain around Atreides Base cliff path, stopping people from getting onto of cliff on BFD_CQT_ClifftopPass - Fixed gap at tunnel entrance next to C on BFD_CQT_ClifftopPass - Moved barrels in Atreides Base tunnel that's a stuck point on BFD_CQT_ClifftopPass Have fun and consume Spice! [blurb][/blurb]
  22. I've seen you state many times across your posts about a clear outlining of the subject matter needing to be addressed in the rules. However, if we started this approach, we'd be going with an endless list of every subject or phrases that you can't say/use and anything that isn't in that, that we've missed we will be slated for. that seems like the system you're going for. Do you feel this an unfair assessment of what you're referring to and asking for? Instead, we use the rules as area guidelines and expect people to use their common sense with certain subject matters. That way, with incidents such as these, we warn the offender(s) with what area/rule they have broken and why. From what I've seen in the IA channel since this all happened, is Voe putting out the same continuous message of not to post such content and sticking to that. An emoji isn't really comparable to the content that's being moderated, and we've not had anyone complain about it. But if you do have a complain about it, then feel free to raise it in a separate thread and we'll all discuss it. What and where do you feel the inconsistencies are being made from the repeated message being acted upon? Your reference to Alp making an example and it containing context with hate speech was actually explained to you at the time. It feels like you've either taken that quote out of context intentionally or weren't in the correct frame of mind to understand what he was trying to explain to you. The example he stated was in reference to the approach of moderation, that it's not an instant heavy handed approach, but a more cautionary and softer approach at first. If this is intended to be taken out of context, it feels like you're grasping at straws to bolster your argument and make the situation seem worse than you can initially make it out to be. I think we've covered the first 3 paragraphs here (Unless you feel there are aspects that haven't been covered?). But to be clear, we can add some better clauses on how rules are handled so it's clearer on the approach we take to moderation. If this would clear up better on why actions such as these are taken, then great, if not, then why not? We've covered the rules parts with our approach already. You're argument about things someone has done in the past not being applicable doesn't really hold up, unfortunately. A profile is going to be drawn up against someone who is repeatedly causing trouble, it doesn't just disappear or not come into light when said person does another action that causes trouble, I'm not sure where or what would follow such a system. I don't think Voe explained the issue here very well in that chat log, but he can defend himself with that. I know that Sith has been flagged a lot with pushing the limits on what's acceptable. He's not the only one, but he does enjoy doing more often than others, and is louder about it. Why is this incident the one that made you make this post? If this is something that's been going on for so long and you feel so strongly about, why haven't you reported it to anyone higher than Voe? As you've mentioned in Discord, you're a long standing member of this community, you've been around long enough to know how this works. I'm just confused by your approach of conversation in the IA channel and now this post before acting in any other way.
  23. Battle for Dune: War of Assassins is a free total conversion of Command & Conquer: Renegade, which focuses on recreating the world of Dune (as presented in Westwood's Dune 2000 and Emperor: Battle for Dune) in an exciting team-based First Person Shooter. Play as the mighty House Atreides or the sinister House Harkonnen, and use a variety of unique infantry to destroy the enemy and secure control of Arrakis across several unique maps. For the first time on the W3D Engine, Battle for Dune brings a number of modern First Person Shooter features with its release. Utilising aim-down-sights, infantry movement inertia, weapon recoil and area-based conquest zones, Battle For Dune aims to provide a fast and intense infantry combat experience. Play offline against bots to hone your skills before heading online to fight against other players for control of the mind-altering Spice melange; the secret to all Foldspace travel in the Known Universe. We are proud to announce that Battle for Dune: War of Assassins will be coming to you this Spring (pending any delays). Stay tuned in to the W3D Hub Forums and Discord server for all of the info as the war begins. He who controls the Spice, controls the universe.
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