Jump to content

TeamWolf

Admins
  • Posts

    2,776
  • Joined

  • Last visited

  • Days Won

    78
  • Donations

    160.00 USD 

Everything posted by TeamWolf

  1. Hello everyone and welcome to a very much needed and overdue update! As in the past we have been far too silent but that never means that we haven't been working! The Exodus So it's been almost 2 years since our last update back in the Halloween of 2013, but we have been busy working on a fair few things. As you can see we have made the jump, much like other projects, and not all W3D ones at that, to W3D Hub. This is something that we had been in talks with before the community was formed just like ECW, but we took a little longer than them to properly come over. Why did we move? This was a pretty tough choice to make after being at Final Warrior Productions for so many years and with so many great people. Things had become pretty silent all together over there, what with Omar having to focus on his studies meaning Tiberian Redux wasn't getting any attention and E! vanishing for long periods of time. So when things finally kicked off with W3D Hub and we were offered a place, we could hardly say no! So many fantastic games and talented developers gathering in one spot is a no brainer. It's a healthy environment that is breathing life into not only Battle for Dune, but every other project here! Atreides Light Infantry As our project continuously moves forward, so does our art direction to keep as up to date as possible. One aspect of our game that we feel is lacking are our infantry, even more so when compared to our vehicles. So we felt is was due time to start our updates with the Atreides infantry. Modelled by Methelina and textured by Venom775 The Atreides Light Infantry carry a pistol, a medium ranged distance rifle and a anti-vehicular explosive. Vulnerable to most weapons, they are nevertheless valuable anti-infantry units and the core of House Atreides army. Repair Fuses & Logic For awhile we have been playing with new ideas about repairing and how we'd like to approach it in Battle for Dune. From repairing Main Frames directly (as it is currently set-up) to having something like the Apocalypse Rising nodes. An idea we came upon recently was inspired by what unique ability we wanted to give each Engineer, the Harkonnen's is equipped with Claymores, the Ordos' has anti-vehicular mines and the Atreides Engineer has repair fuses that speed up repairing times! House Atreides Repair Fuse by Venom775 The idea we have been planning and gradually fleshing out is to have two to three repair rooms or sections in rooms in each building. These would be kitted out with non-intelligent computer systems that regulate the structures functions that Technician and Engineer classes can repair the building at a good rate. They would also be equipped with sockets/terminals where your Engineer can place their fuse! Dune Patrol So a couple of weeks ago now we poked our heads out of the dark corner that we had been lurking with a new quick shout out. This consisted of announcing that we were no longer part of Final Warrior Productions and now part of W3D Hub (as mentioned in the Exodus) and a new screenshot of the game. This screen shot was a alternative version of none other than dtrngd/moonsense715's Dune Patrol for Apocalypse Rising! There is much more to come on this in the future, but for now it's still a work in progress. 4.3 and 5.0 Since we joined W3D Hub we also moved to scripts 4.3, this means we have some extra bug fixes added to our workload. Doing this we have access to some extra features from 4.3, as we now also have full source access, which means some bugs can be fixed with better ease. We also plan to move to 5.0 in the near future after we make sure our current 4.3 build is stable. We are currently facing some annoying bugs such as mouse steering on vehicles, this sounds better than it is, trust us. 5.0 will open new doors for us for instance some graphical features which Methelina is working on but I can't go into too much detail about that yet. 5.0 will also bring some addition features we could advantage of, like the more advanced game info when you hold "K". Another feature we could use is the new sprinting system brought about after our own version of the concept. It's a bit more open in terms of being able to run forever, but we're dealing with Arrakis here where water is scarce, so our sprint feature will still have stamina. This keeps in tune with the feel of our game and the universe it's in. Ya Hya Chouhada!! We have a lot more stuff to show off in the next coming updates, we'll also more likely be shifting between dev updates and blogs, depending on how much we have to show off. That's it for our break in silence, be sure to keep up to date with all our news here, on IndieDB, Facebook, and Twitter!
  2. Because as it happens, AR and BFD made the transition to that HUD at the same time without the other team knowing.
  3. Hahaha I remember that, that was some serious fun to film .
  4. It looks like a test game or a random match.
  5. Warfighter was ahead of it's time in terms of FPS gaming imo. It almost completely broke away from Rambo styled and relied heavily on teamwork and player based skill, not on fancy perks or certain weapons being overpowered.
  6. The game used to be a lot like that about 3 years ago but it was too close to Renegade in many people's opinion.
  7. I was incharge of the project at the time, not BHP, that's why.
  8. Some things never seem to change, how predicable.
  9. The rock texture is ok but I would heavily recommend unwrapping your cliffs, it doesn't take too long and you get a much better effect. I'd also suggest a detail texture to break it up a bit. Converting it To Reborn would be great! But I'd suggest swapping out a lot of that grass texture for more dirt and replace the trees with Tiberium infested or dead ones. Also the Tiberium infestation should be increased a little.
  10. UE4 would of made more sense... It's better.
  11. VIS hasnt worked with the reborn LE. Dunno if it works now. Looks like that's something that will need looking into, thanks you for reporting it.
  12. Congratulations to everyone who made it and welcome aboard!
  13. I always had the fear, that fps would drop drastically when you look from your base towards the scrinship (or kodiak) with interior and at the same time the enemy base behind has to be rendered, too. TS_OmegaCity for example is designed in the way, that the distance between the bases is high enough, so if you are in your base, the enemy base wont be rendered to save fps for the detailed city. These are things you have to keep in mind, when creating a map. Otherwise the whole effort could be for nothing. Or we could LOD or VIS the interior.
  14. It's a great and fun game, need to get this played much more often! Launch support for it will be fantastic!
  15. Make them more resilient against the warhead type.
  16. That AAPC rush was hilarious!! Seeing not only one Stank appear infront of you, but 3!
  17. I was thinking the same thing.
  18. Bfranx, your entire argument seems to revolve around the match ending the moment you lose your War Factory. That's incredibly bad game design.
  19. Unless you like paying 30% for distribution on Steaam, I'd go UE4.
  20. Because Nod wouldn't have more anti-vehicle infantry than GDI if the game didn't include so many obscure units from TS. Rather than add a new unit that is completely out of place (being from an entirely different game in the franchise), you could remove some of the units from the Nod roster and make both sides equal in terms of anti-vehicle infantry. Since this is more based around Firestorm (before and after) I feel the new unit it quite fitting. We tried for over a year to get the Disk Thrower to be GDI's early game anti-vehicle infantry but it didn't work. If we start removing infantry the gameplay will most likely get watered down due to how each infantry is designed and being redesigned to have their each unique intended roles.
  21. That was fast! I really like both versions, thank you Squid!
  22. Either a Fremen riding a Worm, or an Atreides Duke looking out onto the city of Arrakeen or the open desert.
×
×
  • Create New...