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Everything posted by TeamWolf
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Thank you for making the video highlighting some of these things.
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The Tetra would of been better for the Plasma Rifle imo.
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Your Refinery is still insane.
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It's a very nice map so far, good job man.
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Well Timeaua you may remember wolf, he used be called Renxc and later BlackWolf. He is clearly had enough of the W3D engine and has moved on. Sharing his opinion on engines is perfectly fine since one of the main things we're doing here is advertising the W3D engine, in a way.
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Rain!!! How are you? Glad to see you here!
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I still have a few of those around somewhere!
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Thank you for hosting things for so long and keeping things maintained, we honestly do appreciate it.
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Welcome, are you staying around long? (honestly asking btw)
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Really nice models man.
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W3D Hub New Members Introduce Yourselves Here
TeamWolf replied to Einstein's topic in Off-Topic Discussion
Hey all, nice to see so many faces! -
You most likely remember the very first team and version, RenBFD. Thank you for the compliment. And yes, battle for Dune is has been in the making for almost as long as Apoc Rising but has had a smaller team. PR has always been up and down for it unfortunately.
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Hey Ice, welcome to the forums!
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Hey everyone, as the name suggests it has been one year since we released Tiberian Sun: Reborn! In light of this event we felt it was about time we got another blog out! Recent Patch About 2 weeks ago we released a rather large patch that took a little longer than we originally planned with some much needed balance and other fixes. In case you missed the front page post and to refresh everyone's memory, here are the patch notes; Balance Changes Wolverine slightly faster, has a larger ammo clip and has a higher RoF, but damage reduced slightly. Slight increase in overall DPS Reworked RIOT Troopers elite slug shot (slightly more damage, uses less ammo, more accurate) Slightly reduced speed of the Titan Very slightly toned down damage buff for elite cyborg chaingun Reduced Cyborg Commando and Ghost Stalker weapon damage slightly MkII can no longer be hijacked Reduced damage dealt by the knife (stabbing and throwing) (200->60, 70->45) Increased damage dealt by all pistol weapons (3->4) Changed the way SAM sites work to make the various different versions have their own firing style Slightly toned down Banshee damage Added projectile extensions to Devils Tongue to aid in damaging targets directly in front Reworked Devils Tongue damage to be less particle heavy (less projectiles, more damage per projectile) Increased amount of points retained when switching characters from 60% to 75% Increased veterancy value and requirements for commando units (value: 55 -> 80, requirements: 90/200 -> 130/300) Added small projectile extensions to Plasma Rifle, moved most damage from splash to impact Decreased overall damage done by Plasma Rifle (basic and elite) Changed Nod Rocket Launcher to use the Rocket warhead instead of Shell and increased damage Increased range of GDI AA Missile Launcher, reduced damage Reworked stealth tank to use the Rocket warhead (more effective vs vehicles) and increased its health (180/180 -> 200/200) Reduced Kerubim price to 700 credits Mammoth MkII cannot be hijacked anymore Added a 5 second cooldown between dig / surface transitions for the Sub APC and Devils Tongue Rebalanced infantry speeds; Light infantry, Technician, Engineer, Medic, Jumpjet: 7 Umagon, Hijacker: 7.5 Toxin Trooper, Spy: 6.5 Cyborgs: 5.5 All Others: 6 Misc Changes New MSA and MSG effects MSA limited to 2 at a time MSG limited to 3 at a time New model for GDI soldier Fixed tiberium gas clouds for Toxin Trooper weapons Map Changes TS_Shallows: Beefed up Nod base defences and gave them a tiberium silo to compensate for slower harvester TS_Crossroads: Added a Vulcan turret to the back of the GDI base TS_Under: Added an extra Vulcan turret to the back of the GDI base and some hedgehogs on the island TS_GrandCanyon: Roadworks completed (bridge now usable), added sludge vehicle blockers, fixed some stuck places, fixed a terrain glitch in front of Nod base TS_Freezeover: Removed defences TS_Drought: Removed defences TS_Isles: Added infantry ramps, added vehicle blockers to sludge hill and water tunnel and an extra Vulcan on the right of the GDI base. Alpha blending fixed in Nod tiberium cave TS_Field: Blocker issues fixed Removed Maps TS_Field_2 and TS_Tiber have been removed for the time being due to incompatibility with the latest patch. We'll be getting in touch with the authors of those maps and getting them updated as soon as possible and they will be delivered in a hotfix patch as soon as we have them. Danpaul88 created a feedback topic on the game's balance after the patch. Please feel free to give us your thoughts and opinions on the matter here; https://www.bluehellproductions.com/forum/index.php?showtopic=27869. One Year Since Release It has indeed be a year since we released TSR after moving over to BHP, and it's been a very busy year at that. We've released many patches and new content, spent sleepless nights fixing bugs and many hours playing the game that so many people have worked so hard on over the years of production. I'd like to thank everyone who has enjoyed playing the game over the year and for all the feed back and support this great community has given us. We've had a great time hearing the stories from the frontlines, watching the many many videos on Youtube and reading all the suggestions you guys have given us. So once again thank you and I hope you are all looking forward to many more years to come of Tiberian Sun: Reborn as much as we are! To celebrate this occasion we are going to get a new map out this month, but more on that to come at later date so wait a see. What's Next to Come! The question that most of you are properly thinking now is "So, what's planned for the next patch or 3?". Well as stated above we are going to be working to get Field 2 and Tiber up to date most likely with a small fix patch. Danpaul and I are finally working on getting a more complete LevelEdit out filled with a full prop library for all you budding mappers out there and an updated building pack as well. I know I said this in the blog back at Christmas but we've been pretty busy with stuff and getting patches out! Vehicle veterancy is another thing that is next on the list to do now that the infantry veteran system is pretty much where we want it, minus one or two things here and there. A lot of map changes, mainly improvements to terrain and adding more props to levels plus trying to strengthen that Tiberian Sun feel which some maps seem to lack. We'll keep you updated when everything comes along more. The War is Still Going on, Sorry... The end of this blog just happen but keep on following us here, on Facebook, Twitter, and IndieDB!
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I need you to send it again due to you sending me a link lol.
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Merry Christmas everyone and welcome to this festive blog! I know we haven't been as active with updates and blog as we said, but we are still working, and to make up for that (plus it's Christmas..) this will be an extra big blog! Patch 1.1.0 Notes The new Veteran Patch is now live as of last night! This patch includes a few changes, along side every infantry unit now possessing the ability to gain veterancy! # Version 1.1.0 - Added veterancy perks for infantry units - Reduced damage/range of Sniper Rifle (12, 175m -> 11, 160m) - Added slight DoT from electrical damage (scale 5, duration 3) - Increased Cyborg Commando damage (80 -> 100), velocity (50 -> 120) and turn rate (120 -> 200) - Increased Banshee missile turn rate (120 -> 200) - Increased Orca Fighter missile velocity (50 -> 120) and turn rate (120 -> 200) - Slightly increased MRV speed (Mass: 3000 -> 2800, MaxEngineTorque: 7000 -> 8000) - Slightly increased speed of the Cadre grenade (Velocity 30 -> 45, Gravity 1.250 -> 1.6) - Changed repair arm ammo to use a continuous sound rather than a firing sound - Increased velocity and damage of the GDI AA Missile Launcher, made it use AntiAir warhead for all damage - New emitters and effects for the blue tiberium explosion and grenade smoke trails Infantry Veteran Perks As stated above, our new veteran system patch has been released! The Veterancy Patch gives all infantry the ability to gain "perks" through acquiring points. Each infantry has a different amount of points it must get before each rank, based on how powerful/useful the infantry is. Here's a list of what each infantry gets at each veteran stage; GDI Light Infantry Veteran: +25 to health and armour. Elite: Weapon upgraded with more damage, higher rate of fire, higher range and higher velocity. Technician Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Repair tool upgraded with higher repair rate. Disk Thrower Veteran: +25 to health and armour. Elite: Incendiary anti-infantry disk (more damage, DoT). Jumpjet Veteran: +50 to health and armour Elite: Improved weapon with increased damage, RoF and velocity. Officer Veteran: +50 to health and armour. Elite: Upgraded minigun with more damage, velocity, range and a higher RoF. Upgraded AA launcher with a cluster shot of three missiles, increased overall damage. Special Note: Standard AA Missile Launcher has also been rebalanced. Medic Veteran: +50 to health and armour, +2 self repair. Elite: +3 self repair (replaces +2 from veteran). Special Note: More is planned for this units elite rank in future. Umagon Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Sniper Rifle upgraded with ionised bolts (more damage), higher range and higher velocity. Riot Trooper Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Upgraded shotgun with incendiary pellets (more damage, DoT) and higher rate of fire . Also gains secondary fire slug shot. Engineer Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Repair tool upgraded with higher repair rate, self repair for vehicles (if driving). Ghoststalker Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: +50 to health and armour. Special Note: More is planned for this units elite rank in future. Nod Light Infantry Veteran: +25 to health and armour. Elite: Weapon upgraded with more damage, higher rate of fire, higher range and higher velocity. Technician Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Repair tool upgraded with higher repair rate. Elite Cadre Veteran: +25 to health and armour. Elite: Rifle upgraded with increased damage, slightly higher range, less spread and higher RoF. Rocket Soldier Veteran: +25 to health and armour. Elite: Upgraded rocket launcher with increased damage, velocity and range. Upgraded AA launcher with a cluster shot of two missiles, increased overall damage. Special Note: Standard Rocket Launcher has also been tweaked. Chameleon Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Gains an extra weapon - throwing knives. Limited (but refillable) ammo for assassination at a distance, less damage than a normal knife. Special Note: More is planned for this units elite rank in future. Cyborg Veteran: +50 to health and armour. Elite: Gains arm cannon. Chaingun upgraded with more damage, higher rate of fire, higher range and higher velocity. Toxin Trooper Veteran: +25 to health and armour. Elite: Toxin Rifle upgraded with blue tiberium (more damage), higher range and higher velocity. Mutant Hijacker Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Upgraded Uzi with blue tiberium ammo (more damage), higher rate of fire, higher range and higher velocity. Special Note: Standard Uzi now fires normal bullets instead of tiberium ones. Engineer Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Repair tool upgraded with higher repair rate, self repair for vehicles (if driving). Kerubim Veteran: Improved armour gives more resistance to damage from splash, fire and toxin shards. Elite: Improved plasma rifle with increased damage, RoF and velocity. Cyborg Commando Veteran: +100 to health. Elite: Gains flamethrower weapon. New TS_Field & TS_Crossroads Civilian Building Fabian has been very busy at work on a completely new version of TS_Field, this version has a nice redesign that is much more fitting with the Tiberian Sun feel. He has also been working on one of the missing buildings from TS_Crossroads, this one belongs on the same side of the road in the middle as the current civilian building. LevelEdit & Buildings We are working on a much more updated LevelEdit with a large prop library along with a new set of proxy buildings for 3DS Max. These should be with by the new years, along with a new blog, patch and hopefully some map updates! If you are working on any fan maps and want to show them off, these tools are really worth the wait. But before then, why not show us what you are working on here! Reborn Community News One_Winged_Angel recently created a new skin for our BHP forums, a Reborn Theme. This new theme is created with the very old design in mind along with the older Reborn forum skin, it really does look amazing! To select this new skin (if you haven't already) just go to the bottom of the page, click on "Change Theme" and select Reborn! Xan_Kriegor has been working on a Russian fan site for the last few months in an amazing effort to spread the word about TS:R! Xan has been trying to keep it up to date with blogs and other Reborn/C&C news when he can. If you can read Russian or have Russian friends, direct them to this link and be sure to follow it! Cover the Planet in Snow! That's it for this Christmas update, be sure to keep on following us here, on Facebook, Twitter, and IndieDB.
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Hello all, it's been awhile hasn't it? Instead of rambling about what we've been doing and so on.. How about I just show you! [h] House Atreides Remote & Timed Explosives [/h] We've been busy working finishing off the House Atreides weapons and the most recent two are the Remote and Timed explosives. These charges are only properly effective against building Main Frames. The remote explosive works very straight forward, you throw it with left click and detonate it with the right click. The timed explosive is thrown with the left click and explodes after 30 seconds of being placed. Model and texture by Venom775 [h] Carryall Demo [/h] triattack has been hard at work reworking our new Carryall & Harvester logic. Our old Harvester script was fairly clunky and didn't really work how we wanted it, so triattack has remade it to be more flexibly and more to how we need it. Here's a video showing off how it basically works. [h] House Atreides Interiors [/h] We have also been busy with House Atreides building interiors. A nice set of basement tiles have been put together, courtesy of Venom775. He has been creating and keeping a very nice style for the Atreides, which is shown in the video below! [h] House Ordos Not Making the Cut! [/h] Now, some sad news. As you may guess from the above title, House Ordos are not making it into first release. Now this was seriously not an easy choice to make, seeing as it's one of the 3 major Houses in the game. This decision was heavily based on the fact that they are the most under finished House, we have been working on this game for long enough without more setbacks and we've really like to give this House as much attention and care as we have given the other two. This isn't to say they are cut completely. We are going to get them in the game via a patch or the 2nd main release, so DON'T PANIC! We just feel that we can still make a good first release with the force from the Atreides and Harkonnen fighting it out. Ordos will come in soon enough after, in the true glory they deserve. Sorry for those House Ordos fans out there, but please keep the faith until their return! [h] Folding Space [/h] Well this is the end of this blog's journey. Be sure to keep following us here, on IndieDB, Facebook and Twitter!
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The sad thing is... I remember watching the progress XenoBond was making on them...
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I always felt that they could be countered much easily on Crossroads. Do others disagree?
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Hey! I'm not dead... I'm just sleeping. So you are around again!! Yeah hitscan is a bit too much, but speeding it up is needed.
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The projectile on the rail guns is something we want to change, mainly for the Ghoststalker. Also, thank you for the 1,000th post notice!
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Hey everyone, it's been awhile since we last put a blog.. So we thought it's about time we did so. It's been a few months since I wrote a blog, but here we go! Patches We've been working on a new patch to fix a fair amount of bugs and so on, not to mention the odd balance change. Here's the change log: # Version 1.0.3 * Reduced maximum number of hijackers to 2 * Added a small amount of inaccuracy to the Artillery * 10% more firepower for the Titan to help compensate for the aiming difficulty when walking * Slightly decreased infantry weapon damage to Jumpjets (~10%) * Reduced MRV effectiveness on Buildings by 40% * Increase MRV effectiveness on support buildings (silos) and defences by ~700% * New Confessor plasma projectile and infantry burn effect * Tweaked Mammoth MkII physics to make it drive a bit better, especially on slopes * Mammoth MkII is now delivered by an Orca Carryall * Fixed a variety of map terrain bugs such as stuck locations, ugly seams and holes * Fixed B2B on a few maps * Temporarily removed Artillery from TS_Field due to huge imbalance Expect to see this patch released within the next few days! Future Patches We plan to start releasing patches a lot more frequently, we had hoped to get this one out much sooner but the Mammoth held us up. From now on we are aiming to get small patches out with 3-5 balance changes or maybe a few more depending on how small they are, every week. This way we can see how well they work on a more controlled level. We're also planning to introduce a map or two for the next patch which should be with you next week, wait a see which one(s) it will be! Kane's dead? That's it for another TS:R blog, be sure to keep following us here, over on Facebook and IndieDB!
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Welcome back to the community White Wolf, check your PM's!
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Welcome boys and girls, that's right it's the moment you have all been waiting for, Tiberian Sun: Reborn has arrived! We have been working around the clock to make sure every bug we could fix and to make your gameplay experience as smooth and fun as possible! What You've All Been Waiting For! Now the moment that you have all been waiting for, Tiberian Sun: Reborn Release Candidate 1! This RC will include: - 11 maps - Almost all vehicles - 7 buildings for both factions - Dynamic, deep, rich and a Tiberian Sun atmospheric feeling - A full and improved infantry roster - 3 Bluehell Production servers up and running at launch We'll be giving you guys full mod tools at a slightly later date, for all you budding modders and mappers out there! Here's the link to our launcher: CLICK You'll need the launcher to download and play the game, it also includes options to edit your ingame settings, a full server list, install other BHP games such as Red Alert: A Path Beyond and later on Statistics! Enjoy the 2nd Tiberium war!
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Hey everyone, sorry once again about the lack of updates. Real life and other things really do grab our time but we have been working don't worry. Now, this blog is pretty much all done by our coder, triattack. He has been working on a lot of new things for War of Assassins including redoing our old scripts! [h] The Scout [/h] To start off, we have a special stealth detection script which allows the Scout to detect stealth in a E:BFDish style. It works by the Scout having his Binoculars equipped and being uncloaked so he can uncloak any nearby enemies, then after some time he will cloak again (so it can hide again) and allows after the timer is expired it can be detected again. [h] Main Frames [/h] We also have our own split MCT (Main Frame) system and a special repair mechanism that will be talked about in a later blog. The health of the building is split between 2 objects and once 1 is destroyed it means that the building's health is cut by 50%. For the rushing type of people amongst us this means that they will have to destroy 2 points per building or just tank rush the enemy base. [h] Sprinting [/h] As seen in the last blog we have something that is unseen on W3D, sprinting. It’s still a WIP though as some things need to be tweaked for the sake of balance but in the end it should be as smooth as sprinting in battlefield or any other modern FPS/third person shooter. [h] Infantry Deploy [/h] Another script that is done is the deploy script for the Mortar and Kindjal. This script required some testing and tweaking to find the right solution for the game. Deploying in BFD is all about being immobile as infantry and still able to shoot which isn’t something the W3D engine isn’t good with handling. There are several ways of doing this, all with their pros and cons. In the end we have chosen for the simple method that can be compared with entering a mortal in BF3. where you “enter” the deployed weapon. This way you won’t have to worry about moving the vehicle and not being able to shoot or being stuck in mid-air because you deployed while jumping. Once everything is more to our liking there should come a video showing this. [h] Sandworms [/h] Last but not least there is the worm script, an incredible script which is still WIP but it WORKS! There are only a few bug fixes needed and then there is a really nice worm that ignores the hard ground and randomly comes above ground to attack the units which should weigh the most together (yes it will chase a group of sand bikes over a single harvester). Just as in Dune, a worm feels vibrations from the ground (not really but that is how it theoretically works if you ignore that this worm “sees” ). Once the worm found a tasty meal, it will chase it until it’s death or it's attacked something from the group. If the group is dead or not able to be attacked, it will go underground again. This whole idea sounds simpler than it is in practice, this is why the code still requires a bit of tweaking and making sure it also destroys targets in its mouth while he is not chasing them. [h] Debriefing [/h] I hope this gives a nice idea of how work is going and I hope to have more scripts to talk about later on. As there are some really cool scripts planned and WIPs (for example a new harvester/carryall script combination). If you have any questions about the scripts post them and I’ll reply to them. triattack [h] Going, so soon? [/h] That's it for another Battle for Dune blog, we hope you liked it! Be sure to keep following us here, on Facebook, IndieDB and Twitter!