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TeamWolf

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  1. 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]
  2. 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]
  3. 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]
  4. 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.
  5. 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.
  6. Yeah, it pretty much died about 6-7 years ago now.
  7. Was that the game we won in under 10 minutes from two rushes?
  8. I don't know which this is more, a lover letter or a clear and strong nomination <3
  9. @ryknow69 and @Eggman891 for excellent rushes and team coordination.
  10. I nominate Momok for great team work and displaying their fearful V2 skills over and over again.
  11. Ok. Is this your attempt at an appeal?
  12. There isn't any planned public testing, we'll be releasing the game when we feel it is ready.
  13. This is where they were taking things, not cut content from actual Renegade. As the video states in the title, this is actually Renegade 2, which would of told the story for the transition from Red Alert 2 to Tiberian Dawn, this is also why there are RA2 buildings and vehicles.
  14. Hey everyone, this update took a bit longer than planned but it's finally here. We hope that everyone is keeping safe and ready for some Dune game news! New Gunplay Mechanics TeamWolf and the BFD team have taken a new direction for gunplay. Those familiar with the W3D engine may have the occasional frustration with infantry combat, whether it is with the feel of the weapons or when the enemy is a literal bullet sponge and tanks all of your damage. Using modern shooter mechanics that we experience today as our base, we have now introduced recoil and accuracy increases per shot. In balancing infantry and working within this new style of gunplay, we have also readjusted TTK (Time-To-Kill) across the board. In other words, our weapons are now more potent and lethal. We rounded up our testers for a gaming session and have recorded some footage to showcase these new features! Give us your thoughts on the new gunplay! Conquest Mode Breakdown A long with showing off our new gunplay, we have also put together a video to better demonstrate how our new game-mode works, mentioned in our last update, Conquest! Instead of giving you another run down of what it is, here is AZ-Stalker to explain it! Have no fear, you are not to be killed...That's it for another update from us, We hope you enjoyed a better look at how our new Gunplay mechanics work! [blurb]Hey there, welcome to another Battle for Dune blog! In this update we breakdown our new Gunplay mechanics and our latest game mode, Conquest![/blurb] As always, follow us at the greatest and latest over on Facebook, catch us Tweeting @W3DHub on Twitter, catch up with everything else BFD over on IndieDB/ModDB!
  15. I don't think it's a write off, I think it's more down to us not approaching it properly and actually carrying out prototypes for it.
  16. Yes, not tolerating racist, homophobic and similar is worth it, thank you. CLOSED.
  17. Your ban wasn't a targeted attack. As you should know from being on the staff and being around the community for so long, we give people a lot of chances, this includes warnings, kicks and mutes. This is normally why a ban from Discord hasn't been appealed, that and everyone who has been banned before (a very small number at that) didn't care about coming back. Your ban should of been followed up with a message stating why you have been banned, this wasn't followed and I am sorry for the confusion. You were banned for repeated rule breaking that you have been warned for more than the 3 time limit we have at W3D Hub, including the above mentioned measures and punishments normally associated with these warnings. You can be reasonable and we have spoken many times in civil conversation. However, this isn't something new to you, you know that you broke the rules frequently, but continued to do so anyway, showing no sign of care in doing so. The ban stays due to repeated rule breaking, despite being warned numerous times before via mutes, kicks and verbal warnings.
  18. If you didn't have this reaction, I'd be worried.
  19. He was around for such a long time in the community and was such a great guy, this is really sad to hear. My condolences to his family.
  20. We mainly try to take influences from http://dune2k.com/Duniverse/Games/Emperor/Details/Units, the in-game EVA briefings before each mission from Emperor: Battle for Dune and small pieces from the film but not much. We also look at the Dune Encyclopedia, and see what we can glean from there.
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