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Found 62 results

  1. This is my collection of Dirt & Soil textures i made up out of images all over the internet! 194 Seamless Dirt & Soil Textures. Only 1k as i use them with Renegade https://www.dropbox.com/s/vki4yoqez1b2ij8/Dirt%26Soil.rar?dl=0 Edit: Please leave feedback on what you think of them.
  2. This is my collection of Sand & Desert textures i made up out of images all over the internet! 168 Seamless Grass Textures. Only 1k as i use them with Renegade https://www.dropbox.com/s/uganly26v83fo67/Desert%26Sand.rar?dl=0 Edit: Please leave feedback on what you think of them.
  3. This is my collection of grass textures i made up out of images all over the internet! 215 Seamless Grass Textures. Only 1k as i use them with Renegade https://www.dropbox.com/s/4b2ytmpwved8plw/Grassiases.rar?dl=0 Edit: Please leave feedback on what you think of them.
  4. The previous structure was completed as a test structure to lead into this, the main event! I wanted it to have minimum repetition. This is with no detail added to the textures, the 'bird' is modeled. This is before any modeled emissive lighting was added, and I had not modeled any of the outer floor areas. Here is a look at a more complete version which has the Tiberium Wars style upgrade models, in place of the 'stuff' that was around the outer floor areas in RA2:
  5. Everyone is prolly having their own Remastered release parties but see, you want to join ours because we’re cool and you love us! So much so that you’ll spread the word and tell others! Come hang on our Discord for our C&C Launch Party! 6 PM BST, June 5th we’ll be there! 🎉 Time Converter for your convenience: https://savvytime.com/converter/eest-to-cest-bst-est-cst-pst/jun-5-2020/6pm psst hey keep reading keep an eye out for a map contest for your chance to win some epic C&C posters from us! [blurb]The C&C Remastered Collection is Launching! So Join us on Discord to celebrate the launch![/blurb]
  6. In December 2017, I decided to make my second best mod - Extreme Co-op. But this time, this is a server mod which sometimes appears in RenList. Just usual maps plus fanmade maps. But, there is one interesting thing: strong computer-controlled opponents, no mercy. They are challenging each other, blowing up bases, doing really dirty work, diffusing beacons, placing explosives, getting into empty vehicles, and so on! I've tried to play this with 7-8 players against bots with no bots in our team, and we somehow were losing tanks and characters. I have no ability to record a high-quality video of it, and screenshots are useless because they do not show all the chaos that is going on there. The idea was actually obvious: "Ok, I am tired to play online, why not to make some research and program smart bots, so I don't need to play online anymore and I can have fun from usual Skirmish mode." I started to make the first algorithm for rifle infantry from scratch. When I made it, I laughed and laughed for a long time, and still laughing. AI is almost completely random and making funny and crazy mess there. Today, I am adding new algorithms, fan maps, features, bots are slowly progressing to their final result. Maybe I will add base-building as it was in Commando Assault, who knows... ...Just wanted to let you know that I did not abandon the work on C&C Renegade, and there are always several ideas in my head about how to make old game a bit interesting. Also, I need to say thanks to people who played already and are still playing on my server. Have a good time! Here is a nice video to watch. Sorry for bugs and quality, but it is better than nothing:
  7. CLICK HERE if you just want to see what my work is about: https://www.youtube.com/channel/UC-j5DOoMIdrl60EZIXNjrlw https://www.skorvion.com/ _________________________________________________________________ I've been investing most of my time building up a creative project and team for the past couple of infinities, and I'm very happy and grateful to be able to share some of that if anyone is curious! I've combined my love of games and deep interest in personal development into an active project. This is Skorvion Games, where everything is focused on creativity, play and game development in connection with personal growth, health and awareness. So if someone here finds that interesting or is just curious about it, feel free to check things out for yourself! It's not for everyone, but if you find yourself enjoying this type of content then I hope what you see enriches your life in some way. There are currently three more-or-less introductory videos uploaded, and considering I'm the project lead, you can guess who's presenting the content! I'm very new to being in front of a camera at this stage (which is evident) and I'm thankfully just getting better and better with each experience! It's pretty cool, actually. There are certain more impactful (and larger in scale) things being worked on, but I can't reveal anything beyond the current assortment of videos and other similar content that is already on the way. So just expect more video content via YouTube for the time being if you're interested in following our work. Here's the currently most relevant video for this community: https://youtu.be/FOULGvAy58I The topic of the above linked video is C&C Tiberian Sun mapping in a certain sense, more aimed at enthusiasts who aren't as experienced with it than a lot of you here might be - so watch that first, it could be the most relatable entry-point for you. Just as a starting suggestion. SITE LINKS: WEBSITE: https://www.skorvion.com/ FACEBOOK: https://www.facebook.com/SkorvionGames YOUTUBE: https://www.youtube.com/channel/UC-j5DOoMIdrl60EZIXNjrlw Let me know your thoughts and I hope this type of thing resonates well with some of you. You can like the Facebook page, or subscribe to the YouTube channel if you'd like to be notified of any new stuff (don't count on forum thread updates, it's secondary)! I truly appreciate your support, so have a sincere thanks and invisible cookie! Enjoy!
  8. Want to know what's happening ingame but don't want to stare at our launcher? Chitzkoi is here for you! Type !pl or !gi in our Discord channels and our beloved cybernetic dog will fetch the information for you! Thanks to moonsense for this QoL improvement in our Discord server. Be sure to join if you have not already! [W3D Hub Discord] Works with APB! Use in the #a-path-beyond channel. Works with TSR! Use in the #reborn channel. Works with IA! Use in the #intermix-apex channel. and works with ECW! Use in the #ecw channel. [blurb]Want to know what's happening ingame but don't want to stare at our launcher? Chitzkoi is here for you! Type !pl or !gi in our Discord channels and our beloved cybernetic dog will fetch the information for you![/blurb]
  9. Hello hello! Your resident deep lurker here, with another round of my sporadic modeling of Command and Conquer stuff in Roblox. Bunch of stuff I haven't shown off, some I have. About 50/50 Sun and Dawn/Renegade, and some comparisons of old versus new. Hope you enjoy. First off, almost entirely brand spanking new Titan. Threw together a quick vignette based on the loading screen pose. I am INCREDIBLY happy with this thing. It's a mix of concept art, a few fan models, in-game renders and sprites, and Reborn's model(mostly for scale and angles). The guide rails for the access ladders are my own addition. So many lights on this thing! Good comparison shot of new versus old. The new is much taller, smoother, more details. The legs didn't change much, the basic design is still the same, just larger and with more details on the 2020 model. The old is from I believe 2015 or so, with the occasional small update over the years. Wolverines! The iconic(IMO) GDI power armor. Bit of fog and lighting to spruce it up. Very happy with this one too. Once again a mash up of different references. Comparison again. New is on the left, old is on the right. Slimmer, more details, just better in every way. Once again the new is from earlier this year, and the old is somewhere in 2015-2016, with updates here and there. Time for the classics. X-66 Mammoth tank. This one is largely based on the Renegade X version, with a bit of my own flare. Also one of the smoothest models I've ever built, I actually have trouble sometimes seeing it as a Roblox model, rather than something whipped up in a modelling program. No comparison on this, cuz I think the previous version got saved over at some point. Throw in a Renegade vignette for good measure. I've shown this off before, but I've done some updates, figured I'd put it in anyway. TW1-era Orca VTOL. Built off of a bunch of different references, more than any of the others. I used concept art, fan creations, in-game models and sprites, and added a bunch of my own touches to it. Updates are largely to the belly-mounted cannon, and the landing gear. Turbofans got a facelift as well, with some new meshes. Better look at the new landing gear, and cannon/mount. I used a model of a Russian MI-28 heli for inspiration on the gear. The cannon is basically an M134 minigun, with a mount of my own design that I thought made sense. Hope you all like these. I don't have much else to do with this stuff aside from the occasional vignette, so I might as well show off a little.
  10. Every bit of acting I've done has lead to this. I've hinted that I'll be undertaking a HUGE film project during the year of 2020. Well, we're now ready to announce it to the world: Dead Legion. The fifteen-episode series follows the gory misadventures of a group of misfit nobodies from the American Midwest as they try to survive the endless undead legion, unhinged villains, and being stuck with each other. Inspired by films like George A Romero’s Dawn of the Dead and John Carpenter’s They Live, the show aims to use its world of undead ghouls to discuss social issues and imagine what a modern American zombie apocalypse might look like. I play one of the main characters; Dave, an unemployed, drug-using, pop-culture savvy average guy who lives with his hard-working best friend Pete. He may not look like much, but his devotion to his best friend and knowledge of zombie lore may hold the key to the survival of humanity. I'm very excited to be a part of this project, and I hope you guys enjoy this journey as much as I will. Keep an eye on the website for more! https://www.deadlegionseries.com/
  11. We need a place around here to share free non-C&C games! I'll start this thread off with a couple of my favorites from when I was a wee lad. Anyone can post here as long as the posted content follows the forum rules! That basically means nothing illegal, warez, etc. You know how to be good, so do it. Also please do not upload what you are sharing to the forum itself. Please use some other external file host. For the time being, I'm just using either my OneDrive or Google Drive. You can easily do the same. Please limit discussion in this thread to avoid clutter, and please please please do not criticize my choice of free file hosts. I realize that some of you don't believe in "free" file hosts but please discuss that elsewhere. Hasbro Interactive - Risk (1997) City Interactive - Demolition Champions (2003)
  12. Hey all! I was told to speak up more by Mr. Einstein. I don't usually have much to say, but I thought you all might have some interest in some of my Roblox modeling work, since you showed interest back when I posted my reimagined M16 Mk. II Pulse Rifle. I still build a little for fun, and I make C&C stuff pretty often, much of which tends to be Tiberian Sun or Renegade. So, here are pictures of some of my latest work or updates to old stuff. Front view of my GDI Barracks. This is unfortunately the only outside shot I took, but I got all the external details thanks to the Reborn mod, which has been a huge help recreating this stuff. It has a full interior, but I wasn't able to show it due to upload limits. This is a quick vignette I threw together using my Riparius models, and all my wall components(Gate, Concrete Wall, Vulcan, RPG, and SAM) One of my larger vignettes depicting a scaled down scene from Renegade's first mission, The Scorpion Hunters. I took a lot of inspiration from Ren-X for a lot of the models used, mostly in the vehicles and weapons. Picture of my ORCA Maintenance Hanger. I used a pair of pictures from a guy named AircraftKiller as inspiration, but threw in my own flair. The ORCAs I've been building for years, and this is their current best state, which I think is pretty good. They're a mashup of a couple dozen reference pictures I've found over the time I've been working on them, so they're not really accurate to TD. Better view of the ORCA from the top. I hope you all like these! I've put a lot of work into this stuff, it's sort of a hobby of mine.
  13. Went to a MASSIVE used book/video/game store today and found this! Never played the N64 version so this should be interesting
  14. Good Evening all. As the holidays come near and most of us will be busy, I just wanted to say MERRY CHRISTMAS!! It wouldn't be Christmas of course without some gifts for those of us who were naughty and nice. If you're on the nicer side, feel free to download some of Santa's gifts to W3DHub! 1. C&C Renegade Ringtones Are you requesting more firepower, do you want to just Defend the Refinery! or tell those kids to Stay off my crops every time you get a text from someone IRL or a notification? Look no more. Here we have a soundpack of assorted C&C Renegade Sounds converted into Iphone ringtone format to use. Over 50 tones to choose from! (To install these tones to a phone, I used this tutorial.) 2. Ugly Christmas Sweater Nod Harvester Nod was incredibly evil this year (Shocker) and I'm sure so were you. As such they've been banished by Santa to don an ugly Christmas harvester. Enjoy the artisan Elf crafted, Ridged lines and christmas colors with a less evil pink/red theme surrounding the vehicle. This thing really is an ugly Xmas Harv. 3. Modified IA Reticle Last gift for all the good people is a custom reticle still in design/trial by me. Due to the many vehicles having a long range (but also large shell drop). This reticle should help to judge where to fire at long range with artillery or tanks. The lines moving to the left on the reticle also help provide a little bit of compensation for moving targets. Used with great effect on rocket launchers and long range firing tanks. However, with the original design left in.. it helps anyone using it to be familiar with the reticle without having to readjust their whole aiming process or have something extremely alien. Subject to redesign later on. While it's still a whiles away, I know we will all be busy doing our thing. To everyone here on W3DHub, Discord, Game Servers and beyond. Have a Merry Christmas and a kick ass new year! - Threve Custom Reticle.7z Ugly Xmas Harvester.7z Iphone Ringtones actual.zip
  15. As you all know, every year I take some time to participate in the local 48 hour film festival by Missouri Western State University. For those unfamiliar, teams of filmmakers are given 48 hours to write, shoot, edit, and submit a short film based on an assigned genre. In addition, each team is required to have three elements; a character (Chris, a patient), a prop (broom), and a line (Where have you been all my life?) Two years ago, we drew Action/Adventure, made Just Libby, winning Best Use of Prop and Best Use of Character. Last year, we drew Noir, made Always Together, and won Best Editing and Best Use of Line. This year, we drew Horror, made Dead Ringer, and won Best Special Effects and Best Original Score. As always, I loved every second of making this, and I look forward to hearing what you all have to say!
  16. And Red Alert 2 again! Two-three days of work, but I have to say that wasn't too hard to remake this. Unfortunately, original vibe is gone, but kind of good experiment with guitar. http://download.ccassault.com/museum/music/solomusic/Grinder.mp3
  17. And Red Alert 2 again. I released new remake. More powerful than Motorized! It took from me almost one week to remake it and to change some things a bit. http://download.ccassault.com/museum/music/solomusic/Burn.mp3 INSANELY HARD WORK...
  18. And oh yes, it is! Roland JV-2080 included as well as a vibe from Red Alert.
  19. LEAD THE TRIBE Listen on Soundcloud Download from website This is something new to hear from me while I am working on Extreme Coop. Experimental track for sure. I think, I will upload this later to YouTube too.
  20. Imaginary Frontiers is my unofficial addition to Digital Frontiers, the musical solo album composed and released by Frank Klepacki in 2016, and also a little gift to him. Imaginary Frontiers has the best quality and grooves of my little studio, and it contains influence from Frank Klepacki's early works for Command & Conquer Red Alert up to his late solo works and game soundtracks. Inspired by Unreal Tournament and some chill-out and ambient songs as well. Imaginary Frontiers also partially includes original synthesis and instruments that Frank Klepacki used in his melodies. Suitable for mods and games of Command & Conquer series and not only for games, so you can use it in your projects if you want. Still making new tracks and adding them there, still exploring many ways to use Frank Klepacki's equipment and sounds. Donations are much appreciated. https://grayasdf.bandcamp.com/album/imaginary-frontiers Frank Klepacki: "I was able to hear everything. Nice. I appreciate the gesture, and I hope it continues to drive you to keep creating and improving. If you ever decide to take any music classes like theory and orchestration, a new world will open up to you."
  21. https://soundcloud.com/user-193337613/sets/red-virus-ost - a soundtrack https://steamcommunity.com/sharedfiles/filedetails/?id=908947822 - for this game While I was working on completely new tracks for Red Alert, I made these melodies for commercial videogame. So, this is my second soundtrack for commercial projects. Author said that he is not working on Red Virus anymore and switched to another matters, so I decided to release it publicly. We had an agreement to sell OST only after the game itself, but author abandoned the project at the moment, so... yeah, enjoy the sound!
  22. Red Alert: A Path Beyond Update Apologies for the long wait, but what can I say, there's been a lot going on... General Added the console command hud_during_screenshot (or hud_d and then hit enter to autocomplete); toggling this off will cause the HUD to not appear in any screenshots you take. Very handy if you like to take screenshots (or if another screenshot contest happens) and don't want the HUD to get in the way but don't want to have to disable it manually every time you take a screenshot. Remember that this also hides the chat window; if you need to screenshot someone's chat for whatever reason and don't want to keep enabling/disabling the hud, bring up the chat history with U and screenshot that, as chat won't be hidden there. Texture Detail setting (Options -> Configuration -> Performance) now works properly. Fixed stealth effect (and a few others) being recompiled for every single object instance. This fixes second long lag initializing a (mobile) gap generator and some occasional stutter throughout the game. Nukes Tweaked Signal Flare shading and smoke effect to make it easier to spot the source. Reduced damage radius of both from 120 to 100 metres. Demo Trucks now use the same method of calculating damage that A-Bomb flares use. Damage to ground units increased by about 25%. Infantry You can now set crouching to be a toggle (Options -> Controls -> Movement). Among other things this can be helpful if you want to remain crouched while typing. Fixed a bug that was causing crouching speed to be affected by factors that shouldn't affect it. Previously when crouching, you would move at 46% of jogging speed when moving forward/backward/sideways, 53% when moving diagonally, and 65% when moving while holding the jump key. Now, crouching speed will always be 50% of your jogging speed. All infinite-use tools with cooldowns (Binoculars, Medic Kit, Shovel, Repair Tool) are now consistent in their cooldown behaviour; swapping from Binoculars/Repair Tool to another weapon and back will no longer instantly reset their cooldown (which would allow you to repair faster than normal or spam radar markers everywhere), and Medic Kit and Shovel no longer require you to have them equipped to reset their cooldown - all of them now have a fixed cooldown that you can't reduce, but you can use other tools/weapons while you wait for these to recharge. Rifle Soldiers AK-47 alt-fire is now "semi-auto" fire, like in .9935, instead of some unexplained thing that magically fires faster than full-auto. Compared to the primary fire, rate of fire is halved, but accuracy is improved, giving it a situational use similar to the M16's burst, instead of just being a point-blank prayer to the RNG gods. Damage to vehicles nerfed; takes 20% longer to kill unarmoured vehicles, 40% longer to kill light/heavy/mammoth ones. Want to kill vehicles? Shell out that money. Even if it's just for a captain. Damage reduction against ground vehicles' armour is now -60% instead of -50%. Takes 2.3% less time to kill buildings at MCTs. Shotgunners Weapon now takes 0.5 seconds to ready after sprinting/switching, just like every other non-Volkov weapon, instead of 1 second (it couldn't have a shorter ready time previously due to an exploit which is now fixed). Damage to vehicles nerfed; takes 20% longer to kill light and unarmoured vehicles, 7% longer to kill heavy ones. Mammoth vehicles are unchanged. Takes 3.1% less time to kill buildings at MCTs. Officers Damage to vehicles tweaked (mostly nerfed, but not as much as the other guys); takes 2% less time to kill trucks/planes, 9% longer to kill light vehicles/helis, 6% longer to kill heavy vehicles. Mammoth vehicles are unchanged. Damage reduction against ground vehicles' armour is now -33% regardless of type (was -20% against light vehicles, -25% against heavy, -33% against mammoths.) This is factored into the above change, so basically vehicles without their armour take about the same time to kill as before; it's against armour that the nerfs really hit them. Engineer Shovel now causes mines to be disarmed safely instead of just blowing them up. Allied Engineers will still want to watch their step to avoid actually triggering them, but they won't have to worry about being killed by their own minesweeping. Shovel charge time down (2 -> 1 second). Shovel no longer affects explosive barrels (it used to make them blow up as well, which was not particularly helpful). C4 now only does 90% damage to minor base defenses instead of one-shotting them. Grenadier Direct damage up (45 -> 50). Splash damage up (40 -> 50). Flamethrower Damage to vehicles nerfed; takes 11% longer to kill light/unarmoured vehicles (except aircraft), 32% longer to kill heavy vehicles (which for the Allies is basically just medium tanks), 20% longer to kill mammoth vehicles. However against mammoth vehicles the difference between health damage and armour damage is greatly reduced, so their damage will start out a bit better than before against a mammoth vehicle with armour. Takes 1.5% less time to kill buildings at MCTs. Each magazine now holds 50 "shots" instead of 10; it still takes the same amount of time to empty the magazine and the damage per magazine is the same, so this just means you have more chances to hit whatever you're aiming at. Splash damage down (35 -> 30). Splash radius down (7 -> 6m). Don't worry, the greater shot granularity makes direct hits much easier. Medic Medic Kit cooldown increased from 2 to 4 seconds. Remember that you don't have to have it equipped anymore for the cooldown to wear off! Combined with the 1 second charge time and the 5 second healing duration, if you keep using the kit you'll still heal the same amount over time as before, but your efforts will be more easily disrupted by Flamethrowers and other things that cause burn effects since you can't reapply your healing as frequently. Damage to vehicles nerfed; takes 20% longer to kill unarmoured vehicles, 40% longer to kill light/heavy/mammoth ones. (Uses same warhead as riflemen.) Takes 2.3% less time to kill buildings at MCTs. Shock Trooper Range down (80 -> 75m). Direct damage to infantry down (25 -> 22.5). Volkov Weapons now take 1.5 seconds to ready after sprinting/switching instead of 2. Vehicles Wheeled vehicles (Ranger, V2 Launcher, Mobile Gap, anything with "Truck" in the name) can now apply brakes by holding the space bar or crouch key. If you need more precision than just tapping reverse. Ore Truck Fixed a random bug that, once triggered, would cause a team's AI Ore Truck to never spawn even after changing to another map. AI Ore Trucks now take 30 seconds to spawn from a dead War Factory instead of spawning instantly. Destroying an AI Ore Truck almost instantly after its construction will no longer prevent the truck from being rebuilt on that map. APC Damage to planes up (1 -> 1.25). Artillery Fixed armour class (was unintentionally using the Mobile Gap's "extra weak to tesla weapons" one). Light Tank Can no longer dodge Flame Tower shots reliably. Reload time up (1.2 -> 1.25 seconds); DPS down 4%. MAD Tank Now also uses the A-Bomb Flare method of determining if a building is in range to do damage, and their damage radius is reduced slightly to compensate (250 to 225 metres); really they can still hit most main buildings from about the same range as before, but this also means their "rangefinder" weapon (letting you get target boxes on anything in its damage radius) is more accurate - if you can see the target box of a main building, you WILL damage it when you deploy. Phase Tank ROF up (3 -> 3.2 shots per second); DPS up 2.6%. Splash damage radius up (9 -> 10m) Naval All naval units except the LST now have multiple lock-on points for homing weapons. Destroyer Range back up (140 -> 160m). Turret tilt restriction loosened (15 degrees up -> 45 degrees). Damage to buildings up (0.375 -> 0.4). Damage to base defenses down (0.375 -> 0.3). Turn rate increased. (Now takes 11 seconds to do a 90 degree turn instead of 15) Missile turn rate increased. Cruiser Turret turn restriction loosened (135 degrees each side -> 150 degrees). A two-man cruiser should have an easier time lining up both turrets to hit something now. Damage up (125 -> 150) but reload time up (7.5 -> 8.5); slightly improved DPS overall The Seamist "fake cruiser"'s global firing sound is now used if you're too far away to hear the main firing sound. Attack Sub Range back up (130 -> 140m). Projectile velocity up (40 -> 50m/s). Missile Sub Damage to buildings up (0.375 -> 0.4). Damage to base defenses down (0.375 -> 0.3). AA secondary is now tracking, but doesn't have a huge projectile size anymore. Speed down (11.5 -> 10m/s). Missile turn rate increased. Helicopters Now use mouse steering. Longbow Damage to planes up (0.6 -> 0.8) Projectile velocity up (75 -> 100m/s) Hind Gun now has horizontal turn restriction of 90 degrees to either side (though this doesn't matter much due to the mouse steering) Planes Has something more resembling fixed-wing physics, instead of just being a VTOL that is forcibly propelled forward! Your direction is now controlled by the mouse (when using basic controls). With basic controls, W/S control throttle, A/D manually roll, Jump/Crouch manually pitch, Q toggles he landing gear. With advanced controls, Jump/Crouch keys control throttle, A/D manually roll, and the arrow keys control pitch/rudder. No longer have enlarged hitboxes while in flight - they will be harder to hit. Death explosion no longer uses the heli death explosion sound. Instantly explodes if it dies from collision damage (this ensures that it will actually damage helicopters) Thrust is now manually controlled, instead of always being forced to maximum outside the Airfield. Holding W increases your throttle up to a maximum of 100%, holding S decreases it to a minimum of -5% (for reversing on the Airfield). The higher your throttle, the faster you move and the easier it is to stay airborne. Once you're airborne, letting go of W/S will keep the throttle at whatever you set it to (unless you go over the flight ceiling), providing similar "cruise control" to what the previous version of planes had. Of course, you'll pretty much always want your throttle to be at the maximum while traveling or fighting, but being able to slow down before you land on the runway (and not instantly losing all your throttle and faceplanting in the process) helps a lot with making a safe landing. Can now fly higher than helicopters; their flight ceiling is set at 125m, versus the 75m of helicopters. If you exceed 125m, your throttle will decrease to 0%, and you will not be able to reapply throttle until you start losing altitude, which may make you a sitting duck for Longbows if you've gained so much altitude that you go into freefall. Instead of dying from low speed, you now die (or take massive damage) from colliding with things (this includes trying to land at too high of a speed/steep of an angle that your landing gear can't take the impact). Just like how being at the Airfield used to save you from the low-speed death threshold, being at the Airfield will now allow you to collide with other vehicles safely. Landing gear is no longer just a simple animation; it's something you can manually toggle with Q that actually actually affects your flight. Having your landing gear out reduces your maximum speed slightly (40 -> 35m/s in a Yak, 50 -> 45m/s in a MiG), causes your plane to pitch backwards a bit (which can make it harder to hit things below you as a Yak), and allows you to land safely (you will die trying to land without it). You can now land and eject your plane almost anywhere, not just the Airfield. However, you must deploy the landing gear and bring your plane to almost a complete halt before you are able to eject, and trying to land anywhere with difficult terrain, a lot of obstacles, or enemy units is not recommended as all of those are likely to destroy the plane (and you since you're inside it) before you can slow down enough to eject. If throttle is very low, the Yak's propeller will turn more slowly, the MiG's exhausts will stop spewing, and boths' engines will sound "dead". This is not a 100% indicator of the plane's ability to keep flying, as depending on your control you may be able to barely maintain altitude at a middling-low throttle - but if you notice any of these things and you're not trying to land, it's a clear sign that you should throttle up again before you do fall out of the sky. Yak Range up (105 -> 200m) Rate of fire increased (7.5 -> 10 shots per second) Splash damage no longer pierces cover. Damage to naval units reduced slightly. Damage to heavier ground vehicles reduced. Damage to aircraft increased. MiG Health up (200 -> 300) Range up (100 -> 150m) Missiles' initial path is now directly ahead of the MiG instead of "dropping" directly beneath it; you will have to fly it like a Yak now instead of "bombing" things from max altitude. High reload time between salvos, so now it must make two passes to use all of its ammo, just like the Yak. If you fire your missiles less than 0.5 seconds after you stop aiming at a unit, your missiles will still lock onto that unit if you got a lockon indicator. This will make it much easier to hit all the non-naval vehicles which are much smaller targets. Now only has 4 missiles (total base damage is still the same as it was with 6 missiles though) Damage to naval units reduced slightly. Damage to aircraft reduced (can no longer kill a longbow in one refill). Damage to heavier ground vehicles increased (is now the same as the damage dealt to light vehicles). Buildings Interior lighting is brighter. AA Gun Damage down (60 -> 50). Now stops shooting a unit when it starts "crash landing". Barracks Removed some of the random smatterings of floor props, added more gear shelves in their place. Flame Tower Damage to vehicles tweaked; takes 10% less time to kill light/unarmoured vehicles (kills light tanks in one less hit!), 8% longer to kill heavy vehicles (which is basically just medium tanks). Reload time up (2.75 -> 3 seconds). Naval Yard Reduced amount of props. Radar Dome Added a second light in the basement, between the purchase terminals. Refinery Since the MCT-side staircase up to the top floor was often unusable due to infantry hitting their head on the walkway to the rooftop, that staircase been removed; now only the purchase-side staircase remains (but wider and with added guard rails) and there is a walkway connecting the two sides of the top floor. Guard rails no longer block bullets. Silos Gem Silo now gives 5 credits per second, instead of +1400 start credits and 2/sec. On Hostile Waters this should allow an earlygame where LSTs have more purpose. You'll be poorer early on but after about 10 minutes you'll have more money than you had in the last version. "Double strength" and "triple strength" ore silos have been axed; Wasteland just has a gem silo and Soviet Seamist has 3 ore silos. Sub Pen Infantry no longer have seizures when looking at the big crates. Tesla Coil Range against naval units increased (150 -> 180m). No longer outranged by destroyers! Unit-repairing buildings Repairs now happen automatically when a unit is in the zone instead of needing to press a button. This happens on a 1-second delay so you have plenty of time to sell if you don't want to repair. Repair zones now take 10 seconds to fully repair instead of 8. Service Depot help text now also mentions that it can automatically reload Minelayers. Naval factory repair help text now also mentions that you should surface a submarine before selling it (since infantry drown when ejected underwater). Naval factory repair zones will no longer fail to show their text for Destroyers/Cruisers. You can no longer sell the same plane multiple times. War Factory Overhauled interior props; instead of random shit scattered all over the place, some of which wasn't even relevant to the war factory and some of which was easy to get stuck on, it's now mostly on shelves and there's a wider variety of stuff, such as some mid-assembly vehicles and vehicle parts. Added guard rails to the catwalk leading to the MCT room, so you can dodge around without falling off (and also so bots don't dive off the catwalk onto some prop and then go braindead because they can't pathfind anywhere else from where they landed) Guard rails no longer block bullets. Main door trigger size greatly decreased; it now won't open because of infantry units on the ladders or at the purchase terminals, and it won't open for purchased vehicles until they're near the edge of the construction pad. Aesthetics FPS is now capped at 300, so you won't get any more of the animation hiccups that happen at 1000 FPS. Improved sun flare effect. All metal features on units and base defenses now have a specular lighting effect. (This isn't working for stuff that uses baked lighting, like main buildings, yet.) Tweaked stealth texture to look a bit more like the RA1 stealth effect. Re-exported some textures (mostly vehicles and base defenses) that were suffering from artifacts, they should look crisper now. Made the pulse effect on radio command emoticons smoother. Grenades, depth charges and siege cannon shrapnel now visibly tumble in flight. Ejected bullet casing effects are somewhat less limp; velocity is slightly increased, randomness has been added on weapons that lacked it, and casings now bounce once. Wheeled vehicles' wheels now visibly switch direction more smoothly. While using a vehicle's first-person camera, you will no longer see your own name floating in front of you. M16 now ejects three bullet casings when using the three-round burst. The Colt and Makarov now have slide and reload animations in first person (shamelessly recycled from the Beretta). Remington's first-person ejected shell now uses the correct texture. TOZ-194 actually ejects shells now (in both first and third person). TOZ-194's muzzle flash no longer produces dragonsbreath sparks. Both shotguns and the Enfield eject their shells/casings in sync with the pump/bolt action instead of doing so instantly when firing. Colt now ejects casings in the correct direction in third person. LPO-50 flamethrower has a new firing effect. While climbing a ladder, your weapon will now be stowed on your back instead of staying in your hand and clipping through everything. Vehicles with machineguns (Ranger, APC, Hind) actually eject bullet casings now. Missile Sub has a new firing sound and projectile model. Chrono Tank now has rockets in its rocket pods. MCV and Ore Truck now have interiors. Ranger's M60/PKM now has the same (smaller) muzzle flash as the handheld one. Helicopters now use the same "crash landing" logic as planes, meaning the falling husk will retain the momentum that the helicopter had when it died. Unlike with planes though, the helicopter's pilot will still be ejected in mid-air like before. Fixed "smoothness" problem with the Yak's landing gear when retracted, it shouldn't be lit so weirdly anymore. Fixed some visual weirdness with the cracks on the destroyed Service Depot. Fixed texture stretching on the insides of doors. Tesla Coil now uses the same glowing effect as the Tesla Tank's dome while charging up. Animation of Barracks flags has been improved. A-Bomb terminal in Missile Silo no longer displays anything when the building is destroyed. Soviet Construction Yard now has the correct texture on its purchase terminals. Added some depth to the building props that use A4R91N's new textures (fuseboxes, power panels, WF crane control, random electrical equipment in the PP/Dome). AK-47, M60, PKM and Makarov are reverted to their Gamma firing sounds. "Extra Crispy" voice now belongs to the Flamethrower instead of the Shock Trooper. Added the rest of the missing RA voice files for generic infantry ("vehicle reporting" is just cropped down to be another variant of "reporting"). Weapon firing sounds no longer cut off previous instances of the same sound, so rapid-fire weapons will just sound better. Most sounds now play at slightly random pitches (this functionality was broken for a long time). Bots Bot support has been added to the maps Complex and Pipeline. (Though they won't capture oils on Pipeline.) Infantry bots on River Raid may now use the infantry-only side routes. Bots now grab their vehicles faster. Instead of there always being 1 engineering bot, 2 defender bots, and the rest being offense bots (which resulted in nothing happening with very small bot numbers), all bots are now offense bots by default, and some will change to engineering/defender roles while main buildings are under attack. Using the "Building needs repairs" radio command will further encourage switching to engineering/defender roles. Defender bots now hunt down the units that are attacking a building wherever they are instead of just hovering around the engineering bots. Bots now detect enemies on radar. Infantry bots no longer bunnyhop unless they are a Sergeant, Starshina, Tanya or Volkov (the first two get very close to their targets and the latter two have very low accuracy penalties, so with these units bunnyhopping is not be a total offensive disadvantage for the situations bots get into). Infantry bots actually open the War Factory main door now instead of phasing through it. Fixed infantry bots not wanting to go into buildings at all because they saw building exteriors as a target that must be dealt with before they can proceed. Now they will completely ignore building exteriors and only shoot the MCT (if they manage to reach it) - unless they're a Rocket Soldier/RPG Trooper/Grenadier/Volkov; those will still shoot buildings from outside since they don't get bonus damage against MCTs. Music Replaced the rest of the low-quality TD/RA1 music tracks with higher-quality versions (Depth Charge, Creeping Upon, Big Foot, Fogger, Hell March Remix, Journey) Chicajo's remix of the RA1 map selection music is now used during loading screens. Tweaked a bunch of jukeboxes: Bonsai no longer has Afterlife or Bog; with the change in sky/weather the map isn't gloomy enough for those anymore. It now has Mud and Mud Remix instead. Canyon River no longer has Trenches, Fogger or Mud; instead it has Afterlife, and Bog so it doesn't go unused after being removed from Bonsai. Coastal Influence no longer has Chicajo Drone. Added Hell March Mix Electronica (a previously unused Chicajo piece that some may remember from Hourglass in Gamma 2.1.4.6) instead. Complex no longer has Journey. Added Backstab instead. Dream Sleep and Floating have swapped maps; Dream Sleep is now on Metro and Floating is now on Complex. Metro's signature track is now Eaten Alive, like it was in Beta. Pipeline no longer has In Trouble, its quality sucked. Added In the Line of Fire (Tiberian Dawn) instead. River Raid no longer has Renegade Jungle. Added Crush Remix (Retaliation) instead. Rock Trap now has RenAlert Jam (Chicajo) and Hell March Remix (Retaliation) instead of Ammo Clip and Smash. Siege no longer has Trenches. Added Twin Cannon Remix instead To the Core no longer has Twin Cannon Remix. Added Smash instead. Zama no longer has Drill, Radio 1 or Techno Babble. Added Groundwire, Mud and Radio 2 instead. Now finally EVERY RA1 track is being used! Lunar Paradox... well, hear it for yourself. New map (see below) uses Trenches, Afterlife, No Mercy Remix and Snake. MapsSeamist Fixed trenches being considered as part of the water. Bonsai Reduced amount of rocks. Fixed a plateau near the Soviet Refinery that had just slightly too shallow of a slope, which let rocket soldiers get onto it for a cheap ref/ft attack spot. Complex You can no longer walk through the foundation of the Allied Radar Dome. Sky redone to more resemble the Beta version of the map. Guard Duty Added a guard shack and gates to the back of the base, taken from the Beta map "Slow Down" and slightly prettied up. Lowered various mountains to give Yaks more room to maneuver. Reduced amount of rocks. Hostile Waters Economy is different (see Silos). Rearranged anti-boat/infantry defenses to better cover the naval factory while leaving more of the base exposed. Allies no longer have a Pillbox near their Missile Silo, and instead have a Turret perched on the south-east end of the Naval Yard. Soviets no longer have a Tesla Coil near their Missile Silo, and their remaining one is moved closer to the Sub Pen. Allies now have a Refill Pad. Removed some AA defenses, particularly on the Allied side. Added some props to the bases. Flares can no longer be placed in Construction Yard basement or the top floor of Missile Silo. Supply Truck no longer respawns. Lunar Paradox Allied arsenal is now joined by Long Artillery. No gravity and 400m range so it can be pretty ridiculous at sniping, but its gun elevation is almost nonexistent, its splash is much weaker than the real arty, and the terrain layout provides very few outlets to make use of said range. Mess around with it anyway. Soviet arsenal is now joined by the Ground Yak. It's basically the equivalent to Long Arty in role; fixed gun, long range. Soviet arsenal is now joined by the Lunar Hind, the equivalent to the Lunar Longbow. Just like the Lunar Battlefield one, it shoots fireballs. Various "balance" damage/health tweaks to various units, details don't really need to be elaborated for a map like this except... Guided V2 now uses the reworked plane physics instead of behaving like a VTOL! Guided V2 no longer has manual detonation; let the collision damage do the work of detonating you. Removed the cover from the front of the MCT room, now some units can fire into it from below if the WF door is open, hit the MCT and kill repairers. The Earth is no longer mirrored. North by Northwest Removed all rocks on the corner hills. Made corner hills more accessible from the defender's side. Lowered the southwest corner hill (near Soviet WF) 3 metres. Removed a pillbox and a turret on the front. Pipeline Replaced the hedgehogs behind the Soviet War Factory with a guard shack and gates. These actually prevent you from getting in/out of the base from this direction. Removed the invisible barrier in the out of bounds behind the Soviet base, it's no longer needed with the new visible barriers. Reduced amount of rocks. Ridge War Expanded the fencing behind the Soviet base and added guard shack and gates. Siege Moved a couple of lone trees that were very close to the Airfield and interfering with landing planes. Added more out-of-bounds trees. Moved map boundaries inwards in most parts, but outwards near the Airfield so you're less likely to scrape the warning zone while taking off or landing. To the Core Reduced amount of rocks. Under The destructible rock arch has been remastered; in addition to looking better, it no longer causes instant death in a radius that may affect things outside the area it's blocking off - instead, it causes instant death to anything that the rocks themselves hit (and to anything that happens to be stuck between them afterwards), so you have more time to get away. However, the fallen rocks now block off the entire area under the arch, so infantry will have to circle around the back of the island through the shallow water if they want to continue using the island as an avenue of attack. Volcano Is now back in the game, redesigned as a full combined arms map - in addition to the original infantry/vehicles/helis, planes and naval also make an appearance. The volcano is actually dangerous now. Infantry standing around the rim will take 1 damage per second, and anything that falls in is dead. Zama Reduced amount of rocks. [thumb]thumb_apb.k.png[/thumb][blurb]A mega-update 4 months in the making; new plane physics, specular lighting, cleaner building interiors, safe mine disarming for Engineers, Volcano in island form, and more![/blurb]
  23. http://download.ccassault.com/museum/music/solomusic/Motorized.mp3 I spent few full days on it... and I finally made it recently! Never did remakes of songs from C&C Red Alert 2 OST ("Destroy" from CnC 64 Memorial does not count, it was just an experiment). Still catchy, even simplified.
  24. https://www.looperman.com A great source of cool royalty-free samples. This is almost infinite fun. I finished one melody today, many thanks to those samples and their creators.
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