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  1. 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]
  2. 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)
  3. 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.
  4. Went to a MASSIVE used book/video/game store today and found this! Never played the N64 version so this should be interesting
  5. 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
  6. 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!
  7. 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
  8. 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...
  9. And oh yes, it is! Roland JV-2080 included as well as a vibe from Red Alert.
  10. 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.
  11. 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."
  12. 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!
  13. 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]
  14. 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.
  15. 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.
  16. Dear Comrades and Commanders, We are pleased to announce that W3D Hub will be 4 years old on Sunday (27th January)! Can you believe it? Time flies quickly in the brotherhood. Faster than some people even think. Thank you all for hanging with us for so long and we hope to continue providing enjoyable games and events for many more years to come! APB Game NightTo celebrate, we are holding another official APB Game Night on Saturday 8:30 PM GMT like last time. The event will be streamed live at https://www.twitch.tv/w3dhub. Additional streamers are welcome to join the streaming bandwagon! Community AMA We're also celebrating our 4th birthday by holding a Community AMA (Ask Me Anything) thread here! Here you can ask members of the team anything you darn well please! Note: If you want to ask a question anonymously, feel free to use our Idea Box found on the frontpage! After the AMA is over we'll take a look at the questions and do a round of answers! Please check the thread for all the details, including the question format! Community Meeting Last but not least, we are hosting a Community Meeting on Discord on Sunday 8-9 PM GMT, on our birthday. Hop on to chat with your fellow community members and some of the developers. Oh and expect a surprise at the meeting too! See you on Saturday and Sunday, prepare for some kickass games and some chill talking! [blurb]It's W3D Hub's 4 year anniversary! Let's celebrate![/blurb]
  17. Frank Klepacki at big MAGFest stage played with The Tiberian Sons the whole set of Command & Conquer music, including C&C Renegade too! Amazing show, definitely worth watching!
  18. https://soundcloud.com/user-193337613/sets/red-virus-ost This is a music from one videogame which was made and then canceled by Fuzzy Games studio. Their proposal to make some music for the game sounded simple and unexpected in 2016. But I agreed with that proposal, and made a funny experiment while I was working on music for C&C-series and for my personal album Imaginery Frontiers, so I've tried to make something different from that. There was a detailed list of what needs to be done in terms of music, and I completed more than a half of it. I did not try even a demo of Red Virus, so I did not know how does it look like inside. But when I saw a video (which is under a spoiler)... well, I think it does fit it well)) And I still remember this comment: Fuexline the best on this game is the trailer music As community manager said, the graphics should be improved later. I am not an active gamer, so the concept of this game reminds me a bit of Chip's Challenge, but this game is way more different.
  19. Red Alert: A Path Beyond Update Remember, remember, the fifth of November time when APB had updates? Yeah, sorry about that; the recruitment of a ton of new talent to the scripting team, as well as a bunch of sudden contributions from 2D and 3D artists, mean I have been very backed up with implementing all their work and making sure it... works, in addition to what I normally do. On top of that, my hand in this got delayed further by almost a week due to my computer suffering a PSU failure. But the long wait should be worth it, many bugs and performance issues have been squashed and we have 2 new units to play with. And there is hopefully more to come as well! General Improved UI performance. Improved level loading times. Particle effects should have less lategame performance issues. Asynchronous texture loading to reduce stutter. Flight ceilings are now "soft" - you still can't ascend beyond a certain height, but there's nothing to scrape against, so you won't be slowed down and you won't get temporarily stuck if you try to bank. This is most important for planes who no longer need to worry about crashing into the flight ceiling - because of this, there isn't a warning when you approach the flight ceiling anymore. Entering/leaving scoped view for scoped weapons no longer causes your view to tilt up slightly. Using the camera change key in a vehicle will no longer toggle your infantry camera between third/first person. Your chosen vehicle camera will now be remembered if you exit and reenter the same vehicle. Alternate cameras for vehicles have been improved: Position for alternate first-person/turret/close-up cameras now takes the vehicle's tilt into account, so you should be less likely to clip the camera through your own vehicle when looking up/down while on a slope. Thanks to the above change, all trucks with interiors (Supply, Demo, MGG, MAA, Cargo) now have functional first-person cameras. Not particularly useful, but fun! Turret cameras now pivot around the turret and not the body. This is especially handy for boats since their turret is so far from the centrepoint of their hull; now you can always see what you're aiming at. First-person cameras for single-barrel vehicles are now slightly offset to the side, just like first-person infantry weapons. Fixed the physics issue where vehicles crossing complicated terrain (such as craters) were liable to tip onto their backsides. Simplified vehicle hitboxes. Bots driving vehicles no longer drive slower than players do. (This doesn't affect ore trucks - or shouldn't as I've lowered AI ore truck speed to try to keep them unchanged) Vehicles that cost more than 1200 credits now only give 240 combat credits (assuming 100% HP damage; repairs will obviously increase this) instead of the full 1/5th of their cost. Hitbeeps are a little louder, but now only one beep can play every 0.05 seconds. This means you will not be bombarded with a ton of hitbeeps at once when hitting something with the full spray of a shotgun. Kicken has made a spiffy new HUD featuring: larger and more prominent radar and health/armour bars. (Radar may in future be accompanied by new radar icons.) enhanced space for weapon names. Like Renegade/Reborn this relies on text strings, so now you'll know what weapons your vehicle has too - as well as if it has any secondary fires or needs to be activated by Q. everything concentrated in one place. No longer do you need to dart your eyes between the lower left and lower right corner of your screen when checking ammo and health. improved aesthetics in general. Infantry Repairmen Clearing Charges have been replaced with the Shovel, which has the same purpose of getting mines and barricades out of the way, but isn't entirely the same tool as before: Has infinite ammo, but has a much longer cooldown between uses - 6 seconds instead of 1. Is on slot 5 and has a holstered model so its existence should be a bit more obvious (it'll show when holding the golden wrench) Unique kill icon (and no way to mask it) should make it more clear that your minefields are being cleared. Destroys all enemy mines within an unobstructed 10 metre radius from the tip of the shovel (instead of the Clearing Charge's 7.5 metre radius from where the charge lands). No fumbling around with odd throwing arcs, but you also essentially have a shorter range and can't take out mines through walls. Damage to barricades depends on distance. At point blank range you do about 40% damage to hedgehogs per "swing" - near the maximum 10 metres you do hardly anything. No, you cannot use it as a melee weapon. (Except in the same way you'd use Clearing Charges as a "melee weapon".) Repair Tool/Golden Wrench are no longer able to break windows. Flamethrower The old, out-of-place M2 flamethrower has been replaced with the LPO-50. Still a flamethrower, but it behaves differently: Launches a stream of fire (10 projectiles over 1 second) instead of a single fireball. A bit closer to the real LPO's behaviour but not perfect. As a result it also needs a whole second to fire its full salvo instead of just one frame, so the user has to expose himself more when attacking. Extra projectiles also mean a lot more times and chances to apply the burn effect, so it is better at disrupting medic healing, and also a lot more chances at getting direct hits, which the weapon is now more reliant on for damage against infantry. Direct damage per salvo up (70 -> 100) Splash damage per salvo up (25 -> 35) Splash radius down (8 -> 7m) Direct damage multiplier to infantry up (0.2 -> 0.3) Inaccuracy when standing/jogging increased (0 -> 0.5) Inaccuracy when jumping increased (7.5 -> 10) Projectile velocity up (50 -> 100m/s) Time per salvo up (3 -> 4 seconds) Splash damage no longer occurs if the shot reaches its maximum range without hitting anything. Range up (80 -> 100m) Grenadier Splash radius up (7m -> 9m) Mechanic Health down (70 -> 60) Medic Health up (80 -> 90) Medic kit charge time down (2 -> 1 second) Medic kit cooldown time up (0.5 -> 2 seconds) Medic kit now affects other medics (but only 20%) Armour cache radius up (25 -> 30m) Officers Inaccuracy when crouched increased (0.25 -> 0.5) Rocket Soldiers Redeye/Strela range back up to 170m. Shotgunners Now have 16 projectiles instead of 10. They still do the same total damage as before, they're just more reliable. Tanya Colt damage up (25 -> 30) Volkov AP cannon now does an additional instant 2.5 fire damage whenever its burn effect sticks. Added new scopes courtesy of CMDBob. Vehicles MRJ/Tesla Tank No longer has an uneven axle track, which was causing it to move forward/backward noticeably when turning on the spot. Ore Truck Price up (700 -> 1400) Airdrop price is now equal to its War Factory price instead of 50% higher (1050 -> 1400) Chrono Tank Chronoshift range up (250 -> 300m) Projectile velocity up (50 -> 150m) Projectile range up (105 -> 110m) Move speed down (8.6 -> 8m/s) Reload speed down (1.9 -> 2 seconds) Health down (350 -> 300) Armour class is now Mammoth instead of Light (combined with the health drop this makes it more vulnerable to most anti-tank weapons, but less vulnerable to Volkov and much less vulnerable to flamethrowers/small arms) Can move/fire immediately after a successful Chronoshift. Is invulnerable for 2 seconds after a successful Chronoshift. Now has a first-person alternate camera. Mammoth Tank Mammoth Tusk projectile velocity up (50 -> 75m) Phase Tank Projectile velocity up (50 -> 75m) Yak Damage received from BulletFMJ ammo (M16, AK-47, MP5) up (0.27 -> 0.3) Damage received from Artillery ammo (arty, V2) up (0.8 -> 1.2) - now dies in one shot from arty No longer has its own unit limit. (You might still run into the fairly stringent limit on total purchased aircraft though.) MiG Added to the game. As General Kukov suggested in the unit's introduction in RA1, it is a bomber - its missiles are strictly air-to-ground. Getting the missiles to hit Longbows in flight is very difficult due to their arc, and unlikely to result in a favourable engagement due to the MiG's vulnerability to return fire from the Longbow, so it should stick to attacking ground vehicles, boats and buildings. If you want to clear the skies, get a Yak. Unlike with a Yak, you should engage ground units from a high altitude so as to give the missiles time to home in on the target. Going in a bit lower than the flight ceiling can give the enemy less time to dodge, but go too low and you risk your missiles hitting the ground instead. If you're having a hard time acquiring lock-ons against small ground vehicles, use the alternate cameras (press F). Available on Tech Level 5 plane maps (Hostile Waters, Siege). Navy Submarines now takes 3 seconds to gain submerged resistances instead of 2. Boats have a faster turn rate. Boats now have a "no damage" hitbox inside their normal hitbox, so subs surfacing inside them to avoid damage may also fail to inflict damage. Improved submarine submerge resistances again; anti-tank weapons now only deal 37.5% instead of 50%. Gunboat Health down (400 -> 300) Gun damage up (60 -> 70) Gun rate of fire down (per 1.25 seconds -> per 1.375 seconds) Range increased (110 -> 120m) Depth charge splash damage no longer occurs if the shot reaches its maximum range without hitting anything (so just use them against submerged subs or try to hit the seabed, don't try to catapult them too far) New model. Destroyer Role revised; is now more reminiscent of the Beta and RA Destroyers - it's more of a jack of all trades with anti-sub combat on par with the previous patch's Gunboat (depth charges travel as far as the Gunboat's, and in a straight fight with no misses and both parties noticing each other at the same time, the Destroyer will only barely lose to an Attack Sub - so it's disadvantaged but not helpless anymore like the old "not meant to be fighting subs" Dests), and the same top-tier anti-air capability it's always had, but slightly reduced effectiveness against infantry and buildings. True siege power is now in the hands of the Cruiser. Range decreased (170 -> 160m) New model. Cruiser Added to the game. As you might expect, it's a siege monster, but it can also fight submarines effectively from a distance, and may even be able to hit low-flying Yaks once in a while. A high minimum range, too low of a barrel angle to hit MiGs/Hinds which don't need to fly low to hit boats, and lack of depth charges prevents it from being unstoppable against properly-used subs/aircraft though. Rear turret must be manned by a passenger. (Rear turret is entered if you try to enter the vehicle while standing adjacent to the rear turret; entering from anywhere else will make you the pilot.) Taking a passenger with you gives you more bang for your buck and gives the whole vehicle less blind spots, but demands more coordination; it can still dish out competent damage even without a passenger though. Available on Tech Level 5 naval maps (Coastal Influence, Hostile Waters). Attack Sub Health down (400 -> 300) Torpedo velocity decreased (50 -> 40m/s) Torpedo damage up (90 -> 110) Torpedo rate of fire down (per 1.5 seconds -> per 1.75 seconds) Range increased (120 -> 140m) Missile Sub Health up (300 -> 375) Shore bombardment and anti-air capability are now split into two firing modes. Primary fire launches ballistic missiles for use against buildings, shoreline units, and slow/stationary boats. Unlike the standard missiles it had in previous versions, the ballistic missiles actually deal heavy damage to boats if you can hit them - but hitting them is the problem. Cruisers are fairly easy targets, but you may have a harder time hitting Destroyers, and against Gunboats you're a sitting duck. Secondary fire launches surface-to-air missiles. Range increased (170 -> 180m) Buildings Buildings' script zones (spy/thief interactions, war factory killzone, naval unit purchases, ore truck dumping, airfield landing/refilling) are now part of the building instead of being manually placed in the editor. This not only means that their size and position is consistent for all maps and will never get screwed up again, but building zone placement is another load taken off of future mappers' backs. A lot of "inaccessible" areas on buildings (for example, the slanted parts and chimneys of the Refinery roof, and the crane of the Construction Yard) now cause instant death to infantry, so you can't plant flares on them on maps with aircraft+nukes. Tweaked building resistances to provide more incentive for attacking things other than the naval/war factories: Repairs are about 5% less effective Refill Pads take noticeably less time to kill (about 20% less time) Construction Yards have had the same level of health reduction as Refill Pads, putting them on par with War Factories. Barracks, Power Plant, Radar Dome, Missile Silo, Helipad, Ore Silo, and minor base defenses take slightly less time to kill (about 5% less time) Refinery and Airfield take slightly longer to kill (about 7% more time) War Factory, Naval Yard, Sub Pen take noticeably longer to kill (about 20% more time) Naval weapons also take about 20% less time to kill buildings, so while their kill speed against naval factories and war factories isn't changed much, they are better at bringing down most inland structures. AA Gun Now fires bullets instead of instant laser beams. They'll still reliably hit aircraft though as they travel at the same speed as all other non-sniper bullets. Airfield Now refills all of a plane's ammo at once after 8 seconds, instead of partially refilling in 2 second increments (this was required due to the difference in ammo/magazines between the Yak and the MiG; using the old system would have let the MiG regain all its ammo in just 2 seconds) Allied Barracks Removed two purchase terminals (the ones that were kind of redundant cause they have another terminal right next to them) and their associated spawn points. So now the Allied barracks has the same number of spawn points that the Soviet barracks does. Construction Yard Improved vehicle collision around the front entrances. Minelayers and Rangers can now easily get over the "bumps" to the sides of the main gate. Is now affected by its own auto-repair. So in spite of the health drop it is still the toughest building, but not by much. (Of course, the more DPS your rush has the less this auto-repair matters.) Naval Factories The "Advanced" models are now the standard for all naval maps, and the old ones removed. Attacks that hit parts of the building that are more than 5 metres under the water surface no longer damage the building. (This includes C4.) Added ladders in the spawning/repair bays to allow infantry that fall into the water to save themselves. Fixed issue with (Advanced) Sub Pen where infantry would spaz out when aiming at certain sections of the floor. Opened underwater collision around the (Advanced) Naval Yard repair bay so that, in the rare event that Allies steal a sub, they can actually fit it into the repair bay and repair/sell it. Added passageways to the sides of the "main gate" of the (Advanced) Sub Pen, so it's possible for Soviets to go out to the front of the building (to defend from frontal boats, disarm flares, etc) Pillbox Instead of firing a "laser beam" that comes from between its two guns, it now fires projectile bullets from its two guns, and can rotate its barrels to hit targets that are sitting between them. (Anyone who's played Lunar Paradox and seen the "laser pillbox" may understand why we weren't able to take the two-barrel approach with the real pillbox before.) Power Plant Fixed falling through door frames. War Factory Can still produce AI Ore Trucks even after its destruction. So destroying it will not knock out two birds with one stone; you must destroy the Refinery in order to completely shut down the ore mining economy. Replaced side ladders leading to the roof with small elevators. Smoothed collision around roof windows, so you won't lose accuracy when walking onto them anymore. Aesthetics Readded support for MSAA. LST now sinks when destroyed just like other naval units (but only when not near land). V2 Launcher no longer floats slightly above ground. Impact sounds for vehicles are now consistent with their armour class (light vehicles and aircraft = light metal, heavy/mammoth vehicles and seacraft = heavy metal) More glass parts of vehicles (such as headlights and tank viewports) now produce glass impact effects and leave lasting broken glass decals. The jagged bolts of Tesla weapons should no longer turn into lasers during times of low performance. Cinematic for reinforcement drops (Radar dome/Seamist) now moves at a more realistic speed. "On fire" sound for infantry is less obnoxious. Fixed some poor smoothing on various infantry models. Buoys are orange again! (A lighting mishap stripped them of their colour before.) The shoreline foam from Siege/Hostile Waters is now present on all maps with large bodies of water. The seaweed from Hostile Waters is now present on all naval maps. Civilian buildings with interiors have been spruced up somewhat with some KOTG house props, some new props by Ice, and less ancient textures. Construction Yard, Power Plant and Refinery have had their window frames redone. Power Plant and Refinery pipes have been upgraded to the War Factory ones. Refinery furnaces have been upgraded to the Power Plant ones. Construction Yard crane mode has been upgraded to the Advanced Naval one. Building pipes now have supports. Barracks and Refinery now have shelves with more props. Refinery ore piles now also contain dirt. Refinery chimneys now use a yellow concrete texture, similar to how they were portrayed in the RA1 sidebar icon. Power Plant roofs are now a flat brown concrete instead of reusing the brick wall texture. Missile Silo now has desert (Zama) and snow/urban (Hostile Waters, North by Northwest, Siege Soviet) variants Service Depot has a new texture by Kicken. Tesla Coil no longer has electric effects during low power. Building glass is now reflective like vehicle glass. Damaged buildings now emit smoke as well as fire. Damaged building fire is no longer silent. Auxiliary buildings now have damage fire/smoke/alarms and death smoke. Maps Reduced rocks on various maps. Flight ceiling height has been made consistent across all maps - now they are all 75m above the main play area. (For Ridge War this just means the middle of the map.) This means Guard Duty (125), Siege (120) and Hostile Waters (110) have gotten a considerable reduction in flight ceiling height, while Pacific Threat (50), Ridge War (60) and To the Core (65) have gotten an increase. Large bodies of water on non-naval maps are now treated as solid for naval units (just in case admins decide to have some fun). There's no shoreline blockers though. Coastal Influence Fixed War Factory construction paths. Hostile Waters Islands and base have been remade to reduce travel time and put more focus on attacking buildings besides just the naval yard/sub pen. Income is now a flat 4 credits per second; 2 of this is from a Gem Silo, and 2 is from the Advanced Naval building (so the flow of income can't be stopped completely). Removed Barracks, refill pads and Radar Dome. Added Missile Silo. Soviets have an airfield instead of helipad/SD. Capturable strucures no longer exist. You gain an additional 700 credits once the jukebox starts up, granting almost immediate access to the Destroyer/Missile Sub, since Gunboats/Attack Subs don't really serve much purpose without them on a map with noticeable shoreline defenses. (We weren't able to do per-map starting credits so this is the closest thing you'll get; please kindly donate to people who join in the middle of the match.) Icebergs are now smaller, more spread out, and inaccessible to infantry. (Unless you use a heli to land on them, but that's an Allied-only option and they have no infantry that can damage submerged subs, so there's not really much point in doing so except binoc scouting.) Visuals for the base islands are incomplete; this is because I want to test how well the new base layout/distance actually works before spending more time on it. If it tests well, the map will see visual upgrades in the future. Lunar Paradox Landing pads no longer cause free aim to freak out. Metro Mine limit down (30 -> 20) North by Northwest Fixed drowning damage being applied from higher than the standard -1.5m depth. Terrain around service depots is more even. Improved accessibility for Soviet WF walls. Pacific Threat Raised moon height so the sun halo doesn't show up through the water. Siege Downgraded defences covering front entrance; Allies no longer have a Gap Generator, and Soviets only have a Flame Tower instead of Tesla Coil. Replaced Power Plant with Missile Silo. (Would have just added the silo without removing the PP, but there's not really room to add more buildings into these bases especially since super cramped bases = too easy for a nuke to kill everything). Shifted walls at Allied side entrance around so that the way in is better covered against chinooks. Shortened the cliff at the Soviet side entrance to make the route more open to Allied attack. Removed Soviet refill pads (they're compensated by the airfield anyway). Zama Reduced amount of ore rocks/gems in the resource patches because it was quite ridiculous compared to other maps. Made mudslide slightly less steep. Fixed backface in mudslide. [blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog.)[/blurb] [thumb]thumb_apb.5.png[/thumb] [blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog. When you have time. It's a big one.)[/blurb]
  20. So I'm taking this class, and our instructor gave us this flash animation to look at: https://learn.genetics.utah.edu/content/labs/gel/ It's about gel electrophoresis, which you may or may not be familiar with...but do those bleeps and bloops sound familiar to anyone?
  21. Hey everyone, it's that time once again for a Battle for Dune update, fresh from Arrakis! As always, we've waited too long to push another one out but better late than never!! Horde Mode Last year we showed off a teaser for a new game mode on 1st April titled Horde Mode. It was a game mode in the making that we never really clarified if it was a thing or not due to the date posted, as you can now guess, it is actually a thing! Here's a latest peek at how it's looking; "Your Great House has gone to finally vanquish one of the other 2 Great Houses fighting furiously for control of the Spice Melange on Arrakis. Meanwhile, The Guild and the Tleilaxu have unleashed their evil plan! All food stores on Arrakis have been poisoned to turn everyone into mindless Contaminators!! You are still on Arrakis when this happens, you are isolated from your Division, your only choice is to survive until reinforcements come, time to fight the Horde!" You start out in an abandoned village, alone. You suddenly receive a radio transmission from one of your House's higher ranking Officers, explaining to you the situation that everyone is facing, regardless of House. After exploring the ruined buildings for a few minutes you conclude that there is no one and nothing left, just silence and the odd scorpion scuttling about. You start to make your way out of the village, when you receive another incoming transmission, a large swarm of Tleilaxu Contaminators are heading in your direction from all sides! Upon hearing this, you need to find a good location to begin taking on the first initial wave. Every few minutes new weapons are granted to you via your local House military outpost, trying desperately to help fight off the masses. You need to hold out until help arrives via transport to get you out of there! Expect to see more of this mode coming up soon! Future Plans We're constantly busy getting the game into a better shape day by day, to hit that First Release milestone. Things are a bit rough currently, but we're always making progress in the right direction. Look out for some updates and videos soon! Don't sit with your back to any doors... That's it for this update, here's to no more long waits for more of them to come! As always you can keep following us here, on Facebook, IndieDB and Twitter! [blurb] Hey everyone, it's that time once again for a Battle for Dune update, fresh from Arrakis! As always, we've waited too long to push another one out but better late than never!! Last year we showed off a teaser for a new game mode on 1st April titled Horde Mode. It was a game mode in the making that we never really clarified if it was a thing or not due to the date posted, as you can now guess, it is actually a thing! [/blurb]
  22. Hello everyone! I'm back again with another film I was in that I'd like to show you! For those of you that remember Just Libby from last year, you know the drill. For everyone else, this was filmed and edited for the 2018 Missouri Western State University 48-hour film festival, where teams of filmmakers have 48 hours to write, film, edit, and present a short film with three requirements: A character (Brenda the Cartoonist), a prop (picture frame), and a line ("I don't make the rules"). Our genre last year was Action/Adventure; this year, it was Noir. This film won Best Editing and Best Use of Line. Also, I had a role in naming the bad guy- after a C&C character, no less! Sit back and enjoy Always Together!
  23. https://www.facebook.com/groups/750508484985695/ Official trailer is under spoiler: Official music is under spoiler: "This game is designed for fans of old school Command & Conquer. But we decided to bring this universe to mobile devices. We try to show as much as possible in the game the same thing that was in Red Alert 2. We again touched on the subject of the Alliance and the Soviet Union. The game's plot is simple, and the confrontation begins." This cheap game brings back old-school real-time voxel strategy, and it is designed to play on almost any mobile device with Android 4 or iOS installed. Also available as PC-version for VKontakte social network and for Steam. Its successor is Expanse RTS. Both games have multiplayer 1 vs 1, units with their own positive and negative sides, dynamic battles, interesting missions, bonuses that you can get by completing the mission, periodical updates... just great videogame to play! So, what do you think? =)
  24. [blurb]The update everyone has been waiting to see![/blurb][thumb]thumb_apb.7.png[/thumb]Hello everyone! Welcome to the late night update! The update you've all been waiting for the past few weeks! I'm your host, Coolrock-o! I bring you an exciting new showing of what's been in the works for the past few months. Let me tell you, it wasn't easy getting this all ready for the fans that have been sticking around all these years. Be happy that Pushwall is here, otherwise none of this wouldn't be possible! I know I have a lot of you on the edge wondering what this is all about by now, so let's get to it! MiGThe MiG is finally finished, and will be added into the game come the next patch. More details will be released in the developer blog! For now, I have a very nice render to show off the final product. This should be a nice flash back for anyone familiar with the Red Alert cutscenes. Model by @Sir_Phoenixx | Texture by @Fabian| Render by @Dghelneshi With such a flashy new MiG being added into the game, which threatens the Allied Navy, we decided that it was also time to overhaul the naval units. Let's face it, the older models have served their purpose! Gunboat While the best looking of the two ships, we still felt that this ship needed a new look to match the other detail wise. Here's a look at the new Gunboat! Again, more details will be given once the developer blog is released. Model & Texture by Omegavision | Render by @Dghelneshi Let's jump right into our last update for the night! DestroyerThis has to be one of the biggest improvements to a vehicle this game has seen in years. Hands down one of the best looking vehicles currently in the game. This will be your go-to when protecting your fleet from incoming Yaks, MiGs, and Hinds! Model & Texture by Omegavision | Render by @Dghelneshi Along with all this happening, the Soviets also need to see an update also. Currently a WIP, but I wanted to share this with you guys anyways! Missile SubSorry for the picture quality, but it's the best I have for this sneak peak. Hope you guys don't mind! Model by @Kane000 This one won't be ready for a while, but it'll be coming with hopefully a new Attack Sub later this year! With all that said and done, I hope you guys enjoyed this little teaser. I swear I'm forgetting something though Oh that's right! How silly of me! Cruiser Model & Texture by Omegavision | Render by @Dghelneshi IT'S HERE NEXT PATCH! GOODNIGHT EVERYONE!
  25. Hey everyone, I bet you weren't expecting an update out so soon after the last one. We said we'd try and get more content out to you all, and this is the first step towards it! Where are things going? As the title of this update suggests, we are taking the game into a new direction. We all sat down to have a good hard talk about what we are doing with the project, how long it has taken, what we want from it and what you guys want from it. After much talk we came to the obvious conclusion any self respecting Dune shooter would, throw out the whole thing and make a Sandworm Simulator instead!! So, without further ado... Emperor Worm Simulator! We proudly present to you, the Sandworm Simulator! In this high profile and very realistic Sandworm sim, you can truly live out your wildest Shai-Hulud fantasies! Glide over the vast dunes of Arrakis, lay Spice for the little two leggy things to collect and eat them along with as many vehicles as you possibly can! In this great game you can feel the most powerful you have ever felt, and more! So what are you waiting for, get out there and live like the worm!! I think the Guild are up to something... That's it from us in this update, as usual you can follow us here, Facebook, Indie and Twitter! [blurb]Hey everyone, I bet you weren't expecting an update out so soon after the last one. We said we'd try and get more content out to you all, and this is the first step towards it![/blurb]
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