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  1. Welcome to the 28th edition of W3D Weekly! Let's get into it! Naval Combat Gameplay SurveyWe're still looking for your opinions on Naval Combat in Red Alert: A Path Beyond!! If you have time, please fill in our survey and let us know your thoughts! >> CLICK HERE TO FILL OUT THE SURVEY << We're especially interested in what you all feel could be done to improve the ship vs submarine combat in the game and where the problems lie. Tiberian Dawn: Ground Zero As we mentioned in the past two weeklies, this is the one where we show off the new purchase terminals! Rather than the big screen that we all collectively decided were PTs for some reason that was in past games (all the way back to Renegade itself), we decided to try our hand at something that better represented the idea, both for the sake of realism and to be easier to recognize for someone who hasn't played a W3D game before. @ CMDBob , our resident wizard, whipped up this new model, and it's beautiful! Asterisk Connect Tool Hi, @ Einstein here with a quick update on the Asterisk Connect Tool! For those who may not know, Asterisk is a universal direct connect tool for all W3D games that I started developing all the way back in 2015. Besides the basic direct connect function, it also has a few extra features that are geared toward developers and advanced users who just like to have more options. This is the first update in four and a half years, and is mostly a visual overhaul, but also brings a few improvements under the hood, as well as a few small new features. Big shout-out to ChopBam for his ideas and feedback on several of the new changes. Check it out here. Until Next Week!Stay tuned for next week's update! It might be a bit... spicey. [blurb]Come and check out the latest edition of W3D weekly! Featuring some more updates from GZ and a word on the Asterisk Connect Tool![/blurb]
  2. [blurb]We're excited to kick off the new year with updates from APB, GZ, and Crazy Co-Op![/blurb]Welcome to the 26th edition of W3D Weekly! And the first of 2022! We already have a bunch of exciting progress to kick off the new year! Jerad's Crazy Co-Op @ Jerad2142 finally got around to uploading a video of the Gobbling Gorge as well as updated made it so the turkeys that fly in during the final boss can be shot down. Bear Island has been updated,@ Jerad2142 has added a bonus turkey objective to the map in an attempt to address broke players that join in the later midgame when pumpjacks have not been activated/repaired; currently, this often leaves players struggling to get that initial cash needed to get a vehicle or engineer to accomplish some of the objectives and get their own cash flow rolling. This turkey objective spawns some turkeys near the main base providing safety and a simple if not grindy method to make money. These turkeys spawn for roughly the first 28 minutes until the last 5 minutes before they flee into the wild. Players hunting them can make roughly 100 a minute if they are good at hunting them down. Crazy Co-Op/ECW Stats Website In addition to updating Bear Island @ Jerad2142 is working on a few updates for the website (http://Jerad2142.com). ALL - Adding a feature so when you go under a player's stats you can hover over each score listed and see a little popup of who has the top score. In addition, scores you currently hold a record for will show up in gold. (Renhalo is WIP). Bear Island - Addition of the turkey objective stats (killed turkeys and collected turkeys). Bear Island - Tweaking the Rank system so it takes in account of the new turkey objective, probably just making them count for 0.1 of a rank at best if you're the top of the stats. Tiberian Dawn: Ground Zero @ CMDBob is at it once again! The next stage of rigging @ Synaesthesia 's structures has been completed, this time with the Hand of Nod! Just like the Airstrip, the elevator that was once there has been replaced with a ramp, which makes getting around quickly much easier. On a personal note, @ Killing_You has gone on record and stated that this is his favorite building in the entirety of W3D History! You might notice that the PTs from the Airstrip aren't present. That's because they've been replaced with a new model that will be the standard for PTs in GZ going forward. See if you can spot them in this weekly and the next before we officially show them off! Red Alert: A Path Beyond RA_Volcano is seeing some pretty major adjustments from our friend @ ryknow69 ! Overhead Map Comparison <- Before and After -> We've included a few screenshots of the rework below, including the remodeled volcano itself and all the infantry tunnels running through it. There is more planned and it's definitely not dressed up yet, so keep in mind that this is a work-in-progress. Until Next Week!Happy New Year's Guys! Stay tuned for next week's update!
  3. Welcome to the 24th edition of W3D Weekly! This week is the SILO SPECIAL! Red Alert: A Path Beyond Before we get into the silo-based news, a big thanks goes out to everyone who joined us for the game night on Saturday! This event was made extra special due to the very cool fact that @ NoSoldier proposed to Momok ingame and she said yes! Congratulations to you both! <3 After some planning with @ ChopBam , @ Silverlight , @ Romanov and @ OWA , we were able to pull off something really special, which is also a first in APB's near-20 year history! Thanks to everyone for being a part of this amazing moment! Here are a few screenshots from the special round of Seamist! And a video from @ Alstar ! Join us again for the next game night! We'll keep you posted as to when that will be! Battle for Dune Spice Silos For those of you who've played Emperor: Battle for Dune, you'll know that the game didn't contain Spice Silos. However, due to needing a minor structure that generates income for the Infantry Release, we thought 'What better than to bring back not only an iconic credit storage in the games but also in the books and new movie?'. Model designs and artwork by the very talented @ Romanov ! House Atreides House Harkonnen As you can see, the Silo has an exterior Purchase Terminal for quick refills and swapping to a Repair Class or purchasing a Repair Tool. These Silos have a specific weakpoint, unlike the Silos in Red Alert: A Path Beyond or Tiberian Sun: Reborn. This allows us to focus the gameplay around these weakpoints, making the gameplay flow better. The stairs on the side of the Structure allow the Silo to double up as a good vantage point to look out from, fight on and look down into the windowplaz (superior strength synthetic glass) to see the Spice Melange stored in them! Tiberian Dawn: Ground ZeroIt's not just Arrakis that answered the call for more silos! @ CMDBob has taken the liberty of adjusting a Tiberium Silo model originally created for the Renegade beta, giving it a bit of a facelift and team colours. Now, these beauties will be ready to generate a passive income on maps where Tiberium Refineries are not present! That's it for this week!Come back next time for some more W3D content! [blurb]Welcome to this week's W3D Weekly! This week we have a ton of SILOS![/blurb]
  4. Welcome to the 23rd edition of W3D Weekly! Let's jump right in to the latest developments! Events We've got a couple more events coming up, so buckle up and get ready! On Tuesday we're having another Red Alert 2: Apocalypse Rising Stream to close out the Red Revolution Anniversary Event. Join us on Tuesday at 8PM for all of the action live on https://www.twitch.tv/w3dhub We've also got an APB Game night coming up next weekend, so join us then for some good games! Red alert 2: Apocalypse Rising Last Wednesday saw the closed alpha release of Red Alert 2: Apocalypse Rising release to a selection of people within the community as well as some C&C influencers. This was a massive success and got many new people excited for the game! You can check out our stream below: Big hats off to @ moonsense715 who has been working his butt off all week to on the build as well! If you guys have any extra feedback on the game so far, please let us know! Tiberian Dawn: Ground Zero While not as big as last week, this update is still an awesome one! @ Killing_You got his hands on a shiny new FN MAG model, and with the help of @ CMDBob , it is now ingame! What's extra cool is that the model came with a spade handle for use on the Humvee, as well as a traditional setup that will be used by GDI Heavy Gunners. Crazy CO-OP Gobbling Gorge is now available to play on @ Jerad2142 's crazy coop server! If you're up for some turkey hunting, join the server and have a go! Battle for DuneThe Battle for Dune team thought it was about time we started sharing some news once again, as we have a nasty habit of being silent. In this update, we have to show off our Windtraps! House Atreides House Harkonnen The Windtrap provides a base it's power. These are wind gathering Structures that use turbines and static electricity to generate power, they also collect water. Windtraps also govern the Shields for other Structures, these Shields act as a secondary health pool. Once the Wdintrap has been destroyed, every Structure for that House will lose it's Shields. Note: These are not the same as Holtzman Shields, and will not cause a pseudo-explosion when come into contact with a Lasgun's beam. That's it for this week!Come back next time for some more W3D content! [blurb]The 23rd edition of W3D Weekly is now out! Late again, but with a ton of content![/blurb]
  5. Welcome to the 22nd edition of W3D Weekly! We're a bit late again this time, but we've got some cool stuff to show you all regardless! Events Join us on Wednesday night at 8PM GMT for a special stream for Red Revolution (The Red Alert Anniversary). We'll be playing some games of Red Alert 2: Apocalypse Rising and answering all of your questions. If you have any questions for us regarding development, feel free to ask them here in this thread or on the stream chat! Red Alert: A Path BeyondThankyou to everyone who joined us for an epic game night last Sunday! We recorded the stream and put it up on YouTube, so head here if you missed it! Apocalypse Rising Aside from our planned stream on Wednesaday, @ Romanov has made a new model for the Allied Engineer! This is based on a piece of Red Alert 2 concept that is pictured to the left. Tiberian Dawn: Ground Zero A major milestone has been reached! The first of @ Synaesthesia 's old buildings have been rigged up and placed in-game! That's right, we now have a proper GDI Barracks! Huge thanks to him, as well as @ TeamWolf for rigging it up! More to come in the near future! Crazy CO-OP @ Jerad2142 reports more turkeys are abound! Look out for more info on their addition to the Crazy Co-Op server, coming soon! That's it for this week!Come back next time for some more W3D content! [blurb]The 22nd edition of W3D Weekly is now out! We're a bit late this week, but we've got a nice dose of content! Join us for our stream on Wednesday to see Red Alert 2: Apocalypse Rising in action![/blurb]
  6. Welcome to the 21st edition of W3D Weekly! We're a bit late this week, but no matter. Let's jump in! Events The Red Revolution celebrations have now begun! The aim of this event is to celebrate the combined birthdays of game in the Red Alert franchise with a number of streams planned across the whole event, with each day celebrating a different community project. Check below for a list of events happening across the next three weeks! Red Alert: A Path Beyond is getting in on the action, with a game night planned out for tomorrow night (14th of November). Make sure to come and join us for all of the action! Battle for Dune A bit of a surprise from @ Killing_You ! He has suited up for a fun little poster, as the sinister Harkonnen Mentat, Pearce de Vries! While he won't appear physically, you will hear his voice ingame. He will be the Harkonnen equivalent of EVA from other games, as well as providing background lines while in Harkonnen buildings.Crazy CO-OP Tiberian Turkeys be comin'! Keep your eyes peeled! That's it for this week!Come back next time for some more W3D content! [blurb]The 21st edition of W3D Weekly is now out! A bit late this week, but no matter! Come and take a look at what we've got this week![/blurb]
  7. Welcome to the 20th edition of W3D Weekly! We've got a fair amount to talk about today, so let's get into it! Events The Red Revolution celebrations are kicking off this month, with a whopping 20 continuous days of Red Alert content planned out, starting from the 10th of November. The aim of this event is to celebrate the combined birthdays of game in the Red Alert franchise with a number of streams planned across the whole event, with each day celebrating a different community project. Red Alert: A Path Beyond is getting in on the action, with a game night planned out for the 14th of November! We've also got a red Alert 2: Apocalypse Rising stream coming up on the 24th where we'll be showing off the latest build and getting stuck in to some games. We'll be taking questions during the stream, so fee free to check it out! Red Alert: A Path BeyondA new APB patch, 3.6.1.0, has been released. Check the changelog for details! This week, @ ChopBam would like to show one of the changes in the changelog. A couple small terrain adjustments have been made to RA_ToTheCore that should assist the Soviets with defending their base. The narrow cave that led from the cliff to the south of the Soviet base to an opening in the rock wall east of the Construction Yard has been removed entirely. Additionally, as can be seen in the overhead screenshot below, the base entrance access on their north side has been reduced dramatically, as the cliff shore has been brought all the way up to the base. * To avoid some confusion, here is a note that up is West rather than North for overhead maps. Join us on November the 14th for some games, but also look out for some games in Discord in the meantime! In other APB-related news @ Pyryle has been updating his Classic Colours mod to the latest version of APB. Here's a screenshot of the new BTR colours: For all of the latest info on this project head here: Apocalypse Rising @ moonsense715 has been working on getting a civilian power plant model ready for one of our new maps. This was adapted from an older model that we had and updated to be a lot nicer to traverse for infantry combat. Here's a render of the building: Let us know what you think in the comments below! Cold War Confrontation@ CMDBob reports that work on one of the maps has begun. It's an alpine canyon with a river running through it. It's in the early, rough stages of development, but here's a little teaser: It's cold out there... That's it for this week!Come back next time for some more W3D content! [blurb]The 20th edition of W3D Weekly is now out! Lets' take a look at what's happening this week![/blurb]
  8. Welcome to the 19th edition of W3D Weekly! Let's get into it! Community News@ OWA turned the IPB forum skin green yesterday. Apologies for that! We've been testing some stuff out that should hopefully make more forum skins easier to make in the future. It will require a bit of time to setup, but once it's in place, making forum skins should be easy. Watch this space! Red Alert 2: Apocalypse Rising@ OWA has been working on making the Guardian GI model for AR. This is nearly complete now, with the near-finished model displayed below. Let us know what you think! That's all!A lot of us have been busy focusing on non-W3D stuff these past couple of weeks, so unfortunately there's not much to show off this time. Come back next time when we'll have some more W3D content! [blurb]Not much news this week, but there are still a couple of cool things to mention![/blurb]
  9. Welcome to the 18th edition of W3D Weekly! There's not much going on this week unfortunately, but keep your eyes peeled for more news in the coming weeks! Apocalypse Rising @ OWA got a new Harrier model rigged up and ready to fly this week! The texture is placeholder at the moment, but we'll have it looking more like RA2's Harrier soon! Elsewhere in AR land, @ moonsense715 has been hard at work improving Crazy Ivan's weapon. We've now got a proper launcher rigged up for him and it fires improved dynamite that @ Romanov has edited slightly. Check out both the Harrier and Ivan Launcher below! That's it for this week!Come back next time for some more W3D content! [blurb]The 17th edition of W3D Weekly is now out! We've got a nice chunk of content this week, so let's take a look![/blurb] [blurb]Come and check out the latest news from around the W3d-verse![/blurb]
  10. Welcome to the 17th edition of W3D Weekly! We've got a nice chunk of content this week, so let's take a look! Red Alert: A Path Beyond Since our successful release, we've been hard at work on getting a patch out for 3.6. Here are a few things included in the plans: Improvements to hitmarker behavior. Reduction in exploiting the new repair zones. Expanding the naval repair zone sizes. A bit of a nerf to BTR armor with regard to rockets and tank shells. M.A.D. Tanks no longer taking damage from other M.A.D. Tanks. Yak handling edits. MiGs being able to [barely] take down Longbows with an entire payload (4 missiles). Mammoth Tank missile velocity increase. Adding the BTR as a purchasable unit to Volcano. Bug fixes on levels. That's what we have for today! Cold War ConfrontationHere's some stuff, specifically the HUD and the M16 with ACOG scope. First up: There's the HUD. Bottom left has the minimap, time, credits, compass and mine count. Bottom right has the weapon list (4 slots for 4 weapons...), the weapon stats (name, magazine and inventory ammo, firemode), the grenade count, and finally the health bar. Notice anything different? That's right: there's no crosshair. In CWC, infantry don't have a crosshair, and have to aim using the ironsights on all weapons, like so: You'll want to ADS when shooting anyway, as the weapons have a lot of kick when not properly aimed. Next up is the M16A3 with ACOG. Basically, it's an M16... but with an ACOG. Nothing much more. It replaces the L85A2 that was formerly used by the combat medic. I felt something that fit the US "side" would be better than that. Besides, the L85's time will come (One last note, all the M16s now have a Burst/Semi set of firemodes. Makes them feel more different to the AK.) That's all for this week! Tiberian Dawn: Ground Zero While we don't have as much to show off at this stage, it is worth mentioning that Ground Zero will also be taking advantage of crosshair-less infantry. This, combined with the lack of target boxes, means you'll want to get your eagle eye in if you want to shoot enemies properly. Of course, most weapons will have some sort of optic or iron-sights to help with this as well. Renegade: Crazy Coop@ Jerad2142 is working on a Halloween map currently, he has hopes of getting it done before the 31st but is also very busy with real life at the moment. Apocalypse Rising Our friendly neighbourhood 3d modeller @ Romanov has made a long-standing problem weapon for AR, the portable Flak Cannon! Flak Troopers will carry these heavy weapons into battle to primarily fight Aircraft and Infantry, but they are also effective against light vehicles too. That's it for this week!Come back next time for some more explosive W3D content! [blurb]The 17th edition of W3D Weekly is now out! We've got a nice chunk of content this week, so let's take a look![/blurb]
  11. Welcome to the 16th edition of W3D Weekly! It's a small update this week, but let's dive straight in. Red Alert: A Path Beyond - 3.6 is Now Out! Red Alert: A Path Beyond version 3.6 is now out! What are you waiting for!? Why are you reading this!? Go and play a round or ten! We'll be organising a weekly play session in the calendar for those of you who like organised game times. Keep an eye out for those coming soon. These sessions won't have prizes associated with them or anything, but they will serve as a good organiser for those of you who want to play regular games moving forwards. Also the winners of the game night are as follows! @ forg0ten1 - 13,015 Points @ Guard55 - 12,210 Points @ SilverShark - 11,592 Points AgentDH1 - 10,810 Points @ NodGuy - 9,582 Points @ FRAYDO will be getting in touch with the winners for the prizes! In the meantime, head over to @ Killing_You 's thread and join in on the discussion surrounding APB's newest vehicle, the BTR! More info on what's next for APB will be arriving courtesy of @ ChopBam in next week's update! Until then, you have Guard Duty. Engine Team @ CMDBob reports that he has added new functionality that allows developers to completely remove the crosshair from the game. This is handy for anyone making anything that doesn't require crosshairs! In other engine news, there is currently a bug where players can reset the last-hit timer on the Service Depot if they leave and re-enter the zone quickly enough. This will be fixed in the next patch of APB, so the Service Depot will know what you did. That's it for this week!Come back next time for some more really great W3D content! [blurb]Red Alert: A Path Beyond 3.6? BTR discussions? Crosshair removal options for developers!? come and read the latest news from the W3D Hub frontlines right here![/blurb]
  12. Welcome to the 14th edition of W3D Weekly! Let's get into it! Community News There's nothing too new to talk about on the general community side of things, but something worth mentioning is that @ Coolrock made a thread on the forums recently for people to post their old community photos. There's some good ones in there already, but if you have some moments that you want to re-share, feel free! You can find the thread here: Red Alert: A Path Beyond - Releasing 3.6 Soon! Today, we're going to report which levels will have new bot support. Stay tuned though, more exciting APB info below. The following levels are likely to be added to the lower player count rotation since they now support bot play: Canyon River Keep Off The Grass Under Be sure to attend our APB 3.6.0.0 game night on October 1. That is...checks watch... next Friday! I guess we'd better release by then. Have I mentioned there will be prizes involved?? Since we have too many updates to share and not enough weeks to stick to weeklies, we would like to share with you an APB update every day until 3.6 releases, so stay tuned for that! Cold War ConfrontationMore info from CWC this week! Today we're showing off the 3 basic NATO defence structures. This is the MG Nest. Armed with a .50 caliber M2 Browning heavy machine gun, this defensive structure will make quick work of any infantry trying to attack a NATO base. This is the TOW Nest. This structure is very similar to the MG nest, but is armed with a TOW missile launcher, perfect for eliminating vehicles. (Be warned, the TOW missiles WILL track you down once fired!) Finally we have the Stinger next, which is the anti-aircraft defensive structure. It has a pair of Stinger missile launchers mounted to a fire control system, as well as some camo netting. Going near this with a helicopter is not advisable. Don't worry, though. The Warsaw Pact has its own set of defences which shall be revealed all in due time. Red Alert 2: Apocalypse Rising No real updates from us this week, but rather a question. We've ben talking about the Battle Bunker again this week and how we should implement it. We have dug out one of our old demo videos which has an interesting implementation with key-carded doors, but we're a bit undecided on it at the moment. Check out the video in question below! Let us know your thoughts and ideas about how you feel this structure should be implemented! That's it for this week!Come back next time for some more bodacious W3D content! [blurb]We've got more APB, CWC and AR updates in this latest weekly update! Come and check it out![/blurb]
  13. Welcome to the 15th edition of W3D Weekly! It's an APB and CWC special this week! Red Alert: A Path Beyond - 3.6 Now Available! As promised in the previous weekly, we've been announcing tidbits and updates each day, resulting in today's update; the full changelog and release! (Nice thumbnail choice, forum! ) You can now grab APB 3.6 on the W3D Hub Launcher and join the battlefield! Head here to download the launcher: Finally, be sure to join us for the APB 3.6 Game Night happening tomorrow! There are even some prizes for the best players! Cold War ConfrontationTime for an overview of the WARPAC defences. The first one is the MG nest. Very similar to the NATO MG nest, this post has a .50 caliber DShK machine gun, capable of delivering high amounts of fire power. The next defence is the Konkurs launcher. Located in a very similar building as the MG nest, this anti tank missile defence is perfect for demolishing vehicles. The missile will track your vehicle, so be careful, vehicles aren't cheap! Finally, we have the Igla nest. A bit of camo netting, a pair of anti-aircraft missiles, and a soldier whose had... some training in their operation makes for something that will swat down helicopters. So that's the defences for each faction! That's it for this week!Join us next time for some more incredible W3D content! [blurb]Red Alert: A APth Beyond version 3.6 has now been released! What are you waiting for comrades! It's time to get back into the fight![/blurb]
  14. Welcome to the 13th edition of W3D Weekly! This week it's an APB special with some AR thrown in for good measure! Community News Keep your diaries clear for Friday the 1st of October, as we will be hosting a game night for Red Alert: A Path Beyond! Find out more details from @ Coolrock and the gang below! Elsewhere in the wider community, the Generals community is celebrating 18 years of C&C Generals with some events happening across none days starting on the 18th of September. This showcase will feature mods that our very own @ GeneralCamo is involved with, so be sure to check it out! The image for the event is below and you can find the full schedule here. Red Alert: A Path Beyond Rain or shine, APB 3.6 is coming in just a few short weeks! That out of the way, I (@ ChopBam ) would be remiss if we didn't share another bullet point from the 3.6 changelog this week. Introducing the Soviet BTR! Role: Medium skirmisher and scout for the Soviet arsenal. Its speed and mobility are unmatched among Soviet ground skirmish units, making it great for scouting, early rushes, and intercepting Allied Longbows and infantry. Its characteristics put it in a role somewhere between the Allied Ranger and APC, with mobility and speed almost on par with the former, combined with the heavier firepower of the latter, all packaged into a unique unit that no longer feels like a copy-paste of the Soviet Ranger while also fitting the Soviet playstyle better than it did. Price: $750 (tentative). As with all things in a testing phase, it might be adjusted before release. Strong vs: infantry, aircraft, mines Weak vs: heavy vehicles, seacraft, buildings Notes: Although this unit generally replaces the Soviet Ranger on lower tech maps, it may appear in other places where the Soviet Ranger didn't, like Pipeline. The vehicle's textures (particularly the forest and desert versions) aren't final and are still subject to change. While we plan to do that eventually, we decided in the meantime that it's not something that's worth delaying the release. Thanks to @ Killing_You for concepting the unit, and @ Ice for providing this unit's model and texture. The rig was originally created by @ GeneralCamo and then worked on and tested by @ ChopBam with help and input from the testing team, especially @ ryknow69. Short clip of what it looks like ingame. Apocalypse Rising Over in AR land this week, we realised that shooting and repairing buildings from the inside was giving way too many points and credits. @ moonsense715 tracked down the issue with some help from the testers and we discovered that the points system was looking very wonky. To counter this, @ moonsense715 has made some adjustments to how we set the score of all of our units and buildings in the editor. Here are the basics: Score = A value we configure in the editor. Credits = Score Repair Score = 50% of Score Repair Credits = 50% of Score Previously the way we setup score required us to do some maths and if the HP of a unit changed (damage points were setup as a direct multiplier to the health of a unit/building), we would have to redo those maths. But now that we can just setup the score of what a unit is worth in points which makes the entire points system a lot easier to balance! Great job comrade @ moonsense715 ! In other news, @ Romanov has been hard at work putting some finishing touches on Tanya's character model! You can see the model below! Also on @ Romanov 's list is Einstein's lab, which will play a part in an upcoming map that he's making. That's it for this week!Come back next time for some more excellent W3D content! [blurb]The 13th edition of W3D Weekly is now out! This week it's an APB special with some AR thrown in for good measure![/blurb]
  15. We're excited to announce a special Game Night event! Starting October 1st, join us at 6PM EST for a thrilling night of gaming with the W3D Hub community! We're hoping for an amazing turn out, and hope you'll help us make it a fun night to remember! Prizes! Prizes will be awarded to the top 5 players based on the event scoreboard. Players who have the most points over the course of 3 hours will win the following: 1st Place - $50 Steam Gift Card 2nd Place - $25 Steam Gift Card 3rd Place - $15 Steam Gift Card 4th Place - $10 Steam Gift Card 5th Place - $5 Steam Gift Card This should allow players a better chance at prizes who aren’t able to play during the entire event! Spread The Word! We hope everyone can spread the word along with us. You can greatly help us out by posting about the event on social media. Tell your friends who might've played in the past, but took a break from playing. If you enjoy the game, you can help by reaching out with us! See you on the battlefield!
  16. Welcome to the 12th edition of W3D weekly! Let's get straight to it! Red Alert: A Path Beyond The level RA_RidgeWar has been revamped a bit by @ ChopBam . Most notably, the Soviet base elevation has increased by about 20 meters, and an Airfield has been added. A number of other terrain changes on the Soviet side of the map, but screenshots will speak louder! (Yes, you can fly a Yak through the donut hole in that one ridge) Ground Zero All has been quiet on the western front on Ground Zero, but that doesn't mean work hasn't been happening! Recently, @ Ice started early work on the Repair Facility. Available to both teams, this structure will allow players to repair and resupply their vehicles in the comfort of their own base. As you can see, there are two different possible styles, based on differing sources from the base game. Currently, we're looking at giving the style on the left to GDI and the one on the right to Nod as a way to add visual flair to each side. That's it for this week!Come back next time for some more kickass W3D content! [blurb]Welcome to the 12th edition of W3D Weekly! Featuring some RidgeWar updates from A Path Beyond and an exclusive into TD: Ground Zero![/blurb]
  17. Welcome to the 11th edition of W3D weekly! Let's get straight to it! Red Alert: A Path Beyond This week we would like to discuss the new visible map boundary system added by ChopBam. At the "soft" map boundaries, we use red warning stripes that fade at distance. Once you go past them, they appear green from the other side. Included below is a quick video of how this may appear in a few different scenarios. * Note: Due to the way these stripes work, using lower texture settings may make these boundaries appear incorrectly or not at all. Battle For Dune @ Romanov has been making new buildings for Battle for Dune. Below you can see some examples of the Harkonnen Barracks and Wind Trap. Work continues on with great progress being made across the board! Renhalo @ Jerad2142 is back to working on Renhalo again, currently he’s adding a new level between 5b and 6a as the original campaign has a bit of a story telling jump between the two levels. He’s not sure when the level will be done but at the very least it will add some more new scripts to the TT branch. That's it for this week!Come back next time for some more kickass W3D content! [blurb]Welcome to the 11th edition of W3D weekly! This week we have updates from APB, BFD and RenHalo! Click below for more![/blurb]
  18. Welcome to the 10th edition of W3D Weekly! Dive in for your weekly dose of news below! DDoS Attacks First off I just want to address the elephant in the room here. Over the course of the past week, we've been getting hit with what we understand to be a series of distributed denial-of-service attacks. What this basically means is that an individual (or multiple individuals) are flooding our servers with a large amount of incoming junk traffic in order to bring them down. We're currently investigating what we can do in order to mitigate these attacks with the resources that we have at our disposal, however we are unaware of what the attacker's motivation is at this time. Over the course of the next few weeks, we will be taking some defensive measures, but as this is still fresh and we're still gathering data, we will need some time. I'd also like to personally extend an arm out to the attacker to come and talk to me personally about what their motivation is and whether there is any way we can solve this problem amicably. I am not aware of anything that we have personally done as a team that would warrant these attacks, but I'm willing to hear the attacker out if they have legitimate complaints. If this situation can be solved diplomatically, we're willing to consider it for the good of the games. At the end of the day, all of this effort to shut down a small community that is trying to enjoy a niche game seems a bit much, so it would be good to understand the why of the situation right now. To the players, you have our word that we'll work to overcome these attacks if they persist, but in the meantime I'm sorry to say that we need more time to put some more substantial defence in place. We'll keep you all informed on Discord in the meantime. - @ OWA Tiberian Sun: RebornThankyou to everyone who joined us last Thursday for our Tiberian Sun: Reborn stream! It didn't go quite the way we anticipated, but we used the opportunity to take a closer look at TSR 2.0 form where we left it last year. If you would like to watch the stream again, it's has been linked below: Red Alert: A Path Beyond For the next release, we've made some adjustments to how the score sharing works when buildings are destroyed. In the current build, if a main base building is destroyed, every individual on the opposing team is given 250 points, regardless of their efforts during the match. Support structures and major defenses are 100 points per player and smaller defenses are 25 points per player. This has led to some complaints of unfairness when it comes to matches and game nights where individual scores matter. A player on a winning side could be AFK most of the round and earn well over 1000 points for simply being on the same team that destroyed the other team's buildings, whereas someone on the losing side who has superb amount of work to defend wouldn't earn any such advantage and may even be placed below the other team's bottom player on the roster. Our adjustment is this: the team's shared score pool will still earn the same amount of points as before (250/100/25 multiplied by the team's player count), but no longer are any extra points given to those individual players when buildings are destroyed. You must do the work if you want points. As a result, players will actually need to work to have a higher score, and not earn points sitting around. This also means game night awards will be more fair. Moonsense715 deserves credit for doing the coding gruntwork, and ChopBam has applied that code to the various parts of the game that need it to get this function working. Screenshots are included below of how the scoring works in the public (left) and internal (right) builds when one player destroys the War Factory by themself. You can see the Allies gain 1875 points in both, but the only points given to the players in the internal build are actually earned by the one player's work, and everyone else on the teams are still on equal footing with each other. Additionally to this, there are some points adjustments regarding the nuke flare and C4 charges: Disarming A-bomb flares will soon grant a joint 250 points to all the players who worked on it, and the other 250 points will awarded to the team's score after it's disarmed. In the current public build, 500 points went to the player who did the last bit of disarming. Disarming C4 charges will soon grant live points to all the players who work on it, rather than awarding all the points to the person who fired the final disarming shot. Bonus: Renegade X: Firestorm Surprise! We don't usually talk much about what other communities are doing, but the Renegade X team recently held another one of their Q&As on Renegade X Firestorm! If you've been living under a rock, this project is a very exciting and ambitious attempt at bringing a redesigned take on Tiberian Sun to the Unreal engine. Here's a link to the video below: Tiberian Sun: Rising Double surprise! We don't usually talk about what other non-C&C-FPS mods out there are doing, but this one deserves a special mention. Assassin's Tiberian Sun: Rising mod has been in development for a very long time now, but recently showcased some really exciting developments as part of the Tiberian Sun 22nd anniversary celebrations! A lot of you probably don't know this, but back around during 2005-2006 before the Apocalypse Rising team joined up with the A Path Beyond team, Assassin and the crew at C&C Source hosted Apocalypse Rising for us, which was a really fun time during development. You can read back through the first 20 AR dev blogs that catalogue this point in our development. One of the more amazing features in TS Rising however, is the Tiberium Ecosystem that evolves the state of the map as you play. Check it out below! We wish Assassin and the team all the best with this awesome project! That's it for this week!Come back next time for some more top W3D content! [blurb]Welcome to the 10th edition of W3D Weekly! Dive in for your weekly dose of news below![/blurb]
  19. Welcome to the 9th edition of W3D weekly! Let's get straight into this week's updates! TSR Game NightTiberian Sun's 22nd anniversary is coming up and to celebrate it, we're hosting a Reborn Game Night! Join us for some Banshee flying and Titan stomping tomorrow at 7PM BST! We'll also be streaming on http://twitch.tv/w3dhub Here's a link to some more details! Tiberian Sun: RebornIn preparation for said event, @ Killing_You has taken some time off from Dead Legion in order to release a balance patch for TSR 1.6! Arnold is FINALLY nerfed! Check out the full details right here: Red Alert: A Path Beyond Thanks to more great work from @ CMDBob , in the next release, @ ChopBam reports that infantry will actually be slightly shorter when they crouch, which means their target box from other players gets visibly shorter, and they can wedge into slightly shorter spaces. Practically, this doesn't have huge gameplay implications, but it's now completely possible to create spaces only accessible by crouching. These crouch percentage values can differ between character classes, and will be able to be edited live on singleplayer LAN mode with the console command EDIT_HUMAN. Red Alert 2: Apocalypse Rising@ Romanov has put some finishing touches on the Time Machine, which will feature in a new map that he's making. Elsewhere @ OWA has been making sure that dogs look cool whilst driving vehicles. Y'know, important stuff! That's it for this week!Come back next time for some more bang tidy W3D content! [blurb]Welcome to the 9th edition of W3D weekly! Let's get straight into this week's updates![/blurb]
  20. Welcome to the 8th edition of W3D weekly! It's a bit later in the week than usual, but we've got some good stuff to show off! Interim Apex@ Kaskins posted an update for Interim Apex recently which adds a plethora of new vehicles and rebalances a large amount of the game. head to the thread below to check out the full list of changes and updates! Also, please join me in congratulating both @ Kaskins and @ dblaney1 for becoming fully fledged @Staff Moderators! This prestigious title is coveted amongst all W3D Developers. W3D Engine - Scripts 4.7 Update 1 Just in case you didn't see it last week, Scripts 4.7 Update 1 is now out! If you're a Renegade player or a server owner, head on over to the thread below and grab the update! Upcoming EventsTiberian Sun's 22nd anniversary is coming up and to celebrate it, we've been asked to host a Reborn Game Night! Join us for some Banshee flying and Titan stomping on the the 19th of August at 7PM GMT! Here's a link to some more details! Red Alert: A Path Beyond This week's update comes from @ Ice on the new Artillery model that's being assembled! It's no secret that our current artillery model remains one of the oldest vehicle assets in the game, and has really been showing its age next to our more recently updated vehicles: Several replacement models had been worked on by different artists over the years, but none ended up being implemented, and so the increasingly ancient artillery model soldiered on as most other vehicles progressively received shiny new models. Back in May, @ ChopBam ran a poll on what the best replacement would be, between two primary contenders: Results were mixed. On one hand, A's large boxy rear was at odds with the open style of the classic unit, and the gun barrel was too small. The model also had too many details which led to an excessive polycount. On the other hand, B's gun barrel was too big, while the large spade on the rear didn't fit the style of the classic unit or the gameplay of the APB version. The model also seemed somewhat unfinished and had some notable clipping issues. In the end, although both models looked quite nice in their own right, neither was ideal for our needs, and so we went back to the drawing board to combine the best aspects of both into a new design. Given the game's alternate-universe setting and the ambiguity of the available source material, we decided to get a bit creative with it. Here's a sneak peak, along with some of our sources: In the spirit of classic C&C nostalgia, the new model is now based primarily on the ingame sprite, with details selectively taken from both the cameo model and the Remastered version, all combined into something unique that feels like a more faithful interpretation than either A or B above. Red Alert 2: Apocalypse RisingThis week we gave the Conscript a new weapon because we were finding that he felt a bit too bland as a unit. We took some inspiration from Red alert 3 and now the Conscript has a Molotov Coctail that he can throw. This deals damage over time in an area, so it's perfect for flushing out deployed infantry and denying passage through corridors. Just watch out, because it does deal damage to you if you throw it too closely to your feet! By making this, we were also able to create this horrifying display masterpiece of 6 Mama Romonovs spinning on a merry-go-round. More important content to come next week. That's it for this week!Tune in next time for some more excellent W3D content! [blurb]Welcome to the 8th edition of W3D weekly! It's a bit later in the week than usual, but we've got some good stuff to show off![/blurb]
  21. Welcome to the 7th edition of W3D weekly! We're a day late, but that's not too bad! W3D Engine - Scripts 4.7 Update 1 Just in case you didn't see it last week, Scripts 4.7 Update 1 is now out! If you're a Renegade player or a server owner, head on over to the thread below and grab the update! Upcoming EventsTiberian Sun's 22nd anniversary is coming up and to celebrate it, we've been asked to host a Reborn Game Night! Join us for some Banshee flying and Titan stomping on the the 19th of August at 7PM GMT! Here's a link to some more details! Red Alert: A Path Beyond This week, @ ChopBam is here to show off his new Service Depot repair animation, based completely on the Service Depot animation that takes place in Red Alert. Those who are extra observant may also notice a change to the cost of repairs. With some things still in the works that are related to this, however, a proper announcement for that feature may come in a future weekly. Red Alert 2: Apocalypse Rising Over in AR land, @ moonsense715 has been hard at work lengthening our existing toolkit of modular road tiles. This will offer us more flexibility when creating city maps. Check it out below! In other news @ Romanov has been working on models for both Tanya and the Soviet union's prime matriarch, Mama Romanov! Tanya is still a work-in-progress currently, but Mama Romanov is ready to dish out the bowls in the canteen to keep the Soviet war machine well fed (but not too fed!) Now then, be a good Conscript otherwise there's no borscht for you! That's it for this week!Tune in next time for some more excellent W3D content! [blurb]Welcome to the 7th edition of W3D weekly! We're a day late, but that's not too bad![/blurb]
  22. Welcome to the 6th edition of W3D Weekly! There's been some major developments, so let's unpack what's been happening this week! W3D Engine - Scripts 4.7 Update 1 The BIG NEWS this week is that @ jonwil has finalized and released the Scripts 4.7 Update 1 package! It contains contributions from @ Jerad2142 , @ Dghelneshi , @ moonsense715 , and @ dblaney1 . The update consists of various bug fixes, as well as a handful of feature improvements, so if you're a Renegade player or server owner, you're going to need it! Read more in the thread below! Upcoming EventsTiberian Sun's 22nd anniversary is coming up and to celebrate it, we've been asked to host a Reborn Game Night! Join us for some Banshee flying and Titan stomping on the the 19th of August at 7PM GMT! Here's a link to some more details! Renegade X NewsOn a more unfortunate tone, there's been a situation developing recently in the Renegade X community that I felt that we should communicate out, just to spread awareness on the situation. Basically, the old domain is no longer being managed by the current team. The official statement from the Renegade X team is as follows: So with all that that in mind, be aware that the official website for Renegade X is now located at https://ren-x.com Red Alert: A Path Beyond @ ChopBam reporting. We've had the "per-round reload" feature available for a while now, but it's now going to finally be implemented in our game! When you reload your weapon rounds as a Sergeant, Starshina, Volkov, or Phase Tank, you're going to only reload the rounds that you already fired off. No longer do you need to wait for the full reload time if you just used one or two shots. Check it out in the video below! @ CMDBob deserves credit for making this feature work properly. Note: We experimented with the ability to interrupt your reloading sequence to fire rounds, but it never felt quite right, so we're keeping it uninterruptible. Still super nifty!Red Alert 2: Apocalypse Rising This week @ moonsense715 and @ Romanov have been working on a neat new project (more on that another time!), but whilst working on it, Romanov introduced a feature that everyone needs in their lives. It's basically an overhaul to the visible driver system that allows character models to appear in the driver seat of vehicles. With this new script we can do stuff like this! Meanwhile, @ OWA has been rigging a couple of new civilian vehicles. we now have our very own Postal Truck and School Bus! Check them out below! The School Bus has 16 seats, so if you can procure one in the field, it becomes a really great impromptu troop transport! Let us know what you think! Cold War Confrontation @ CMDBob here, time for a quick update. This one concerns the new pistol for the WARPAC forces. Beforehand, I had them using the MP443 "Grach" pistol, but I felt that it was just a bit too modern and a bit too samey, as well. Instead, I've replaced it with the classic Makarov. Only 8 (slightly weaker) rounds per magazine, but it fires very fast and can reload slightly quicker than most pistols. Plus, it's definitely a classic weapon. Click the image there to get a rotatable, 3D view of the Makarov model. That's it for this week! Tune in next time for some more quality W3D content! [blurb]Welcome to the 6th edition of W3D Weekly! There's been some major developments, so let's unpack what's been happening this week![/blurb]
  23. Welcome to the 5th edition of W3D Weekly! Better late than never eh? Forum Updates@ OWA has been re-structuring the download database a bit, which means we've now got bespoke sections for Renegade, Interim Apex and ECW content! Keep an eye on it as we look at what we add to it next. Head here to check it out: https://w3dhub.com/forum/files/ As ever, if you have any suggestions, please let us know! Cold War Confrontation Here is the model for the M60A3 Patton MBT. Older than the M1 Abrams, but still effective as a second line tank, the M60A3 has a 120mm gun, 7.62mm coaxial and a cupola mounted MG as well. WIth a diesel engine, it's not quite as fast as the M1 Abrams, either, but it can still move around at a decent pace. Click the image to view the model in full 3D! Red Alert: A Path Beyond @ ChopBam here once again, this time reporting on some inertia improvements. Credit for this next change goes to @ Eggman891 for coding these abilities into our game. There are other inertia abilities available to us also, but the following are likely to be the biggest noticeable changes in APB. Swimming in the current release version lets you bounce and dodge back and forth instantly. We've touched it up so there will be a bigger gradation in directional changes while swimming. A video will speak much more to this than I can. 2021-07-19 06-49-28 swimming.mp4 Jumping while crouching will no longer offer a gigantic speed boost. See the next video to see what I mean! 2021-07-19 06-51-35 crouch jumping.mp4 There are a few slight other changes due to inertia but they will be less noticeable than those mentioned above. That's it for this week!See you next week for more excellent W3D content! [blurb]Welcome to the 5th edition of W3D Weekly! Better late than never eh?[/blurb]
  24. Welcome to the 4th edition of W3D Weekly! We made it for a whole month of updates. Go us! Forum UpdatesA few more forum updates here this week. More bugs have been squashed now, so the user display on the APB theme should be back to how it was before the update. We're still figuring out which new IPB features to use though. Stay posted for more! Red Alert: A Path Beyond @ ChopBam here to say that in the next release, APB will be able to have its own designated Windows Application icon while running, thanks to some clever work from @ CMDBob ! The Soviet red star icon will replace the generic W3D Hub icon in the alt/win tab application list and the taskbar, as can be seen in the screenshots below. It's a small thing, but pretty useful in the grand scheme of things! Cold War Confrontation @ CMDBob reports that Cold War Confrontation is now on the launcher for @Testers now, so stuff can get... tested! Plus, CWC has the same icon support that I added as well. Finally, here's a shot of the game's main menu (with a sneaky cameo from the M1 Abrams in the background...) Red Alert 2: Apocalypse Rising @ Romanov is working on something. Also, the truck we received is being made into a replacement for our ancient Demo Truck (probably the oldest asset in the game at this point). That's it for this week!See you next week for more excellent W3D content! [blurb]Welcome to the 4th edition of W3D Weekly! We made it for a whole month of updates. Go us![/blurb]
  25. Welcome to the 3rd edition of W3D Weekly! We've got loads of pretty pictures this week, so let's get into it! Forum UpdatesThe forum has undergone a few stylistic updates to get it back to where it was after the recent update. If you find any bugs, please tell @ OWA ! Expansive Civilian WarfareECW has been hotfixed to version 1.2.2.5! Check out the details in the thread below! Red Alert: A Path Beyond New Attack/Missile Submarines have been modeled (credit @ Kane000 ) and textured (credit @ Mighty BOB! ) for us, to be playable in the next release. The current models and textures date back to an age long ago, so with all the other things that have been updated since then, this is a refreshingly welcome update. What's that thing they say? "A screenshot is worth more than a thousand words"? "Pics or it didn't happen"? Well however the sayings go, without further ado, here is some imagery of our new submarines. Cold War Confrontation @ CMDBob here, and this week, I'm going to give you a quick tour of the NATO Barracks. This building is, like all the barracks in other W3D games, the building that lets you buy all of the infantry classes. A small watchtower on top of the barracks allows for a good view of the battlefield without being shot at. The top floor has a number of purchase terminals, and the weapon racks. Heading down the ramps, the bottom floor has the beds and lockers for the soldiers, as well as another purchase terminal. The final room on the bottom floor has the Primary SATCOM Uplink and a couple more purchase terminals. Defend the uplink, it controls the entire building, and without it, it won't work! That's all for this week. RenArchive Hi, @ Einstein here. It has been a while since I've done much around here, due to some real-life things that needed tending to. I'm still plenty busy, but I'm hoping that I will soon be able to return to dusting off some old games, and getting them ready to play with a modern version of the W3D engine under the hood. That is, after all, one of the primary missions of the Renegade Archive project - Not only preserving as much as possible, but updating as many of the older W3D games as we can, so that they can continue to run on modern machines without the issues and handicaps that their native form might present. When last we spoke, you made clear what I needed to work on next. The last of the "alpha" releases of what would later become what you all know and love as APB. The observable differences are astounding when comparing this project to itself nearly 17 years later! I have prepared a "mostly working I think" first build that the testers will have access to Soon™. And after a few rounds of them running through it and breaking it in new and amazing ways, and then me fixing what they found, repeat, etc, hopefully it will be ready for a public (re)release. Until then, have a look at the magic of 2004 in 1080p (big thanks to the TT/engine team and the awesome work they do, because this would not be possible at all without them). I feel like a disclaimer is needed somewhere. The "funny" units you see in some of the pictures are from a few "test" maps from the development of this version of the game. A great many concepts were being tested, some for the first time ever, and there were a handful of maps which these (often ridiculous) ideas would be dumped into for testing, and then some were released to the public (for science!). These "funny maps" or "test maps", were the inspiration for the modern-day Lunar Paradox map, and no proper 9935 release would be complete without them! Battle for Dune The BFD team have been working on weapons recently. @ AZ-Stalker has been working on recolours for the Sniper Rifle, Shotgun and various utility devices. Check them out below! Red Alert 2: Apocalypse RisingWe recently got out hands on a new Soviet Supply Truck model thanks to a talented artist called Hokunin! Check it out ingame below! This model will hopefully also be used as a base for the Demo Truck! @ moonsense715 is also working on improving the Dune Patrol map. Stay tuned for updates in the coming weeks! That's All Folks! That's all we've got for this week! See you next week for more W3D content! [blurb]Welcome to the 3rd edition of W3D Weekly! We've got loads of pretty pictures this week, so let's get into it![/blurb]
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