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  1. It looks like EA just dumped the entirety of the franchise on Steam as is, with some very minor patching to run on modern systems. https://store.steampowered.com/app/1213210/Command__Conquer_Remastered_Collection/ On one hand, I'm eager to see all the new players coming into the C&C community. There'll be plenty of discussion to be had (and newbs to pwn in multiplayer!), which will be nice. Hopefully the servers won't explode with all the additional installs over the next couple of months. However, one thing that worries me is the possibility of total young'un takeover. I understand that not everyone under the age of 20 is some braindead 'Skibidi Toilet' obsessed Tik Tokker, but the last thing we need is people spamming the forms and ingame chats with "Yo, where's the battle pass and V-bucks? No cap, sheesh!" or "Wow, Nod is using chemical weapons? That's so not bussin, not on fleek, I'm going to complain to EA on Twitter". How do you guys feel about the popularity? And am I just bitter and paranoid, or do you think we might actually get flooded & taken over by the Tik Tok generation?
  2. Hello everyone. It is with a heavy heart that I am here to inform you all about some unfortunate news. Our friend and well known C&C community member Zee (AKA Zee Hypnotist / Rabbit), has sadly and unexpectedly passed away. I have been Zee's best friend for many years, but have only recently been informed of this myself through those closer to him, such as relevant family. However, this news is not very new I'm afraid. Due to communication difficulties as a result of Zee heading off to build his nearly off-grid dream life closer to nature and farmland, it is only reaching us now, more than a year after the fact. Zee had retired from the C&C community and wanted to live life onwards without any ties to his previous projects and environments (at least for now), in order to fully focus on new long-term adventures that made him feel happy and fulfilled in life, which was respected. Thus, this tragic news has had a hard time reaching back to us. But here it is. For those of you who don't know, or would appreciate a reminder, Zee was a veteran C&C community member with two decades of service in voluntarily supporting all things Command & Conquer, most notably through his work in communities such as CNCNZ and W3D Hub. He participated in official EA C&C summits, worked on a huge amount of creative projects, and was an active modder, mapper and overall game developer. But what he is most well known for is definitely the popular C&C Legos stop motion animation series, hosted on CNCNZ and his (now inactive) personal YouTube channel. Zee was a very creative person, and did his best to bring a lot of inspiration, joy and laughter to anyone interested in his work. Even during some very tough times he rarely spoke about online. Although he had his fair share of struggles in life, and did not always handle things the best way, he had a very caring heart and loved seeing people enjoy the things he had created or worked on. He wasn't a perfect person by any means, but he didn't try to be, instead opting to stay true to himself as much as he could, with all aspects of his personality, both good and bad, percieved or otherwise. If asked to say something at this point in time, I think he would have told everyone here, as he had told me some time ago, that it is important to be grateful and cherish the friendships and opportunities life gives you, as you may never run into them again. He was very appreciative of all the support he had gotten from the C&C community over the years, and was always happy to give back to the community through his creativity. His entire style of doing so revolved around comedy and making people laugh, sometimes in crude and even stupid ways. He did a lot of experimenting, testing, and pushing the boundaries of what he already knew how to accomplish, which is something I personally loved to take in and feel motivated by as well, especially when feeling stuck or too set in my own ways, and I hope many of you got some of that energy from his work too. Zee was full of ideas, and did his best to learn new things and act on them to realization, regardless of if the results of his efforts turned out as perfectly as imagined, as they rarely did. And this was a big part of his charm and why people loved his work, because he was never afraid to make mistakes or show things that were not as good as he would have liked. He worked with what he had and learned by doing. And in the process taught and inspired others by example. Freely sharing the ups and downs of the process. And for that, Zee, I thank you. Lastly, I think Zee would have wanted everyone here to fondly remember all of the good, and if possible, to forget the bad with time. Followed by some improvised humor to leave us with a weird but cheeky smile in the end, naturally. I hope that helps you all with processing everything. Thanks for everything Zee, sincerely. You already know this, but I'll miss you a lot. I'll remember what you taught me. Thanks for being my friend. ... Now, for those of you wondering, I have taken on the role of being the custodian of many of Zee's old files and projects, for safe keeping in remembrance, as well as other purposes. He always trusted me with a lot of access, and we worked on many things together. Which means that I'll make sure his work (such as the C&C Legos series) stays up online if things ever go down in the future. Not sure how exactly just yet, but if anything should happen, please contact me and I'll see what I can do from my archives. I'm making sure to treat his stuff with respect and in a way he would very likely approve of. That said, I unfortunately do not have some videos and project files that were either still in development on his end, or were temporarily archived until a future return or continuation opportunity came about. These missing assets include random stuff like test versions of games, maps or mods, as well as episodes of Blue Team Go and Bert & Nick, which some of you might have watched alongside the C&C Legos series. And other notable things he was working on or had left in an unfinished state. If anyone has any of Zee's work backed up or saved for personal use or viewing, please contact me if you would like to help me fill in the missing pieces. It would mean a lot to me, and would help honor his memory. I am considering releasing some things in the future, and respectfully repurposing others, but I need to take inventory and track various missing assets down first, if at all possible. As well as let a bit of time pass to process everything mentally and emotionally (as the news hit me pretty hard), with all that has happened, but it's an idea. I will think it over. Any help would be greatly appreciated if anyone has anything to send over. So thank you. ... Finally, if anyone would like to say a few words about Zee or your time with him or his creative content, say thank you or goodbye, or anything else you might want to respectfully express and share with us, please feel free to do so in this thread. Realization of loss is never easy, so if anyone needs to, lean on your friends or the community to support you. It's okay to feel things. You are not alone in feeling this way. I will probably update this thread in the future with links and any other relevant announcements, if applicable. Thank you for your time, and please take good care of yourselves in light of this heavy news if it affects you.
  3. Hi everyone! Earlier this year we mentioned that we wanted to make some sort of Global Freelancers Initiative to empower members of the community who would like to make content for the games, but don't necessarily want to be part of the staff team. This has mutated slightly to become the W3D Hub Modder's Alliance; a new group that will be comprised of active members that make maps and mods for W3D Hub games! So what's the deal? So what does a member of the Modding Alliance get? Well, Modders get a special usergroup which grants them exclusive access to all test builds on the launcher, a special forum section to discuss the engine and a special Discord channel to chat in. This halfway house between being a regular member and a staff member is great so that we can have a place to collectively help each other out and work on exciting stuff for the community, but it also allows us to train people who are interested about producing content for the engine. How do I become a member of the Modder's Alliance?When we're looking for people to join this new group, we're looking for a number of qualities. We won't be formally accepting applications as such, but we will be paying close attention to what people are doing and making so that we can make the best informed decisions. Ultimately though, these are the basic qualities that we are looking for: Members who are interested and passionate in developing content for the W3D Engine. Members who have submitted several mods to the downloads database or have made maps for the games that are considered to be of a good standard of quality or beyond. Trustworthy members who conduct themselves well on the forum, in Discord and in-game as well as being respected by their peers. If you fulfil some of these qualities, it is very likely that we will approach you to join the Alliance. Is that everything?Well not quite! I'm pleased to announce that our first Modders that have been invited to join the Alliance are Raap, Timeaua, Threve, Zephyrus and Kicken! Congratulations guys! Aside from that, if you have any burning questions or suggestions about any of this, please feel free to PM me (@OWA) about it. Cheers! [blurb]Read all about our brand new initiative that aims to provide support for community contributors; the W3D Hub Modders Alliance![/blurb] [thumb]thumb_w3d.0.png[/thumb]
  4. [thumb]thumb_w3d.0.png[/thumb]The Tiberian Technologies website has been updated! On entering, you will see the tagline "A new and improved version", and what an improvement! Before: After: The New: • Better User Interface • Downloads now have MD5 hashes for verification purposes • Changelogs are now embedded into each release • Simple web API • More up-to-date information about Tiberian Technologies [blurb][/blurb]
  5. We are so back. With the Tiberian Sun Anniversary coming up, discussions came up of polishing the current Tiberian Sun: Reborn experience to deliver a smooth, fun, more balanced game for the event's participants and before you know it, the development team collectively decided upon pushing through once again to 2.0! Where previous setbacks may have made this venture appear lost to the void, we can confidently stand behind this decision to go forward. You may be asking, "But FRAYDO, what makes this different from the last time? Will it actually work this time? Why now"? Rest easy, little Timmies, for I have the answers you seek! "What makes this different from the last time?" Originally, we strove to deliver the full, completed Reborn 2.0, which entailed many new changes, map additions, and updated game mechanics such as those seen in Red Alert: A Path Beyond, Battle For Dune: War of Assassins, and our other house projects. In light of those aforementioned setbacks and other disturbances, we can still promise to deliver TSR 2.0 as we fully intended as the end goal. While that will indeed remain the end goal for TSR 2.0, the objective we will meet for the upcoming anniversary event is delivering a playable open beta! You will get a working revamped experience of Reborn, which has been a long time coming! "Will it actually work this time?" 100%, and a resounding ABSOLUTELY at that! ChopBam, as you may know as our lead developer of Red Alert: A Path Beyond, is heading the charge on this. He is currently happy with the state of APB and is offering his full time and devotion to TSR 2.0, as is everyone else in the developmental front, such as OWA on Balance and Units, TeamWolf on Maps, CMDBob on Code, Killing_You on Audio, along with Ryknow69 and ICE on support, as well as our eager testers who will be quite busy with tasks such as trying out our latest Cyborg Reaper, navigating our new building layouts, and ensuring our scripts updates were implemented correctly through bug hunting. "Why now?" The Tiberian Sun Anniversary event lit the proverbial fire in our development channels. When Pyrocob from CnC Saga reached out to us, we were originally just set on choosing a day within the anniversary schedule for TSR. One thing led to another, and here we are announcing the Tiberian Sun: Reborn 2.0 Beta! I believe we all wanted to return to TSR 2.0 at some point, and this renewed motivation has given us the perfect opportunity to do just that! As activity will be ramping up on the developmental front for TSR 2.0, expect to see updates as they happen! Thank you for your time in reading this! Your support is what gets the ball rolling and keep it rolling!
  6. Hi everyone! As part of the celebrations for Renegade's 19th Birthday, the W3D Hub team will be doing a Q&A session on Discord, Twitch and YouTube this Saturday at 8Pm GMT! We want to know what questions you have for the team here at W3D Hub! This could be anything from what our future plans are to what we had for lunch, so please feel free to be creative with your questions! We will be curating the questions a bit however, so if your question is a bit on the controversial side, it may not get answered! Fair warning to you! Head to the question form here to submit your questions! <- Clicky Head here for more information on the event! Don't worry if you cannot make it to the live stream either, as we will be recording the Q&A for later as well! Cheers! Edit: This Q&A has now finished. Please check out the video below to view it! [blurb]As part of the celebrations for Renegade's 19th Birthday, the W3D Hub team will be doing a Q&A session on Discord, Twitch and YouTube sometime next week. (Keep an eye out for the date).[/blurb]
  7. Some have been wondering where our roadmap for 2023 is and what lies ahead for W3D Hub going forward. With a team as diverse as ours and fielding as many projects as we are, it becomes increasingly difficult to gather everyone together for one proper meeting! Rest assured however that the roadmap will come out soon and we can promise great things are ahead for each of our projects! While we continue to deliberate over schedules, I would like to open the floor for community questions! What burning questions do you have for any of our developers or projects? I would like to collect those thoughts into this thread so they may be raised at the upcoming roadmap meeting, so please ask away! Know that your support and feedback is what drives this community and keeps it going strong!
  8. 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]
  9. [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!
  10. 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]
  11. 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]
  12. 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]
  13. 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]
  14. 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]
  15. 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]
  16. 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]
  17. 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]
  18. 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]
  19. 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]
  20. 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]
  21. 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]
  22. 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!
  23. 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]
  24. 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]
  25. 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]
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