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Found 17 results

  1. Much Signal Flares, such Iron Curtain Allied & Soviet Signal Flares @Kane000 has been going crazy recently with lots of development updates! Today we’re showing off WIP of both the Allied and Soviet Signal Flares. These items have needed an update for many years, so he decided to knock this out very quickly. We'll hopefully bring this to you in a future update coming soon! Soviet Iron Curtain It’s finally happening! We’re getting closer to testing the waters with super weapons. Here’s a shot from our recently modeled Iron Curtain by user Tumamaloca! We’ve been brainstorming ideas for how to implement the secondary super weapons, but realized we needed a newer model for the Iron Curtain before we considered adding it (the older one was heavily outdated).
  2. Hello everyone! We’re happy to announce that we’re pushing out patch 1.6 today. We’re sorry for the late notice, but this should hopefully make the event a little better compared to what’s currently in 1.5. Below you’ll find the changes that we’ve made, and should be available on the launcher soon! GENERAL -TSR 2.0 Menu and Intro Movie backported from 2.0 -Rocket warhead effectiveness VS flying vehicles increased to 1 (was 0.8) -"Unit Ready" announcement no longer plays twice Infantry -Veterancy purged from all infantry units, effectively removing it from the game -Third person camera adjusted to be smoother -Minor lighting adjustments -Cyborgs and Enforcers can now drive vehicles -Umagon anti-vehicle C4 and Toxin Trooper Toxin Grenades removed -Umagon and Toxin Trooper projectile gravity increased to 0.5 (from 0) GDI -Disc Thrower secondary fire removed -Disc Thrower Gravity changed to 0.5 (from 2.250) -Disc Thrower Projectile velocity increased to 60 (was 40) -Disc Thrower range reduced to 100 (was 180) -Riot Trooper moved up on the purchase list -Riot Trooper Price reduced to 400 (from 700) -Shotgun Slug ammo cost reduced to 1 (from 2) -EMP mines removed from Riot Trooper -Umagon rifle is no longer burst fire -Umagon damage up to 33 (from 11) -Umagon magazine size set to 8 (from 18) -JumpJet armor reduced to 0 (from 40) NOD -Elite Cadre Grenade Launcher now has unlimited ammo -Cyborgs now have their arm cannon by default -Toxin Trooper damage up to 30 (from 10) -Toxin Soldier magazine size set to 10 (from 30) -Confessor Rifle damage boosted to 18 (from 14) -Cyborg Commando speed increased to 6 (from 5.5) -Cyborg Commando now has a flamethrower secondary fire Vehicles GDI -Wolverine Targeting Range increased to 85 (was 75) -Wolverine MaxEngineTorque increased to 5000 (was 4750) -Hover MRLS secondary fire removed -Disruptor Health/Armor increased to 500/500 (was 450/450) -Disruptor now uses Heavy armor (was Medium) -Juggernaut Splash Radius increased to 15 (was 12.5) -ORCA Fighter range increased to 120 (was 90) -ORCA Bomber Splash Radius increased to 30 (was 15) -ORCA Bomber Splash Damage increased to 130 (was 120) -Carryall texture updated NOD -Attack Cycle model & physics updated to handle far better, making for a smoother experience -Tick Tank now uses the same emitter when deployed and undeployed -MRV now has a repair beam -MRV range increased to 12 (was 6) -Cyborg Reaper damage increased to 40 (was 35) -Cyborg Reaper web removed -Harpy damage down to 6 (was 8 ) Buildings -Vulcan Cannon damage reduced to 6 (from 8 ) -RPG Turret damage reduced to 70 (from 80) -RPG Turret now uses Rocket warhead, making it more effective against vehicles, but less effective against infantry Levels General Ion Storms have been removed from most levels. TS_Crossroads - Finally added the missing Gas Station and Local Store to the middle - New Outposts have been added near each Faction's base in the middle - Civilian buildings have been added near the GDI base - The crashed Banshee has been moved closer to the shore and a small car park is now in it's place - Some texture updates - Fixed an area where you could go out of bounds - GDI Base defenses no longer float TS_Drought - Added a Civilian living area to the GDI side - Added a small industrial area to the Nod side - Various objects have been placed over the map for better infantry combat cover - Other small changes and additions TS_GrandCanyon - The Tiberium Sludge is no longer broken TS_Isles - New back amphibious routes to the Nod base TS_Shallows - GDI base defenses no longer float TS_Snow - New vehicles have been added leading into the side of each base - New vehicle routes have been added along with tunnels leading into each base - Some missing objects have been re-added - Mutants and the Mammoth Tank have been removed from the middle area - Crates will no longer float
  3. How’s it going everyone? You may have been asking, "Where is AR at the moment?" and through this video you can find out! We are happy to announce that we have hit Alpha! This means that the features that we wanted to include in the first release have made it ingame. Thanks to the efforts of the team over these past few months, we have cleared this milestone! Today we’re excited to showcase a few of these new features! In this video we have included the new HUD and UI, improvements to the Allied Prism Tank including an all-new refraction projectile, and a physics overhaul of the Allied Harrier! All this and more in this video update brought to you by OWA. Please feel free to comment below about anything you would like to see in a future video, and we would be happy to show it off for you!
  4. And you thought we had abandoned TSR... Silly you! We got a present for ya! Changes in this update: Update from a 4+ year old build of scrips 4.3 to the latest version of scripts 4.6. This update adds 4 years of engine improvements in the areas of performance and stability - Thanks @jonwil and the Tiberian Technologies team for the continued work and support, 17 years and counting! Goodbye Disco-Sludge! You've been great fun to look at, but you've melted your last graphics card! Yes thats right! Grand Canyon has been patched to fix the iconic yet notorious glittery tiberium. @jonwil is actually responsible for this fix as well. The current public version of TSR is still on life support while TSR 2.0 is in development, nothing has changed there. But when we discovered that a simple engine update made the game and server exponentially more stable, we decided to throw something your way to help you guys pass the time until TSR 2.0 is ready! This update is live on the server now! Enjoy! ~ The Team.
  5. A new update is now available for the W3D Hub launcher, which contains a few small bug fixes and one major new feature. For the first time ever, parts of the launcher UI have been localised into new languages as part of efforts to make the launcher more widely accessible. This first implementation does not cover all parts of the UI, as not everything currently supports localisation, but I intend to gradually expand this to cover more and more of what you see in the launcher. As of today, translations are available for; German Russian Turkish Croatian If your Windows regional settings are set to one of the above languages, the launcher should automatically apply the appropriate translations. Thanks to @NoSoldier, @__nEmPoBu4__, @Sheila and @AZ-Stalker for their help in providing translations Localisation Help If you spot any errors in the translations, or would like to help us translate the launcher into more languages, please drop by our translation spreadsheet (created by @Jeod) and update it with your new entries / corrections. Alternatively you can contribute via the localisation forum topic.
  6. Hi everyone, I have this Installation Failed problem whenever W3D Launcher has finished downloading the files and then installation always fails when installing "msvc-2013.zip". It won't go anywhere beyond that point. *Here's what I've tried to fix the problem but to no avail: - I have cleared the APB cache, deleting everything in "C:\ProgramData\W3D Hub\Launcher\package-cache\games\apb" - Re-downloading all Red Alert APB files through the launcher, no download problems. - Download finished smoothly but installation fails every time when installing the "msvc-2013.zip" - I've repeated the steps above for 4 (four) times and still stuck on failing to install the "msvc-2013.zip" Hope anyone knows a workaround for this problem. Kindly thank you for your time and attention lads, best regards
  7. [blurb]Hot on the heels of version 0.7.5, version 0.8 of the launcher brings you the first functioning version of the chat lobby! This has been a long requested feature and I hope everyone finds it useful.[/blurb] Hot on the heels of version 0.7.5, version 0.8 of the launcher brings you the first functioning version of the chat lobby! This has been a long requested feature and I hope everyone finds it useful. Additional changes include; Tweak how URLs are launched to try and fix issue with Chrome crashing (#50) Login dialog now focuses the nickname field when opened (#49) Please report any issues on the Launcher Issues Tracker or here in the forums
  8. An update is available to the W3D Hub launcher which improves the login process and integrates with the live forum environment correctly. Thanks to @moonsense715 for his efforts in reverse engineering the missing parts from the original IPB v3 integration. Note that, as has always been the case, unless you are a staff member or tester there is no benefit to logging in at present.
  9. [blurb]Version 0.7.3 of the W3D launcher is now live. [/blurb]Version 0.7.3 of the W3D launcher is now live. This version fixes some issues with the server list when logging in and out multiple times and includes additional diagnostics for cases where non-english versions of Windows are having problems downloading packages. If you are running a non-english version of Windows, please report the errors.log contents if you have an installation failure with this version - it will include additional information about exactly which package name it's having problems with.
  10. [thumb]thumb_w3d.0.png[/thumb] [blurb]Version 0.7.2 of the W3D launcher is now live.[/blurb]Version 0.7.2 of the W3D launcher is now live. This version adds under the hood improvements to the server listings to make them more reliable.
  11. Version 0.7.1.0 of the W3D Hub launcher is now available. This update includes an improved package downloader for users with less stable internet conections Version 0.7.1.0 of the W3D Hub launcher is now available via the automatic update mechanism. This update includes an improved package downloader which will recover from transient network drop-outs during a download. This should improve the install and update experience for users with less stable network connections. Note that this is only a first pass at improving the entire download and install process and doesn't resolve all outstanding issues. Longer network drops will still cause a failed download if it is unable to resume within the timeout period and, at present, would require downloading again from scratch at a later time. Support for resuming a download at a later time is in the development plans.
  12. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! This patch contains mostly balance changes, but there are other things in the update as well like an overhauled MCT, a few new sounds, changes to Coastal Influence's Soviet base, and more! But many of you want the long version, so here you go: Changelist INFANTRY Thieves take 3 seconds to steal money, and Soviets are now notified about the stolen money as well. Rocket Soldiers/RPG Troopers cannot be trained without a Barracks. Medic Kit healing effect duration down from 6 to 5 seconds. MP5-N range down from 70 to 60 (same as pistols/shotguns). MP5-N reload time up from 2.1s to 2.35s. MP5-N warhead changed from standard Assault Rifle bullets to AK-47 spray bullets (damage to all vehicles/buildings reduced by 15%). Flamethrower splash damage up from 27.5 to 30. Flamethrower direct damage down from 80 to 70. Fire damage multiplier to building walls up from 0.24 to 0.25 (a ~9% decrease after the damage nerf). Fire damage multiplier to building weakpoints up from 0.32 to 0.35 (a ~4% decrease after the damage nerf). Fire damage multiplier to pads/silos buildings up from 0.24 to 0.3 (a ~9% increase after the damage nerf). Fire damage multiplier to defenses down from 0.32 to 0.3 (a ~18% decrease after the damage nerf). Shock rifle damage multiplier to building weakpoints up from 0.2 to 0.225 (a 12.5% increase). Shock rifle damage multiplier to pads/silos up from 0.15 to 0.175 (a 16.66% increase). Allied sniper bots no longer give out 100x the intended points/cash. VEHICLES Gunboat/Destroyer turn rate improved. Destroyer rockets no longer arc up as this causes them to be unable to fire sometimes for some reason. Destroyer/Missile Sub rocket projectile velocity up from 50m/s to 75m/s. BUILDINGS The side windows of the Power Plant can no longer be broken. AESTHETICS The appearance of the MCT has been vastly improved, with the texture/model overhauled by Synaesthesia and the animation redone by Generalcamo. Rangers, APCs, MBTs, Artillery, and Gunboats now have visible barrel recoil. AA guns use the right sound file now. New sounds for Destroyer/Missile Sub and V2 rockets. Pillbox/Hind use 2 separate sound files (currently identical). Higher-quality stereo versions of the following music tracks: Crush (Rock Trap) Deception (Camos Canyon) Face The Enemy (Coastal Influence, Guard Duty) Fogger (KOTG) Industrial (Pipeline) In Trouble (Pipeline) Militant Force (Fissure) On The Prowl (Forest of Illusion) Re-Con (Stormy Valley) Run (Camos Canyon, Under) Terminate (Under) Underlying Thoughts (Under) Vector (KOTG) MAP CHANGES RA_CoastalInfluence: Removed a couple of the Allied defenses around the inlet and added a Soviet flame tower by the bridge. RA_CoastalInfluence: Soviet base is raised up to the height of the bridge. RA_CoastalInfluence: Thickened fog a little as there is no ridge blocking base-to-base sight anymore. RA_GuardDuty: Fixed a VIS error in Allied Barracks basement. RA_KeepOffTheGrass: Fixed hole in terrain behind the Soviet base. RA_Pipeline: Fixed the floating rocks on the "V2 ridge". RA_StormyValley: Fixed the out-of-bounds zone. RA_StormyValley: Improved lighting level slightly. RA_Wasteland: Medium/Heavy Tanks no longer respawn. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
  13. Not sure how many people here are/were fans of the Tribes series of games, but today Hi-rez released an update for Tribes: Ascend! Its been over 2 and a half years since an update and the game has undergone a major overhaul. On top of that, all the previous Tribes games are free now as well and you can download them here! Lots of really good (AND FREE) games here, just thought I would let everyone know!
  14. Between 1400 and 1600 BST today (Sunday 17th May) there will be a maintenance window for all W3D Hub services, during which time several updates will be applied to improve security and resolve bugs. During this maintenance window the forums may be unavailable for a short period of time. We do not anticipate any downtime for the launcher.
  15. Hey everyone! It's been a long while since the last update, but here's a new one to stop those AR blues. Plus, we simply couldn't have APB and TSR releasing new updates without us! We missed the boat on posting an update last month, so here's a new one to cover January and February! We've done a fair amount of work (or rather danpaul88, dtrngd and ChAoS have) since the last time we updated! Here's what the team have been up to recently: One Winged Angel recently turned 23. He's still a handsome devil though. dtrngd has been working on AR's presets recently and there have been a lot of updates for the testers to play with, but now he's moved his attention onto Reborn, so that a playable build can be constructed. fear not Rebornites! your game is in very good and capable hands! danpaul88 has been working on loads of great new scripts; some of which are demonstrated and explained in this update! ChAoS has been rigging weapons using the new first person hands; a cool video of that is on show below. BogdanV has been modelling bits and pieces, but has a fair bit of University work that has been getting in the way. The rest of the team has been up to various bits and bobs. Beta 2 Gameplay Footage danpaul88 has recently posted this video on the BHP youtube channel which shows lots of lovely Beta 2 gameplay! Watch Grizzly, IFV and Harrier rushes on South Pacific as well as some infantry action on Rocky Pass and capturing structures on Freezing Straits! Not much else to say about this one, so enjoy the video! New First Person Rigs ChAoS has been hard at work rigging the weapons up in first person! Once we get enough weapons into the game, we can transition over from the old renegade rig to our new shiny rig! The problem with the Renegade skeleton is that it's old and quite simple compared to what we could potentially do. so what we have done (or rather what Eggman891 has done) is create a rig for a new set of hands that has a lot more joints in it; this way, we can produce better animations that look nicer. It's only an aesthetic change, but it does affect the whole first-person mode of the game, so we're going to make sure it's done right. :)In the future we could potentially create more hand types and every infantry could have their own set of hands, but that's a maybe. Check out the video below where ChAoS runs through some of the weapons that he's completed using the new rig. Conquest Mode AI As well as playing the game, danpaul88 has also been coding up a storm recently. We should have really called this the Janbruary Update: danpaul88 and ChAoS edition! Anyway, back to the news at hand. a new AI objective system has been written up so that bots can actually play various game-modes! Why is this important? It's important because it means we can put bots on any map that we want to and have them play entire games out by themselves (in the simplest form). For example, a SEAL will be able to work out that infantry are more important to shoot than tanks, but he won't be smart enough to place C4 on weakpoints. In the past, bots needed waypoints that they could follow like a trail of breadcrumbs around the map, but now we can auto-generate our pathfinding data, give a bot an objective and they'll find their own way to achieve it. This is currently how our miners work, which is incredibly easy for mappers to setup and is incredibly flexible if we want to do multiple ore fields (se the next segment for more on that). The key points concerning this new AI is that it's based on two simple concepts; offence and defence. An offensive AI will swear at you loudly and show you his arse prioritise attacking over defending and will also decide what to attack based on it's unit-type. I.e. A Rhino Tank will look for other tanks to attack when assaulting a position, whilst a Navy SEAL will always prefer to attack infantry. Defensive AIs will prioritise defending over attacking and can be assigned to defend key targets. Just captured an oil derrick? No problem; some Grizzly tanks will move in to defend it for you. This could also be used for maps where defending the ore miners are key; so each miner could have an escort of a couple of tanks when moving out into the battlefield to harvest more. Objectives are also unit-type based depending how suitable they are for certain units. To test this new AI out, danpaul88 set up a test game of conquest mode to find out if it was capable of playing an entire game by itself. The results were good! All of the documentation for this new AI can be found here: http://doc.tiberiantechnologies.org/scripts.dll/classdp88___a_i___objective.html Re-Growable Ore Fields danpaul88 has worked more magic by creating scripts that will support re-growable ore fields! You heard it right! This basically means that ore fields will shrink as they are harvested by miners. Then when the field is fully depleted, the miner will move onto the next field (and yes the AI is equipped to do this on it's own). If a field is depleted, but it has an Ore Extractor, the ore will regrow over time; so an ore field that gets depleted at the start of the game, might become a source of income again nearer the end! So now we have the potential to create maps that start with a small field of ore or gems close by that will get depleted, thus making the miner search for alternate sources later on into the game. This will give a massive C&C-feel to the game which will hopefully get everyone buzzing with nostalgia! The documentation for these scripts are public, so feel free to check them out below! Ore Field Script: http://doc.tiberiantechnologies.org/scripts.dll/classdp88___ore___field.html Ore Extractor Script: http://doc.tiberiantechnologies.org/scripts.dll/classdp88___ore___field___drill.html Misc. Other News In other news this update, here's a list of other things that we've been up to: The doors of the War Factory are actually targetable now. this means that shooting them will do damage the building itself! Dawnblaze has been working on the %5Burl=%5Burl=]Soviet Spy Plane[/url], but it's not quite ready yet. The new Rocketeer physics are ingame! This means that when you deploy the rocket pack now the Rocketeer should fly like a proper VTOL with a lot less lag! We tried giving Crazy Ivan a grenade-type weapon to make him more effective against infantry, but now we've removed it in favour of a more RA2-style small sticky bomb. We're working on getting parachuting reinforcements into the game. When you lose your War Factory, extra vehicles will be parachuted down to you. We might even be able to parachute down weapons and equipment for when the barracks is lost as well. The Engineer IFV now repairs continuously instead of in bursts. This has made it a much better vehicle! Rand00m Something for Zelda fans. Something for Mortal Kombat and Street Fighter fans. Aaaaaand something for C&C fans. Fini See you next time guys and gals!
  16. Welcome to this November/Movember update comrades! We're celebrating this month of growing charitable facial hair by dedicating this update to the man with the most face fuzz in Red Alert 2! You guessed it; it's General Vladimir! Anyway, here's what those scoundrels on the AR team have been doing recently: - OWA grew a moustache for charity (pictures to follow), he's also been working on the Conscript model. - dtrngd has been working on optimizing the base buildings so that they don't lag the game out. He's currently working on a quick fix using LOD, but they will be VIS'd later. - danpaul88 has been working on some Conquest mode scripts. This is essentially a Battlefield-style mode where teams compete to control points on the map. Captured points means more score for your team. The first team to reach the target score wins! - ChAoS has been working on the weapon hand rigs. Check them out in this update! - Ric has been working on the internals for the Air Force Command HQ. We've got a great idea on what we're going to do with this structure and it should prove to be one of the most exciting interiors yet! - Dawnblaze has been working on updating BogdanV's spy plane model and getting it ready to unwrap. - Romanov has been modelling a Javelin missile launcher for the Guardian GI Tester Recruitment Open! The wait is over ladies and gentlemen! We are now hiring testers to playtest all three of BHP's games; AR, APB and TSR Either fire an email off to bluehellproductions@gmail.com or pm either Chronojam, One Winged Angel or Wallywood on the forums and tell us why you think you'd make an awesome tester! Good luck to you all! Soviet Conscript But this guy was done! Why are you re-making him again?! The short answer? He was literally too short. This meant his neck bent in the wrong place which looked pretty weird. Also some new references were found and the model was corrected to fit them. One Winged Angel has been making these updates, since this is his pet project. This is the best version of the conscript yet and should prove to be the final model. Please Note: On the second image the shoulder pads have been removed because they clip through the arms, however this will be remedied when the character is rigged, since the arms will fold down instead of being stuck in a T pose. Also, the coat hasn't been modelled over the legs yet. This is still very much a work in progress. Javelin Launcher Romanov has been modelling a Javelin launcher for the Guardian GI. w were originally going to go with an AT4, then an SMAW, but now we've finally settled on the Javelin launcher; partly due to the GGI's weapon in rules.ini being called JavelinMissile. He's made a great start on this and the model is about ready to unwrap now! ACHQ Update Ric has been working on the interior for the Air Force Command HQ! This structure will be where you'll need to go if you want to fly a Harrier or get para-dropped out of a plane (USA only). The structure will have several rooms above ground, along with a large underground basement where the Harriers will be built. There will be four elevators which will correspond to the four landing pads; so that when you build a Harrier, it will be brought up to the ground level from the basement. Here are a few pictures! ChAoS's rigging progress ChAoS has been rigging up the weapons in first person view with a little help from Eggman891. these use the new hand rig that was going to be in APB until the project was put on hold for some reason. These new weapon poses will preally help to define AR as it's own game and pull it away from Renegade even more! Kudos to ChAoS for taking on this job because it's tricky to get right and he's doing a great job! Take a look at the rigs for the MP5, the Beretta and the Electric Drill! You may be wondering about the HUD that is shown in those screenshots. It is a HUD made by Deathlink6.0 of the RenegadeX team, but has been modified by Soulhunter to work with Scripts 4.0 and therefore AR. We plan to tweak it for our own use later on, but thanks goes out to the authors of this cool HUD for the awesome work they have done! Hopefully they approve of its inclusion in AR! Forum Skin The new forum skin has been given to the testers for bug checking. After the bugs have been squashed it should be rolled out for everyone to use! Here's a reminder of what you'll get when this is rolled out! Random RA2 Corner Some video goodness right here! Battlefield 2 at it's worst best These guys love Battleships Here's a video with some neat cosplay in it. (Fun fact, the Red Engineer that is at the beginning of the video is OWA!) End Drop by next month for some more good stuff!
  17. Let's jump off this blog the right way and wish the fans a HAPPY HALLOWEEN Now lets get straight to it. If you read last weeks blog you might have a few questions well maybe this will help..... -EMPs: We are going to make EMPs in the Renegade engine a real thing. Basically the way this is going to work is when you’re hit by an EMP, your unit will no longer be able to move or fire for a short amount of time. This will make things like the EMP cannon and the Mobile EMP a real possibility. -New infantry units: We have a few new units coming to the roster: Toxin Trooper for Nod, Riot Trooper for GDI, and AA trooper for GDI. Now we know that there was no AA trooper for GDI, but for the sake of balance and because GDI has no real anti-air unit, we’ve decided to add him in. -New vehicle units: We've also decided to add units like the MEMP (Mobile EMP), the Mobile Senor Array and limpet drones. -Revamped current infantry: We've gone through the roster and made some improvements. We're making sure each unit has its own unique feel so that no unit overshadows another. In light of this, we had to make a few cuts. Here’s what the current roster is looking like: NOD *Light Infantry *Technician *Engineer *Rocket Infantry *Chameleon Spy *Mutant Hijacker *Confessor (Renamed the Kerubim so it fits better) *Cyborg *Cyborg Commando *Elite Cadre *Toxin Trooper GDI *Light Infantry *Technician *Engineer *Disk thrower *Medic *Jump Jet *Umagon *Officer *Ghost Stalker *Riot trooper *Anti-Air Trooper You’ll notice most of the mutants have been taken off the list, but don't worry! You’ll probably be seeing them again in different ways. -Ion storms: Okay, I am VERY excited about this. Jonwil and I put our heads together and made REAL ion storms a thing on the W3D engine. When a random ion storm occurs, both teams will lose their base’s power and radar. Yes, you read that right…random. Ion storms are going to be randomized, so there could be as many as 15 storms or as little as none on a map, and they could last anywhere from 15 seconds to 3 minutes. You'll never know how it’ll affect battles! -Building hacking: This is going to be the bread and butter that will change this game to its own style apart from AR, APB, and Renegade. Engineers have always been powerful units in the C&C RTS world, so we've decided to bring that logic to TS:Reborn. Engineers will now be given suitcases with laptops in them that will be able to "hack" buildings. Think about it like a hidden secondary health bar. When an engineer is hacking it, it will slowly bring this bar down. If you are able to bring this bar down to…let’s say yellow, it will knock that building’s functions offline. If the bar drains completely, the building will die. Engineers don't have to stand at a certain spot either as long as they are within the building’s hacking area, so as long as you have the briefcase out and are using it, you can hack anywhere outside or inside of the building. So how can you prevent this? Well there’s two ways. The first way is to kill the engineer. The second way is to grab your own engineer, pull out your briefcase and "unhack" your own building. But what if you've lost your barracks or Hand of Nod and can't buy an engineer? Well don't worry about that, because hacked buildings will slowly repair their own hack damage as long as they’re not dead. -New buildings: There are tons of buildings in the Tiberian Sun world, and we've decided to give each building its own function. We're going to add Tech centers, Radars, EMP cannons and super weapon structures. The radars will control the limpet drones and the radar function. The tech centers will affect the tech levels and the hunter seekers. The missile silo and upgrade center will handle the super weapons. Also Spice has been working on the GDI Service Depot and this is what he has so far. -Different game modes: I've always been a fan of variety and sometimes I get tired of the same old back and forth battles. We're going to be adding different game modes for multiplayer. Things like capture the flag, team death match, capture the token, free for all, marathon mode, and maybe an infected mode. More details will come about this later. -Poison: As you can see we've added a Toxin Trooper to the mix, and since Nod has no problem poisoning people, the Toxin Trooper will be given the ability to poison enemies once their armor is taken out. They will be given a toxin rifle and toxin grenades. This effect will slowly damage you until you get a medic to heal you or buy a new unit. Also I know you’re asking yourself, “Will mutants be affected by this toxin?” Well, yes and no. The toxin will hurt mutants, but not poison them. -Super weapons: We have a few special plans for the super weapons, but as of right now our first idea isn't ready, so for the time being Reborn will share the same super weapon logic as APB with a few exceptions. Every X number of minutes you will be given a beacon that CANNOT be disarmed. Now I know what you’re thinking: "How can we fight that?!" Well I'm glad you asked! There will be two ways to stop from getting hit. Number one is to kill the unit placing/holding the beacon, and number two is to sneak an engineer into the silo or upgrade center and have them reset the timer for the beacon. Now this is not going to be an easy thing to do at all, considering the sizes of both buildings, but if our aforementioned special plans become possible, a lot of this will change. -Mission maps: Mission maps have always been a lot of fun for me, and they give a little more of that C&C feel. Also I hate wasting assets, so you'll get a lot of mission maps. And with those mission maps you'll get to see units you won't typically see in normal gameplay, such as Kodiaks, MCVs, Carryalls, the Montauk, Nod pyramids, Nod temples, and maybe even Kane himself! -NO MORE SNIPERS: This is what you've all been wanting to read about. Now I know some of you are all like "NOOOO WALLY YOU CANT TAKE AWAY SNIPERS RAWR!!!!!" Well yes I can, and here are a few reasons why. For one, snipers have never faired very well in W3d. They've always been a very selfish unit. Two, they do very little for the team and are more of a "RAWR I HAS AWESME KD" unit. So we've decided to do away with snipers and add scoped auto-rifle units. This is how I explained it on another forum: "It won't be a hit scan weapon, and you'll have to lead your shots, but with the way we're thinking it'll work a lot better at mid range and it'll most likely fire in a 3 round burst, perhaps with an alt fire single shot, maybe with a slight charge that’s worth the damage of a 3 round burst that will cost 3 bullets to fire, so players will still get that sniper feel. This logic will apply to both Umagon and the Toxin Trooper, but the Toxin Trooper will be able to poison players he hits as long as they don’t have armor." So the basic idea is a not-sniper sniper. If you get really good at timing your shots with that alt fire it could be like a very weak sniper rifle, but the best way to think of it right now is like a DMR from Halo. You'll notice that there is also a sub blog. Lord Kane and I will be doing a live pod cast Q&A next weekend, so if you have any questions or concerns you might want address be sure to ask them there or join us live on the Bluehellproduction teamspeak Sunday night GMT -5 Post your questions in this blog http://www.bluehellp...showtopic=24912 Also next week we'll be talking about unit's weapons and the ranking system. (Yes, There will be pictures)
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