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  1. until
    Reinforcements ready!
  2. [blurb]On March 17th at 7PM GMT[/blurb]
  3. Renegade's 22nd Anniversary Event, Day Four: Orca Ready!
  4. Version 1.0.0

    435 downloads

    A blast from the past, the Ottoman Sound Pack has returned! Created for Tiberian Sun: Reborn, this pack is also compatible with Interim Apex and base Renegade! Just extract the audio files to your chosen games data folder, and hop ingame. Now, the radio commands (issued via Ctrl/Alt + num) will properly capture the panic of battle and the atmosphere of Renegade. It's an absolute blast to play with!
  5. until
    Join us for the first Tiberian Sun: Reborn game night of the year!
  6. 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!
  7. [thumb]thumb_tsr.h.png[/thumb]Good welcome, citizens! The Tiberian Sun has risen! Tiberian Sun: Reborn 2.0 is officially released and available to play! With special thanks to everyone for your continued support, we have come together and upgraded Reborn to the 2.0 build we had envisioned! Download it today on your W3D Hub Launcher! From updated game mechanics, new assets, a larger variety of maps, fresh audio, and everything in-between, the development that went into Tiberian Sun: Reborn 2.0 offers you a revamped experience of the world of Tiberian Sun! Will you join the fight for peace as GDI or seek to advance the Tiberium cause through Nod? What are you waiting for, Commander? The battlefield awaits! [blurb][/blurb]
  8. It's been a long time coming, but with the event on the horizon, we've come together and whipped up a nifty balance patch for TSR 1.6! While not perfect, this should smooth over some of the more glaring issues that were present. This is also likely to be the final update for 1.5, barring any major bugs that crop up. Moving forward, TSR work will be focused solely on 2.0. CHANGELOG-Updated scripts to 4.7u1 -Increased Cyborg Arm Cannon reload time from 1.0 to 1.65 -Ported over the -slightly- better looking GDI Service Depot textures from 2.0 -Umagon & Toxin Trooper Velocity increased to 1000 (was 500) -Umagon & Toxin Trooper SprayAngle decreased to 0 (was 0.08) -Cyborg Commando HP reduced to 350 (was 500) -Cyborg HP reduced to 200 (was 250) -Riot Trooper price decreased to 250 (was 400) -Umagon is now squishable -Enforcer HP reduced to 150 (was 175) -Enforcer Armor reduced to 100 (was 150) -Ghost Stalker Railgun damage increased to 180 (was 160) -Cyborg Arm Cannon damage reduced to 100 (was 150) -Disruptor Range increased to 80 (was 60) -Unit Limit for MSA and MSG set to 1 -Tiberium healing effect on mutants and cyborgs drasitaclly reduced (effect reduced from -0.9 for cyborgs and -0.45 for mutants to -0.2 for both) GAME NIGHTWe're pleased to be able to get this out for you guys, because there is a TSR game night on Thursday! Check out the details below! [blurb]A new balance patch for Tiberian Sun: Reborn has been released ahead of the event! Check out the long awaited Cyborg nerf and more![/blurb]
  9. Does anybody remember a custom textures for TS Reborn that turn the Medic box into a hello kitty texture? I remember seeing a guy using them from his Youtube videos and he also had Spongebob C4, now I can't find it anywhere.
  10. Hey all! First post. Back in January, I played a game during TS:R's event. I was trying to edit a video but it became an impossible slog to edit, so instead I made this playlist. Yeah, I had to split it into 15 minute videos. I refuse to validate my account with my phone number. Here's the first part of the videos, you can find the rest with the link below(or above here.) Also yeah, I'm trying out some new video settings, hoping it turns out not as bad as my War Thunder video's fugly compression. I'll be the first to admit I have issues. I seriously don't like my personality, and my behavior at the end of this 2 hour session shows just how bad it gets. To be fair to me, an hour of straight non-victories will wear anyone down, but I should've taken it better. In any case, what is done is done, and it was fun for the majority of it! As promised, this entire sentence is a link to the playlist incase you missed or didn't want to click the link above. Have some screenshots I took! (roughly 2:29:52, GDI assault on lesser Nod base in Egypt, 2030. I really don't like this map.) (couldn't figure out the time stamp, someone please let me know, A CABAL run bomber attempts to take on the GDI assault mid-firestorm crisis, 2032. This match unfortunately showed the worst side of me, the side that's a complete and utter sore looser.) Yeah by the ways, the video(at the time of writing this) hasn't been fully uploaded yet, I left my computer on overnight to do that. Hopefully by the time you see this, the video is ready!
  11. 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
  12. Hallo,guys. When i was installing latest version of Tiberian Sun Reborn from the launcher, i recieved this weird shit. Tryed to reinstall the launcher,still got that error. Perhaps some files got corrupted somehow,maybe? idk. If anyone knows or have clues on what could be causing this error,and how to fix it pls respond. Any help would be appreciated.
  13. Join in for a TSR Game Night this Friday the 5th! This game night is brought to you by our friends from C&C Series! For our Russian-speaking friends, they will be hosting chat on their server. Для русскоязычных игроков общение будет на сервере C&C Series: https://discord.gg/WEyfWzB
  14. The community is organizing a huge reunion to celebrate Renegade's 19th birthday! During the event, we'll be hopping between multiple games inspired by Renegade, along with enjoying some action from the classic itself!
  15. Tiberian Sun: Reborn has been updated with a few extra maps that were missing from the re-launch. All of these maps were originally made by community member @Timeaua. These maps are: Omega City - A large urban map with a city in the centre. GDI and Nod both have forward bases that can be used to repair vehicles and deposit Tiberium. Dam - A large Dam separates the GDI and Nod bases, with routes that coil underneath the hills through tunnel systems. Tiber - Located near the source of Tiberium around the impact site on the Tiber River, the terrain between the GDI and Nod bases is dangerous and inhospitable. A Small civilian settlement in the middle of the map sits atop a network of tunnels and pathways. All three of these maps are now live on the server, so suit up and get out there! [blurb]Tiberian Sun: Reborn has been updated with a few extra maps that were missing from the re-launch. All of these maps were originally made by community member Timeaua.[/blurb][thumb]thumb_tsr.g.png[/thumb]
  16. Hi everyone, We just wanted to take this opportunity to give a quick update on Reborn as it stands. Reborn Shelved for Now You may have noticed that we've put the news forums and the Discord channel for the game back up. When the whole situation happened a few weeks back, we made the hasty decision of taking these bits and pieces down. This was the wrong move to make on our part, as it raised questions from fans as to whether Reborn had been cancelled. Reborn hasn't been cancelled, but under the current circumstances the game has been delayed indefinitely. The dedicated team that was working on the project currently has no motivation or desire to push it any further whilst the situation persists and has pretty much disbanded for now. Also, in light of the situation we will not be putting the current public version of Reborn back on the launcher for now. This may change if the situation changes though. That being said though, there is a silver lining to all this. We've started redistributing our people and resources to our other projects such as Battle For Dune: War of Assassins and Red Alert 2: Apocalypse Rising, with the aim to use the developments to the engine that we made during Reborn's development and apply them to these projects instead. Ultimately what this means is that you guys will get BFD and AR quicker than you were going to get them before (when we were working on Reborn) and a lot of the engine developments going into those games will probably get passed back to Reborn in the future; but unfortunately it'll be a while before you guys get your hands on Reborn 2.0. Tiberian Genesis Awakens On the upside, there are a couple of projects that are still carrying the Tiberian Sun shooter torch in the meantime. Our long-time friend @Sentry has recently relaunched Tiberian Sun Genesis, which is a total conversion mod for ARMA3 with a mix of RTS and FPS game mechanics. More info will be coming soon, but In the meantime, here are a couple of screenshots: Support Sentry over on the Tiberian Genesis Discord server here: https://discord.gg/76RgTt The Firestorm Begins If you're looking for your Tiberian Sun FPS fix sooner than that though, you won't have to wait too long, since our friends over at Renegade X has just announced their Tiberian Sun-themed expansion, "Renegade X: Firestorm"! This is actually a bit of a blessing in disguise, because we were aiming to get Reborn out in the autumn; so you guys will still get a free Tiberian Sun-based FPS to play this year. Here's a link to the trailer, keep posted this autumn for more details! Support the Renegade X team over on their Discord server here: https://discord.com/invite/renegadex Thanks for ReadingThanks for reading and understanding everyone. If you have any questions feel free to ask, but please keep the discussion civil. We're all looking forward to the APB event tomorrow, so if you haven't signed up for that, make sure you do! Cheers! [blurb]Just a quick update on Reborn and what we're doing moving forward.[/blurb]
  17. 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.
  18. Made this to practise video editing and effects 🤘
  19. Wait, what? Another one? That's right, Commander! What did we fix now? Shout-out to @Ice, for helping me identify and correct the duplicated Nod Radar dish bug. This has been fixed for a while now in TSR 2.0, but fortunately we were able to apply the fix here as well! Another engine update! When he noticed that I was working on another patch, @jonwil informed me that I should update to the latest scripts version once again because there have been some pretty important fixes regarding some animation bugs, as well as some other fixes and enhancements. Optimizations for Field, Gallows Cove, and Storm: Culled all duplicate assets within the map.mix files (because they just take up unnecessary space). Converted most textures from TGA to DDS format (again, to save space). Moved all loose assets from the map.mix files into always.dat (where they should be). Fixed a broken texture on the upper walkway support beams on Gallows Cove. Sneak peek! - TSR 2.0 Intro Movies! Sneak peek! - TSR 2.0 Main Menu Music! (note: you will have to open the game in Single Player mode to see/hear these) Miscellaneous cleanup in the game and data folders. What once was cluttered is cluttered no more! This is another large patch, because it makes changes to the main game asset archive file (always.dat), but by doing all of this now, we can avoid touching this file for a long time for future updates, making them much smaller and faster to install! Thats it! Now just think! If this is what I'm doing that you can see, imagine the work that the real devs are doing for TSR 2.0! This patch is now live on the server! See you ingame Brothers! ~The Team
  20. Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates. Cyborgs Through our efforts in fixing the scaling feature, we can now resolve an issue long overdue for our cybernetic soldiers. Cyborgs now rightfully tower over regular infantry as the imposing monstrosities they are. "Scan initiated!" "Directive?" As stated previously, our fixed scaling has not led to any worldbox collision issues and cyborg infantry getting stuck. You will notice the floating limbs, meaning now our next step is rigging. OWA will take charge on fixing that up for our tall bois. New Mech Animations Coming for Reborn 2.0, our GDI mechs have received new animations from Permagrin from the Renegade X team and setup in the engine courtesy of OWA. The Wolverine and Titan's movements are much more fluid now and more appropriate of mechanical walkers. "Infantry reporting!" "Moving out!" Feedback on Discord has been divided with some people liking the new animations, some not liking them, and others liking one but not the other. What are your thoughts? Here's a sneak peek of what to expect in-game! "On my way!" GDI War Factory Scaling There are some of you who may remember our legendary operative, Agent Hasak, who had previously reported on the new GDI War Factory that was rolled out to their bases. Reports are coming in that the GDI War Factory is undergoing scale alterations and renovations. Nod War Factory and GDI War Factory size comparisons. Before scaling, the new GDI War Factory is much bigger than the Nod counterpart. "Scale Me" bone attached to the War Factory to allow ease of scaling. Exterior scaling alone has led to interesting results in the interior. Once the exterior scale is determined, the interior will be tackled next. Proposed new entry/exit for the GDI War Factory. Coming together. The new GDI War Factory is coming along nicely and the new version has been rolled out to our testers for feedback. The end result of the scaling and interior renovations will be better gameplay for both sides, attackers and defenders, during combat inside the GDI War Factory. Players may like to know that even after the downscaling of the factory the Juggernaut, GDI's biggest vehicle to be produced in the War Factory, still fits and has no issues in walking out after completion. And to close this off, ChopBam has provided a video walkthrough of the work in progress! Have a look. Construction Yard Scale and Updated Roof Raap has set about working on the scale of the Construction Yard and has also updated the Construction Yard roof. The details behind the scaling are yet to be finalised, though in the meantime you may appreciate the roof updates. In Progress. Construction Yard Roof (Current) Construction Yard Roof (Updated) Not pictured here, but the Nod Construction Yard will also receive anti-Jump Jet measures (a ladder) to counter flying abuse where Jump Jets would fly to spots unreachable by defending Nod forces and remain a nuisance. You will also notice a new doorway on the side, allowing another entry for GDI infiltrators. That catches us up on Reborn 2.0 development! Keep an eye on our Discord and media for more discussion and announcements. "One Vision, One Purpose." [blurb]Time for another Reborn 2.0 development update! Taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates.[/blurb]
  21. Progress report time! In our game servers, throughout our Discord and forums, and even in our internal discussions the question has been asked; "Where do we stand on TSR's next release?" First, we want to be sure everyone knows that whatever work we do affects W3D as a whole, not just individual projects. We don’t want to release something that still resembles the old Renegade era when APB Delta has already shown the leaps and bounds the engine can make. The Tiberian Sun Reborn project has been contributed to by multiple sources over the past decade—as a result, the version of the engine it runs on is suboptimal at best compared to APB Delta. The scripts team has been busy re-aligning the engine code. This is fancy talk for "making w3d games play better". Although there has been a lack of news, I am happy to quell any thoughts about development coming to a standstill. Development has continued on the visual front especially, as we have acquired a considerable amount of new assets to place ingame. Raap and ChopBam have provided a number of images to show the new props that you will see in our maps. New Assets It may be hard to see, but there are over 70 new assets between these four images. Additionally, ChopBam had this image to show our staff guys inquiring about progress. In the past nine months, our developers have made over 805 revisions. Audio updates, physics tweaks, and re-rigs of our vehicles. The Tiberian Sun: Reborn you remember will be but a memory! 2.0 will feel, look, and play like never before! As mentioned above, the artist team has been building our asset library. The end goal is to have a large enough library to cover five different biomes—snow, desert, arid, wasteland, and urban. If you want to help in some way but don’t have the skills needed, there are alternatives. A bundle of 20 assets costs an average of 10 Euros. We ask that if you do make a donation to spare your wallet and not go over that amount. If you would like to help on the asset front but don't have the skills or tools for it, there is an alternative. The Reborn team is accepting donations which will be used toward purchasing new assets, thereby speeding up the final release. If you would like to contribute any amount, contact me or TeamWolf for the PayPal details and we'll get you squared away. I unfortunately cannot offer any incentives at this time other than thanking you for your contribution, but know that any amount will be greatly appreciated by the artists on our team. GDI War Factory Interior Redesign In a previous update, Oxanna reported on alterations to the GDI War Factory. Redesigns continue as we scale down the overall size of the War Factory. Long ago when the Mammoth Mk. II was first introduced, it was intended for the unit to be deployed from the War Factory. However, you can clearly see we opted for the Carryall deploying the Mk. II. As we no longer needed the War Factory to accommodate the size of the Mk. II, it has been long overdue for a scale down. The primary reason for this is for gameplay purposes. Our testers have noted that it takes too long to traverse the structure, costing precious moments in defending and attacking. In scaling it down, the GDI War Factory will also take up less space in maps. As you can see, the overall flow of the building is much better compared to the previous War Factory. Our testers have been provided the latest iteration of the War Factory to nail down any problem areas and suggest ideas, so it's not final by any means! ChopBam will see to delivering the best GDI War Factory the Tiberium universe has ever seen! Already, feedback is coming in from within our team for improvements and revisions. OWA has suggested some changes to the MCT and Connector rooms after having a run around the structure. Per OWA's suggestions, if we move the glass frontage forwards we can make the room wholly integrated into the main structure. It's one idea we have to go about making the MCT space a bit more open. The connector room may be able to open out into the larger concourse of the War Factory. Both suggestions would reduce the claustrophobia of the structure and offer better combat gameplay inside. As you can tell, the structure itself is largely a WIP. A video walkthrough may be provided soon, either to be included later in this update or to be seen in the next! Thank you everyone for your continued patience. We can guarantee you will not be disappointed! [blurb]TS:R news update! A look into new assets and the current progress on the new GDI War Factory interior.[/blurb]
  22. View File Ottoman Sound Pack A blast from the past, the Ottoman Sound Pack has returned! Created for Tiberian Sun: Reborn, this pack is also compatible with Interim Apex and base Renegade! Just extract the audio files to your chosen games data folder, and hop ingame. Now, the radio commands (issued via Ctrl/Alt + num) will properly capture the panic of battle and the atmosphere of Renegade. It's an absolute blast to play with! Submitter Killing_You Submitted 01/26/2020 Category Custom Audio
  23. TS:R news coming up! More on scaling, new arms, introducing the new Mobile EMP prototype, and discussion of the GDI AAPC. Scaling In the previous update, we were showing you the coding and magic being worked on for scaling infantry. Yah-Nosh has put together a video for fun exhibiting his work in that. "Even as famine ravages the planet, GDI continues to deny that its food shipments are being tampered with." At the end of the day, the work that has gone into scaling now allows us to correct infantry sizes with respect to their build (i.e. Cyborgs are taller than humans) and without causing issues in worldbox collisions and getting stuck on certain doorways. New Arms CMDBob has completed new arms for our brothers of Nod. Kane has been loathed to attack America, but I feel it's time, and you're the one to do it is pleased with these changes. Elite Cadre New Arms Generic Nod Soldier New Arms Generic Nod Soldier New Arms (Engineer) Nod Flame Trooper New Arms Nod Flame Trooper New Arms (Red Sleeves) The New Mobile EMP Preliminary testing of the Mobile EMP has shown that the vehicle poses two issues: 1) it was too boring to sit inside and simply fire off the EMP at the click of a mouse and 2) it was not fun to play against when the EMP cannot be feasibly defensed against before being hit. Deliberation with the development team has led to the experimental rollout of the new Mobile EMP, or the MEMP-tillery as some soldiers have come to call it. Others also say MEMPY, but we don't talk about those soldiers. GDI R&D, led by the Chief Wizards of Crazy Game Ideas, otherwise known as Raap and OWA, have completed their prototype and deployed it for field testing. The new Mobile EMP offers a different gameplay approach to GDI forces. This MEMP lobs a ball of EMP energy, disabling enemy vehicles where the strike lands, replacing the too easy and too boring button-push gameplay of the previous iteration. In this method, GDI drivers will need to more carefully play this vehicle on the field, while faster Nod vehicles can move to outrace the lob and close the distance. This change is going through extensive testing to ensure this variation of the MEMP delivers more fun gameplay for both sides in using it and fighting against it. Weaponise the AAPC? Discussion has surfaced in the development chat of possibly weaponising the GDI AAPC. Some team members argue the AAPC needs something to allow it to better support frontal infantry assaults, while conservative team members argue the AAPC functions in its role well enough as-is and needs no changes. In support of the weaponisation, OWA has put together some variation concepts. Other ideas for changing the AAPC include allowing it to refill C4 and armour, provide smokescreen, and electronic countermeasures. It should be noted, and I cannot stress this enough: This is all completely conceptual. If you have an opinion of the GDI AAPC, whether in favour of weapons or against changes, you are welcome to voice your suggestions and concerns. That should be about it for this update. Have I missed anything? Anything you are curious of at this time regarding development progress and want it featured in the next update? Let us know! [blurb]TS:R news coming up! More on scaling, new arms, introducing the new Mobile EMP prototype, and discussion of the GDI AAPC.[/blurb]
  24. Apologies for missing a Thursday. Rest assured that development is making strides. Today I want to give you an idea of what the scripts team has been up to. Development is more than mapping and textures. One must remember the intensive coding that goes into it! Below are some examples. Exhibit A: void Handle_Node_Rotation_Non_Aligned(NodeClass *n, Matrix3D &m1, Matrix3D &m2) { if (!n->Is_Locked()) { Matrix3D tm = n->Get_Transform(); Matrix3D tm2; m2.Get_Orthogonal_Inverse(tm2); Matrix3D tm3; Matrix3D::Multiply(tm2, tm, &tm3); Matrix3D::Multiply(m2, m1, &tm); Matrix3D::Multiply(tm, tm3, &tm); if (!tm.Is_Orthogonal()) { tm.Re_Orthogonalize(); } n->Set_Transform(tm); } } and Exhibit B: void TerrainNode::Create_Proxy_Objects(DynamicVectorClass<ProxyClass> &vector) { for (int i = 0; i < vector.Count(); i++) { Matrix3D transform = vector[i].Get_Transform(); StringClass str = vector[i].Get_Name(); PresetClass *p = PresetMgrClass::Find_Named_Preset(str); if (!p) { StringClass strx; strx.Format("Unable to find preset for placeholder %s.\r\n",str.Peek_Buffer()); OutputDebugStringA(strx); continue; } NodeClass *n = Create_Node(p, &transform, 0, false); if (n) { n->Set_Align_Rotation_Z(false); n->Set_Node_Embedded(true); if (n->Get_Phys() || n->Class_ID() == NODE_CLASSID_TERRAIN) { Matrix3D m1(true); Matrix3D m2x(true); Handle_Rotation(n, m1, m2x); n->Set_Is_Locked(true); Our scripts team looks at this kind of stuff on a daily basis. Without their assistance and expertise, who knows where our games would be. We can't thank them enough for all they do. We'll have more to show you next update! You should know the above scripts is related to this image here. The keyword is scaling. See you next Thursday! [blurb]Apologies for missing a Thursday. Rest assured that development is making strides. Today I want to give you an idea of what the scripts team has been up to.[/blurb]
  25. It has been some days without some TS:R news, huh? I would like to thank those of you for noticing and speaking up in our Discord, such as DenWellinston. I appreciate your interest and will now deliver some long-awaited news. This news update may or not be very GDI focused. And why, you may ask? Some would argue that: Of course, we brothers of Nod know this to not be true and that this is only slander. Kill Icons Nearing Completion Since the last update of the kill icons, the team has achieved full completion on the weapon list. The screenshot below shows off a few guns icons in use. Users viewing the image may notice something peculiar about the screenshot. Worry not! I know exactly what's peculiar about it. When you kill bots, the kill icons have no name on the receiving end. Thankfully, with a bit of coding this issue has been fixed. Misc Building Fixes Raap has been keeping busy in the background with numerous changes. He has overhauled the GDI Power Plant exterior textures and also added new destroyed decals to the building. Most importantly, Raap has also removed the GDI Power Plant's particle overload and replaced the associated materials. This translates to a more performance-friendly building, which is always a benefit for our games. In more aesthetic changes, Raap has also fixed the Construction Yard's rotating fan and light animations to rotate in a perfect circle and no longer hitch. Inside and out of the Construction Yard, he has fixed the white cables and the elevator fences now use Alpha Test instead of Alpha Blend. These miscellaneous changes translate to "the Construction Yard is better to look at now". Having finished these changes, Raap has since returned back to mapping. There is much to be done! New Refinery Tiberium refining is a thankless job, and a boring one at that. So boring, in fact, that the guys in the break room spend their time doodling away. An officer confiscated this and subsequently fired the man responsible. ...we have no idea what this is supposed to be. However, while we are on the subject of the Refinery you should know that it is getting redone! CMDBob has undertaken this task and has produced something great. Below are screenshots of his progression. Identifying the w3d materials of the Refinery Refinery concept. Added basement and proposal for a back door Back door added Ramp down to the basement Size comparison of the Refinery between new (left) and old (right). Though a subtle change in size. the new Refinery is 10% bigger The new Refinery is coming along nicely, though if the screenshots alone are not enough to satisfy, please take a look at this video. Laser Fence Upgrade Normally, it is difficult to find live crash test dummies. However, when these crash test dummies are fanatical members of Nod who will give their lives for the betterment of technology well, it's much easier. The Nod Laser Fences have been upgraded to properly dispose of would-be infiltrators. Our prayers go out to the fallen soldiers of Nod for their great sacrifice in demonstrating the Laser Fence upgrade. Cyborg Reaper Here's a thing. Imagine this terrifying monster approaching you. Credit to Permagrim of the Renegade X team for the new animations! "Fear the Reaper." I hope this update is enough for this week. More news to come! GDI stuff especially![blurb]Big news update incoming! More kill icons, misc fixes, new Refinery, upgraded Laser Fence, the Cyborg Reaper, and our Twitch! Come take a look![/blurb] Bonus Post Follow W3D Hub on Twitch or keep an eye on our Discord when we announce dev streams and tune in!
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