Jump to content

Leaderboard

Popular Content

Showing most liked content on 01/08/2017 in all areas

  1. Now free of rubberbanding, dotted tracers, black water and MBT carpooling! Red Alert: A Path Beyond Update There's one day left until the first year anniversary of Delta's initial release, but I was never the type to intentionally delay important things just to have them happen on a date that sounds better. Plus it's not exactly a "megapatch" worthy of that anyway. Since the recent rubberbanding troubles have been so troubling, I wanted to get this patch out as soon as the fix was made. Enjoy! Changelist GENERAL NetUpdateRate is now set correctly, this should annihilate your rubberbanding problems! Being scoped in when the map ends no longer causes you to stay scoped on the next map. Added engine.cfg override for monitor refresh rate. Added armour bar to HUD target box for any unit that has armour. This should reduce the confusion about inconsistencies in weapon damage. INFANTRY Infantry armour is now more effective against "weak" explosive splash damage, reducing health damage by 62.5% instead of 50%, and the armour itself is completely immune to this damage. Effectiveness of "strong" explosives (artillery, V2, C4 and hand grenades) is unchanged. VEHICLES Light Tank, Medium Tank, Heavy Tank, Mammoth Tank can no longer carry passengers. BUILDINGS Purchase terminal zones now have physical collision, so it is no longer possible to get so close to them that you are unable to use them. Fixed shape of Construction Yard roof VIS sector, should prevent some oddities when camera is over the "arch". Construction Yard second floor has grates beneath the PCTs, so even if the PT zones fail, you should not fall through them when buying stuff. Added blocker behind MCV in non-tunnel version of Construction Yard basement, so it is no longer possible to get stuck behind it. Sub Pen now has mesh fences on the ends of the piers, making it harder for Allied infantry to disembark directly into the pen (but still possible) and harder to fall into the water while trying to defend against navy as an RPG/Volkov. Naval Yard now uses the same mesh fencing as the Sub Pen. Collision plane on Allied Barracks basement stairway now properly connects to the lower floor; this means that infantry descending the stairs will no longer "fall" and get accuracy penalties as a result. AESTHETICS Added Kaskins' Imperial Age bullet tracers with his permission, to replace the outdated and broken emitter-based tracers. Weather particles no longer fall through water; this also allows us to add weather back to naval maps that previously had it at some point. MAPS RA_HostileWaters: Added light snowfall. Fixed water brightness. Water now fades at shorelines. RA_Siege: Fixed water brightness. EVA now reminds you about the cannon side objective every so often. Cannons now repair at half the previous rate and take 25% more damage from Hinds. Cannons now use the same radar marker as base defenses. Added collision planes to the landing pads, so ground vehicles should not get stuck on them and infantry walking onto them should not "fall". Fixed a bad texture blend on the hills behind Soviet base. RA_Under: Added snowfall. Parts of the Soviet Radar Dome are no longer untargetable.
    10 likes
  2. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. For those of you who wish to not wait until the patch, type ~ or F8 while ingame and type nur 30 see attachment and see top left.
    3 likes
  3. Combined some older recordings with new footage. The result is APB Madness 6, moments of joy, sorrow and confusement.
    3 likes
  4. 0:47 Fireballs have 0 projectile size, just like rockets and bullets. You need to tag them with the very centre of the ball, and the trail isn't indicative of anything either. Fireballs did previously have a large projectile at some point, but due to exploits, this feature has been removed from all infantry weapons except AA launchers. It seems he just barely dodged. Also I swear I should know what that music is from but I forget. 0:59 Clearly he dressed his Hind up in Beta-era foliage. Tracking weapons have always been an enigma in this engine, no matter the game or mod, and I'm sure everyone will be jumping for joy when someone figures out how to make them work properly. 1:35 Wish I could say I masterminded the AI coding behind Killthief Ants but no, it just seems to be a general quirk of this engine's AI. And I love it. Keep up the good work!
    1 like
  5. Well this is an easy one. In the 1940's The Soviets loved Christmas and when the AMERICAS found out, they we're irate at the fact that another country could love Christmas as much as the AMERICAS. So, thus began the great Christmas War of 1942. Many lives were lost on this bloody Christmas Day until finally both teams stood up and said "How dare us fight like this on the birthday of our Jesus." The Sovs threw down their arms and promised to never love Christmas again. The General decided to sneak Christmas paraphernalia onto his favorite Military Tanks but little did the Soviet army know that the General failed many of his art classes in the old country. That Symbol is a Christmas tree, and is there to remind everyone that the General will always find a way to sneak his terrible camo into Soviet warfare. P.S. No for real...that looks weird and should be changed.
    1 like
×
×
  • Create New...