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  1. [blurb]Listen up soldiers! The W3D Hub Pick-Up Games are upon us![/blurb] [thumb]thumb_apb.9.png[/thumb] JOIN TEAMSPEAK @ ts.w3dhub.com TO PLAY on Saturday (April 29th) at 8:00 PM GMT (EU) / 3:00 PM CST (US) Over these past few days, the server has seen some incredible matches! Matches like these haven't been seen since the good ol' days, and if you remember the good ol' days you may remember the APB Clan Wars, and if you remember the APB Clan Wars, you may also remember the high-level teamplay and intense action. Those moments of team coordination and well-executed rushes, turning the tide of the battle, and knowing that mere seconds can mean victory or defeat. We can create these moments yet again, and that is our aim! This weekend, through the efforts of AZ-Stalker, Voe, Einstein, Strike, and Silverlight, we will be hosting a special event! Dubbed the W3D Hub Pick-Up Games (or PUGs), it is the start of a new initiative where those willing to do some real tournament game play can sign up quickly before an event, assign themselves into teams and go out and fight. No clans. Just us, the APB players. Everyone is welcome to participate. In its opening thread, more than several players have already signed up onto the community-wide roster! Skilled players and staff members are on board, and you certainly can be too. To join up, there are but a few instructions; #1 W3D Asterisk Tool The first instruction is to download Einstein's W3D Asterisk Tool, which you may find here. Disclaimer: This is not intended to be a replacement for the official W3D Hub Launcher. It is a direct-connect tool that will allow access into the Pick-Up Game server. Once you have the Asterisk tool downloaded, follow along with these steps. [Click to reveal below] #2 TeamSpeak Having followed these two instructions, you are well on your way to the high-octane action that the Clan Wars brought in their time. See you on the battlefield, comrades! Apologies for the last-minute announcement. Between server preparation and establishing the rules of engagement, we wanted to ensure this event will proceed without any difficulties, technical or otherwise. NinjaEdit: Time fixed!
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  2. Wish granted. Mind me using this thread, Totd?
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  3. Update time! Here's the rundown for version 0.40: Added Feature: Help -> Reset menu, with various options inside for clearing some or all of the program's saved settings. More to come here! Added Feature: Menu item to toggle automatic saving of last used connection data (on by default still). Fixed bug where IRC profiles were not correctly linked to server profiles. Fixed bug where the title of secondary windows could read incorrectly in specific circumstances. Fixed bug where the program was performing an IRC join and !auth for single player launch operations. (whoops) Fixed bug in setting-saving code for single-player instances. Changed some minor UI elements. Added "GSA Server List" button. It is disabled for now as it doesn't do anything besides spit out a list of around 14 IP addresses + ports, but hopefully one day I'll have it completed. Still working with ChAoS on getting his work finalized. It was planned to be in this version but it seems it will get pushed back again. No new known bugs. Check it out! [Old version removed]
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  4. Nvidia shadowplay works for recording (they renamed it to... not have a name, so everyone still calls it shadowplay). If you're looking for a free basic editing program, try https://www.shotcut.org/. It's not as fancy as something like Sony Vegas, but it is free and legal to use freely. Most importantly it allows you to process your raw footage.
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  5. I would actually laugh if ##vote Voe on day 1 happened there. That would mean that legends are spreading everywhere.
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  6. And also never going to happen because that's an awful lot of development time just to make a small balance change that nobody called for. Also there are so many reasons this wouldn't work: Surface damage only works if your feet/wheels are touching the surface. Hence why I mentioned before that the "LSTs have anti-vehicle-boarding shields" idea would not be very likely to cause problems if a vehicle/LST collide. Surface damage doesn't belong to a player. "Crush" a Volkov in this way and you get no kill and no points. What about vehicles that already have an animation? How are they going to run multiple animations simultaneously? Now helmets were also uncalled for but the difference is that they were much easier to do since every infantry uses the exact same hitboxes so easy copy/paste, and they didn't have to be a balance change (and they aren't), and they don't have to be added/removed under arbitrary circumstances that require arduous script work when the scripters would much rather work on important things. And they work.
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  7. Indeed, steel helmets generally only protect against light shrapnel and sometimes pistol rounds, although glancing blows from rifle rounds can potentially be deflected at the right angle. Still, doesn't really justify an in-game mechanic around helmets (especially since that would put a lot of Soviet infantry at a disadvantage compared to their Allied counterparts, as well as complicate balance). Heck, even modern Kevlar helmets aren't guaranteed protection and it still largely seems to be a matter of luck; Some have stopped multiple direct hits from 7.62x39mm rounds while others were penetrated by a single stray bullet. There are a lot of factors that affect it. It's all in knowing how to separate the literal from the representative. Personally I've always chalked up the Shocky and Volkov's uncrushability to anti-tank training and simply having the knowledge/reflexes to avoid being run over.
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