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GeneralCamo last won the day on May 25 2023
GeneralCamo had the most liked content!
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222 ExcellentAbout GeneralCamo
- Birthday 08/27/1997
Member Title
- Jack of Many Trades
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Generalcamo
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Male
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generalcamo
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Setting Name Type Default Description Filename Sound Filename N/A Points to a sound filename. Valid extensions are: .WAV, .MP3, .OGG (5.1 only), .FLAC (5.1 only) Sound Mode (5.1 only) enum Compressed Sample See below for details m_VirtualChannel int 0 Sets which channel this sound should occupy. 0 allows m_Priority to automatically set the virtual channel. Drop-off Radius float 40.00 With the default roll-off model, determines at what range the sound will cut-off. Max Vol Radius float 20.00 With the default roll-off model, determines at what range the maximum volume will be heard. Is 3D Sound bool TRUE Determines if the sound is subject to attenuation and panning. m_LoopCount int 1 Determines how many times the sound should loop. 0 is "infinite loop" Loop Type (5.1 only) enum Normal Determines if the loop should be a normal loop, or a bidirectional ping-pong loop. Loop Start Point (5.1 only) int 0 Determines where a sound should start looping at, in milliseconds. Loop End Point (5.1 only) int 0 Determines the end point of a loop, in milliseconds. 0 is "length of sound." m_Volume float 1.00 Sets the volume level of the sound. m_VolumeRandomizer float 0.00 Determines how much randomization to apply to volume. m_Pan float 0.50 Sets which speaker to pan towards. 0 is left, 1 is right. m_Priority float 0.50 Determines the priority in setting channels. Lower priority channels will be muted before higher priority channels. m_Type enum Sound Effect Determines what channel group this sound should be assigned to. m_StartOffset float 0.00 [UNUSED] m_PitchFactor float 1.00 Scales playback frequency of the sound. m_PitchFactorRandomizer float 0.00 Determines how much randomization to apply to pitch factor. m_Doppler (5.1 only) float 1.00 Sets the amount by which to scale doppler. Display Text string N/A [UNUSED] Create Logical Sound bool FALSE Determines whether the sound should be sent to the logical sound engine, for processing by AI. Logical Drop-off Radius float -1.00 Determines the drop-off radius to use for the logical sound. -1 uses the same value as Drop-off Radius. Logical Notif Delay float 2.00 Determines how much to delay adding the sound to the logical sound engine. Logical Type enum None Determines what this sound will be marked as in the logical sound engine. Sphere Color color (0, 191, 191) [UNUSED] Sound Mode FMOD has three ways to play a sound: Compressed Sample: The sample is kept compressed at runtime, loaded into memory, and is decompressed during playback in realtime. This uses CPU, but little memory. This should be used for most sounds, and as such is the default behavior. Only supported for MP3, IMA ADPCM WAV, and OGG files. This is not supported for uncompressed WAV, and FLAC files. Uncompressed Sample: The sample is decompressed at runtime, and loaded into memory. This avoids the overhead of the CPU, but uses more memory. It will also increase the load time of the sound, so this should be only be used for very small sounds that are played often. Stream: The sample is decompressed at runtime, playing directly from the disk. This uses no memory, but the sample can only be played once at a time. This should be used for large sounds that are unlikely to be played more than once at a time, such as music, EVA voiceovers, or long ambience. This should -never- be used for any sounds that may need to have their state change at runtime, such as engine sounds.
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Tiberian Sun: Reborn - Patch 1.5.7 Changelog We're back with another exciting update for TSR! This patch is focused on quality of life improvements, along with some lingering bugs and balance issues ahead of the upcoming game night! General Ghost Stalker, Confessor, Enforcer, Toxin Trooper, Umagon are now armed with pistols Removed veterancy crates Disruptor Reduced damage from 22 to 12 Rate of fire increased from 15 to 30 Clip size increased from 50 to 100 Attack Buggy Changed warhead from Shrapnel to Steel (slightly better against armor) Wolverine Changed warhead from Shrapnel to Steel (slightly better against armor) Damage increased from 6 to 8 Cyborg No longer tilts while reloading Cyborg Commando Now has an ammo counter and reload for his plasma cannon Ghost Stalker Increased projectile velocity from 399 to 950 Mammoth Mk.II Re-did physics to reduce instances of floating Increased projectile velocity from 350 to 950 Juggernaut Replaced reload sound Artillery Added a reload sound Replaced firing sound Titan Replaced reload sound Increased projectile velocity from 350 to 400 Tick Tank Now has a reload sound Reduced reload time for deployed Tick Tank from 1.8 to 1.7 seconds Increased projectile velocity of standard Tick Tank from 320 to 360 (equalized with deployed variant) Harvester (Player only) Increased maximum engine torque from 7000 to 8500 Now have regeneration like the AI Harvesters Added a unit limit of 2 We also hope you will join us for Today's game night, at 8 PM BST/2 PM CST!
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Should be present here: https://gitlab.com/w3dhub/a-path-beyond-fds The Readme on the Git contains the information you need to know about hosting a server.
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Is there no love for Krampus this year? Who else would punish those who were truly naughty this year?
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zunnie ported it back in the day. His most infamous contribution being the several hundred MB music file he included with it, but it was otherwise authentic.
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The web is a very badly designed mechanic, that is unfun to fight against. Basically it removes an enemy from the game, with no real counter-play. Re-introducing the old mechanic where you cannot shoot at all just spreads the frustration to both sides, as now neither player can actually play the game. It's planned to get a rework, but with the old engine build it's not possible. A better system is in the works, but with the old engine build and the bad design for veterancy (there's a complicated reason for this), it was decided to temporarily suspend it. I have been made aware of Cyborg buffs being too much. Granted, GDI has their own near-OP counter in the Enforcer, which eats them for breakfast. Both units may receive nerfs in the future. GDI's Vulcan killed infantry too easily, but the RPG was not very good. Those changes serve to equalize them to make the Vulcan slightly worse, but in exchange for the RPG being better. Overall it's a nerf against infantry but a buff against vehicles. Auto-healing is incredibly powerful, possibly too much so. We'll see about the rest. Impossible for an old engine build, but 2.0 has this implemented fully. Can't really improve the handling this version, 2.0 already completely reworked it to handle significantly better however. This is the first time I have heard of this, I'll look into it. There's a reason for this. The original secondary firemode was a burst-fire mode with four missiles... that was only good against Air units. It definitely didn't look the part, so new players who join just think it's a straight burst fire, and got frustrated with the lack of damage. When I was designing a new alternate fire mode back then, I thought of Tiberian Sun's HMLRS which could fire over walls; this is where the Siege Mode came in. However, this also had its own issues. We may look into a new or updated alternate fire mode, but for the game night we decided to cut it temporarily.
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It is possible to get stuck between the rocks in the Allied Base on Seamist. Attached are pictures of the location.
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With the sole exception of ECW, which does require a login to join even with the release build.
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I honestly feel the Spy right now is only situationally useful, and is biased against newer players. And this is something that only the Soviets need to worry about; buying a vehicle far from the war factory isn't punishing as an allied player like it is as a Soviet player, and honestly if the Spy does it to a new player, they will learn not to do that and then the spy isn't very useful. There's a lot I feel that would need to happen for the spy to be both useful without being broken. But two things that I feel should happen: - Get rid of the discount hijacking, as this is only useful in rare circumstances, mainly involving a new player. I do not feel that this adds to the gameplay as much as actual abilities for the spy would. - Don't switch the spy's team. This makes it immediately obvious that someone is spying (plus it can confuse moderators and players who think that the teams are unbalanced, rather than just a lot of spies on the team). Instead, spoof an existing player on the enemy team. This does provides a risk of you being detected by the player you are spoofing, but it's made up for by the loss of an obvious spy that was just shooting at you a minute ago.
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After playing around with this for a bit, I don't think there should be any warning that a Chronotank is teleporting into an area until it actually does so. Right now it spawns a vortex where it will be teleporting; this is fine for AR's Chrono Miner that could otherwise end up landing right on top of you and crushing you, but for a vehicle designed to ambush all it does is signal the enemy "please point turret here". This alone could give the Chrono Tank the first shot advantage that it should have to allow it to be more effective at being an ambusher.
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GeneralCamo is attending APB Game Night 27th June
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A Path Beyond Concepts for Missing Buildings & Units in APB
GeneralCamo replied to Metaridley's topic in W3D Hub Discussion
APB does have one, but the texture is ancient. It's on-par with the MCV right now, as it was made for .993 before it was cut from that. -
I don't think becoming a dog is a good idea. It means you're useless for the entire rest of the game if you combine it with the previous idea. Back in the day though, it was proposed that purchased dogs could roam around the base as passive defense. Rather than this, perhaps purchasing a dog means that you become a dog handler. Basically your standard infantry unit (maybe a Starshina or Kapitan could also purchase them, but I see it as a bad idea to give Volkov or Shock Troopers this ability) gets a dog that follows you around, sniffing down spies and hidden infantry units. This also prevents issues with melee weapons that this engine has, since the AI would be handling that and not a human.
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Description Binding and locking vehicles has no effect on bots. They will enter any locked vehicle ignoring the lock, and if you have a bound vehicle, the bot will clear it rendering the !vkick command useless. Reproduction Steps Grab a vehicle in a bot map with a war factory Bind it Wait until bot enters the vehicle !vkick command will claim no vehicle is bound to you -or- Grab a vehicle in a bot map with a war factory Lock it Bot will enter vehicle anyway
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He claimed 3 minutes before the hammer. By the time I saw his claim, Mojo was already unvoted. Me claiming at that point would have only painted a target on my back for the mafia, and then Shade would have had the choice of either protecting me or mojo. And if he chose mojo, then I would have died before giving an actual investigation result. It was too risky to claim at that point.
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##Vote Mojoman