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FRAYDO

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  1. Patching you in, please standby... Red Alert: A Path Beyond Update As has been stated, development on Red Alert: A Path Beyond continues. In fact, Pushwall and the team have released a new patch based on your feedback! In this update you will see map adjustments, infantry, vehicle, and boat changes, several aesthetic improvements, and more! But that's just the short of it. Here's the long of it: Changelist GENERAL The damage nuclear weapons do to units has been nerfed significantly; infantry take 1/3 as much damage as before (which will still kill most of them unless they're on the edge of the weapon's range, but Volkov can now barely survive a point blank demo) and vehicles take half as much damage. INFANTRYThe Medic has a new weapon: The MP5-N sub-machinegun. Compared to the "semi auto" M16 he previously had, this reduces his killing power from afar due to its lower accuracy and range (max range is halfway between that of the pistol and the M16) but in close quarters it is essentially a PKM with slightly more stopping power in exchange for a considerably smaller magazine and slightly worse accuracy. As a result, he is much more useful in CQB situations (where he is most likely to be used). [The MP5-N was modeled by Ric, originally textured by The_Beerinator, and modified by Killing_You.] The Medic Kit's healing rate for armour is up from 0.5/sec to 1/sec. Half of the money you get for killing infantry is now given for damaging them instead. Fixed the points/money rewards for killing Sergeants/Thieves, which were 1% of what they should have been. Reduced movement penalties for the Shock Rifle. AI Snipers have 3 times the normal delay between shots, and 2 times the normal reload time. Grenadier splash radius up from 7.5 to 8. Flamethrower splash damage up from 25 to 27.5. Shock Rifle splash damage up from 5 to 7.5. VEHICLES Ranger price up from 500 to 600. Ore Truck price down from 1400 to 1000. Tesla Tank splash damage up from 15 to 20. Handling on Gunboat, Destroyer and Naval Transport has been improved. Depth charge "proximity" up from 17.5m to 25m. Attack Sub torpedo damage multiplier to buildings up from 0.1333 to 0.15 (a 12.5% increase) Attack Sub torpedo projectile speed up from 40 to 50. Destroyer rocket damage down from 80 to 75. Missile Sub rocket damage up from 40 to 42.5. Mine limit is up from 50 to 60. Each team cannot have more than 2 Demo Trucks on the field at once. Mammoth Tank's rate of fire is now equal to the Heavy Tank's. Ranger/APC guns have double the magazine capacity but they now mimic the damage/ROF of their handheld versions instead of just being better. Minelayers can carry a passenger. Supply Trucks, APCs, Naval Transports and Chinooks can now carry 6 people instead of 5. Added hud help text to Mobile Radar Jammer/MAD Tank explaining how to deploy/detonate. Mobile Gap Generator can no longer take a passenger since passengers screw with the bubble. BUILDINGS Dead Ore Silos can no longer be stolen from. Fixed Soviet Ore Silos having slightly less health than Allied ones. AESTHETICSThe Grenadier's frag grenade has an updated model and first-person animation. Fixed the Grenadier's blocky thumb. The Helipad's appearance has been altered to be more consistent with the Refill Pad, and its light animation now only plays when reloading a unit and not all the time. Fixed z-fighting on the first person M16. The "ghost" M16 now uses the new M16 model. Bullet casings, grenades and depth charges are now properly lit. Silenced Beretta has a smoke puff. Pistols have bullet casings now, and rifles have new ones. Mobile Gap Generator now has a funnel like the normal Gap Generator. A bunch of sounds have been enhanced: Tanya's Colt .45 firing Longbow engine Volkov's voice/handcannon switching/reloading/AP firing LST engine Tesla Tank/MRJ engine Mammoth Tank engine/firing Door sounds Light Tank engine/firing Phase Tank engine/firing AA Gun firing M60 firing Defenses rotating C4 ticking Gunboat firing/reloading Cruiser firing (Seamist) PERFORMANCEDecals on dynamic objects (like units and base defenses) have been disabled due to the crashiness and visual issues surrounding them. They may be reimplemented at a later date when they are more stable. MAP CHANGES RA_AS_Seamist: Allied unit composition has changed: Start with 1 less Light Tank and APC After 5 minutes, they gain 1 Medium Tank and APC by Chinook airdrop. In the LST drop, a Medium Tank and APC are downgraded to a Light Tank and Ranger. RA_AS_Seamist: Soviets now have a Service Depot by their Helipad. RA_Fissure: Removed Thieves and Mechanics from the purchase list. RA_Fissure: Timer shortened to 10 minutes. RA_ForestOfIllusion: Changed some things with the Chrono Vortex event. RA_ForestOfIllusion: Timer shortened to 12 minutes 30 seconds. RA_ForestOfIllusion: Added a couple places for crates to spawn away from the control points. RA_GuardDuty: Allied ore tunnel and Soviet north mountain pass are now impassable to vehicles. RA_GuardDuty: Removed some overlapping water sounds. RA_KeepOffTheGrass: Minelayers now work, so the map shall be added back into the rotation! RA_PacificThreat: Flight ceiling is raised from 37.5m to 50m. RA_Pipeline: Added a Flame Tower/Pillbox to the WF side base entrances. RA_RidgeWar: Replaced the Tesla Coil with a Flame Tower. RA_RockTrap: Reduced the chance for health crates and added an MP5-N crate. RA_RockTrap: Added a couple places for crates to spawn away from the control points. Get to the launcher and grab this patch update. Be on the lookout for more updates, and see you on the battlefield!
  2. WE'RE NO STRANGERS TO LOVE YOU KNOW THE RULES, AND SO DO I A FULL COMMITMENT'S WHAT I'M THINKING OF YOU WOULDN'T GET THIS FROM ANY OTHER GUY I JUST WANNA TELL YOU HOW I'M FEELING GOTTA MAKE YOU UNDERSTAND NEVER GONNA GIVE YOU UP NEVER GONNA LET YOU DOWN NEVER GONNA RUN AROUND AND DESERT YOU NEVER GONNA MAKE YOU CRY NEVER GONNA SAY GOODBYE NEVER GONNA TELL A LIE AND HURT YOU ~ ♪ ~
  3. Glad to see the Google Docs are still up. It's coming together well.
  4. And I was just thinking I would be too late to join this. I'll see if I can throw something together before the deadline.
  5. We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. Read for more details. We at W3D Hub have taken notice to the talks and discussions happening around as a result of Red Alert: A Path Beyond moving here. That said, the team would like to address this properly. One_Winged_Angel wished to address the community via video which you can view below. It addresses a few of the concerns brought up and will hopefully help to inspire some confidence in what we are aiming to build in the future. Furthermore, we would like to present to you a letter from the entire team here at W3D Hub. Hello everyone. These past few days in the W3D community as a whole have been rather eventful, to say the least! Red Alert: A Path Beyond Delta was successfully released via the W3D Hub launcher and we’ve already had a number of spectacular games! This release has been pretty special for all of us here (especially those of us who have been playing the game for 7+ years now), because we firmly believe that the way the game plays and feels harkens back to the glory days of APB Beta. Thanks to all of the graphical improvements, gameplay enhancements, and balance tweaks, it can be reasonably said that Delta truly surpasses Beta. With that in mind, we will now attempt to build upon the success of this release with additional infrastructure support from W3D Hub’s side. What this means is the statistics system that made those old games worth sinking so much time into will return with persistent progression tracking as well as the inclusion of achievements. Along with thorough bugfixing and extensive PR, this should hopefully get the word out there to the wider gaming community that C&C isn’t quite dead just yet and will conceivably serve to swell the ranks of the public players, allowing more regular games to be played. However, the release of Red Alert: A Path Beyond Delta via the W3D Hub launcher was not without vocal opposition. Concerns and speculations have been raised by several members of different C&C communities over the nature of the changes that are going to be happening. These are changes that we will address now. It would appear that a few are apprehensive to downloading the launcher and are instead demanding a standalone download. While we understand your unease, please understand that the W3D Hub launcher is the most viable and robust method of distribution. With it, patches and hotfixes can easily be implemented with little to no hassle. Rather than resorting to handing out loose files for every change (and teaching players how to direct connect to the server), it is more practical to deliver any and all updates through the launcher. Since Bluehell Productions has ceased official support for Red Alert: A Path Beyond, the project will now be entirely hosted and maintained by W3D Hub. The official forums, TeamSpeak channel, IRC network, Mod DB page and other relevant communication mediums for Red Alert: A Path Beyond are now all hosted by W3D Hub. Bluehell Productions is no longer the official source of news, updates and support regarding A Path Beyond. However, Red Alert: A Path Beyond is not over. There are a few people in this thread that are lamenting the end of BHP and the APB community, when in reality W3D Hub is comprised of some of the key founding BHP members. When we split off from BHP last year, our goal was to create a community that could surpass BHP in its services and infrastructure. With APB joining us now, we have achieved a part of this goal. This is the end of BHP’s affiliation with APB, but it is certainly not the end of the APB community. With some of us being founding members of Bluehell Productions, we understood that when there were those who stood against our progress; we needed to escape and create a new place where we could genuinely do something amazing for the community. Now with W3D Hub we have finally done that and APB is one of the final pieces to our puzzle. It’s safe to say that mods like Expansive Civilian Warfare, Battle for Dune and others would not have joined us if we hadn't split, but now as a truly united W3D community, we can push forward in ways that we could never do before. Our motives have always been for the good of the games and of the fans and we hope that we can continue to do right by them and develop a strong and thriving community that will stand for years to come. W3D Hub is the true BHP community now thanks to all of the talented developers that have joined our ranks to support our love for this oddball game engine with all of its triumphs and flaws. To clarify any confusion regarding assets, patches, and future developments: In December of last year, dialogue was opened between the leaders of the APB development team and the leaders of W3D Hub. During these talks, the APB leaders made their position clear to W3D Hub that under no circumstances was the game to be taken over, or simply handed across without clear guidelines being set. In the absence of Chronojam, who has not logged into the BHP forums since July 2015, Pushwall, who effectively became Lead Developer and Executive Producer, now holds creative control over A Path Beyond (http://i.imgur.com/7906j7V.jpg). It has been stipulated that if any W3D Hub member wishes to make any changes to the game, they are to be made by and/or approved by him. Whether development even continues on A Path Beyond is entirely up to Pushwall at this stage. Here's hoping that more content is on the way in the future! Whatever the future may hold with APB’s development, we will be providing support for as long as we are physically able to. When W3D Hub was founded, we made a promise to support the W3D community and affiliated projects as best as we can. We will continue to uphold that promise and make sure that Red Alert: A Path Beyond keeps shining as an outstanding example of what this community is capable of. Let’s make this place into a haven for like-minded Renegades to Command and Conquer! Yours truly, The W3D Hub Team
  6. Hello friends! FRAYDO here. I'm like 25% funny and 85% bad at math. I am also a smug anime character irl.
  7. Today is the day, comrades. The latest version of Red Alert: A Path Beyond has been released! Today is the day, comrades. The latest version of Red Alert: A Path Beyond has been released! Much time has been put into improving the game, and the APB development team is glad to finally make it available. Before you rush off to downloading, have a quick rundown of what has changed from the previous Gamma version. A Path Beyond Delta Changelist Naval combat has been reintroduced Snipers reintroduced Tech Level determined at the start of the round Tech Level unit structure reworked Sprinting has been added, which is done by holding [shift] Regeneration has been added; Infantry will recover to 75% of their health, armour remains depleted. Aiming penalties factor in; Standing, running, crouching and jumping will affect your accuracy. Team info/base info popups bound to B and M Updated models for several infantry and vehicles Updated textures for infantry, vehicles, and buildings Jukebox feature added Substantial performance improvements Maps have been vastly revamped and improved; in fact, have some previews! The maps contained in this release (click for big) and more! Much more features and improvements, which you'll have to see in-game! Both the staff members and testers have worked very hard to make this possible, and it's thanks to them we are here today! It has been a pleasure to work on this, and it has been a blast to test and play this extensively. We hope you enjoy this update. Now, soldier! Get to the W3D Hub Launcher and grab it! See you on the battlefield!
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