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Posts posted by Pushwall
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15 minutes ago, Coolrock said:
You’d just be giving Tanya a chance to bomb two buildings instead of one then? I could C4 one with a rush of vehicles/rocket soldiers, then go to another building and do the same again.
The more ground Tanya has to cover, the more likely she is to die before using the second C4. Going between buildings means having to cross more potential minefields and angery defenders with starshinas and volkovs. If she pulls off a double then Soviets have to git gud I guess.
And like you said, it requires a rush with a group. It's not something that one goober soloing behind enemy lines can do, like her current ability to kill 1 building that all the Tanya complaints centre around.
It'd also put a lid on people suicide driving vehicles up to a flame tower/coil, putting one tanya C4 on it and winning.
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On 2/18/2021 at 12:05 AM, moonsense715 said:
Also, nerf Tanya C4, like, right now. Split it to 2 C4s with a 5 seconds reload time so she can still solo a building. 30 seconds instantkill from full hp is absolutely uncounterable once placed. "but get better and mine the base" - did, the mines are 90% of the time killed by tha tanya transport or one single friend and from then on it's gg. No thanks.
I actually wanted to do this when I was still working on the game, but there's a huge problem with it. C4 can attach to other C4 (as shown in my avatar). If you throw a C4 on the MCT, and then you throw another one and it attaches to the first one, you just screwed yourself because now the second one can't explode; it'll just vanish harmlessly when the first one explodes. Moving around while throwing a C4 (either to avoid fire or to attempt to ensure that the second doesn't attach to the first) while having not the best of ping is already begging for the game to launch your C4 off in a different direction and miss the MCT, and this would just make matters worse because it feels even more bullshit than missing the MCT. So there needs to be a way to make C4s not collide with each other for this to work.
On 2/18/2021 at 2:20 AM, Coolrock said:This was actually tried out in testing a long time ago. Problem was that smart players would golden wrench the building just before the second C4 would go off. They changed it back to a single C4 needless to say.
So... just make the C4s do 60% MCT damage instead of 50%? Isn't this a problem with MADs too? I always felt I should upgrade their damage from 34% to 37.5% or something to make it harder to cheese them but it's one of those things I kept forgetting about and it doesn't really solve the core problem of how you have to align the stars to get MADs in position in the first place
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Download the W3D Hub Launcher to get your hands on the latest update for Red Alert: A Path Beyond!
Here are the changes coming with version 3.5.0.0
General
- Increased font size for player list.
- Light dazzles blinding you at very specific angles is (hopefully) fixed.
- Fixed a crash when a person being followed by a spectator dies.
- Reduced the performance impact of the "opaque" gap bubble (for when you're looking at a GG/MGG that doesn't belong to your team).
Bots
- Added a few more kill/death taunts.
- Bots no longer have cheaty no-gravity versions of weapons, as they can now compensate for gravity.
- Tanya bots will now place C4 on building MCTs if they make it inside.
- Bots now use translated names instead of preset names when referencing units (for example, they will say they purchased a "Light Tank" instead of "Allied_Light")
- Bots will now respect the vehicle lock system; if you lock your vehicle (!lock or !bl) friendly bots will not steal it.
- Vehicle bots with limited turret traverse (Heavy Tank, Tesla Tank) turn towards their target more efficiently.
- Vehicle bots do not shoot targets that they cannot aim at due to limited turret tilt.
- Defensive bots will no longer buy vehicles and stay stuck in the base forever.
- Bots shooting MCTs will no longer think they are stuck.
- Bots with an excess of money now favour the most expensive options available to them.
- Engineering bots will now attempt to repair auxiliary buildings (such as defenses and silos).
Infantry
- Sneaking now only works when stationary; you will cancel sneaking and appear on radar when crouch-walking or jumping. However, sneaking now takes 1 second to activate instead of 3.
- Fixed first-person hand animations resetting when switching between third/first-person.
A-Bomb Flare
- Damage radius down (100 -> 75m).
- Disarm points down (750 -> 500).
Demolitions
- Fixed missing "explosive charge placed" EVA voice.
- Engineer Shovel now only has 5 "shots". Like most other limited-ammo weapons, you can replenish it with a Supply Truck.
- Engineer Shovel now clears AP mines within 12m and AT mines within 8m (was 10m for both).
- C4 now has ever so slightly less hitpoints so Repair Tools will disarm it 1 second faster.
- Engineer C4 is now worth 100 points when disarmed and Tanya C4 200 points (was 50 for both).
- Fixed an issue with Golden Wrench idle animation in widescreen.
Rifle Soldier
- M16 and AK-47 have returned to having their old alternate fires (M16 having the "instant" trishot which is more consistent at its job, and the AK-47 having the spray with improved ROF but worse accuracy and no extra DPS on hard targets).
Spy
- Rifle/Technician/Sniper Spies can now be crushed by vehicles. Shock spies are still uncrushable, though they retain their slower rate of movement.
Volkov
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Volkov has been largely reverted to his old self, but with some other experimental stuff.
- AT cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 0.75 seconds, 70 damage, 90m range) except that it has the new Volkov's nerf of using the Light Tank warhead, causing it to deal reduced damage to the shields of heavier vehicles.
- Volktillery still does not exist; the scope from new Volkov remains, and while it is useless for sniping since the AT doesn't have sniping range anymore, its zoom strength has been increased from 3x to 20x making it useful for scouting.
- AP cannon primary has the same stats that it had before the big Volkov overhaul (1 shot per 1.5 seconds, each shot is a 10-pellet shotgun totalling 50 damage) except that its range is only 40m instead of 60m.
- The napalm grenade secondary for the AP cannon has returned, based more on the 1.2 iteration (uses 6 ammo per shot, splash damage is roughly equivalent to 1.5 pre-LPO50 flamethrower fireballs). They won't fall through microscopic gaps in building meshes anymore, but they're also easier to track as they have a smoke trail (and the greater presence of interior props means they're still likely to bounce into a spot where most of their damage gets muffled anyway).
- Volkov's weapons no longer have any accuracy penalty from jumping.
- Volkov now jogs at 8m/s (one stage faster than tanya, thieves, etc) but cannot sprint. This gives him better mobility during combat or reloading but makes him worse at getting around in danger-free situations.
- Fixed him being referred to as an RPG Trooper in the quick help popup.
Vehicles- Vehicles' "crush speed" (how fast they need to be moving to crush infantry) has been globally reduced and standardized based on the units' armour class. All naval units, the Forklift, and all ground vehicles with "mammoth armour" except the APC crush at 2m/s (was 2-4 depending on vehicle), everything else that isn't the Ranger crushes at 5m/s (was 6-9 depending on vehicle), and the Ranger crushes at 10m/s (was 12).
- All vehicle-mounted homing missiles (Chrono Tank, Destroyer, Longbow, Mammoth Tank tusks, Missile Sub AA, Phase Tank) now have "lockon decay" like the MiG (if you stop aiming at a unit, you'll still lock onto them if you fire within a certain time window) - though for these the window is only 0.05 seconds instead of 1 second.
APC
- Damage to main buildings reduced by 20%.
Chrono Tank
- Price down (2400 -> 2000).
Mammoth Tank
- Fixed targeting range (and by extension, tracking range) of Mammoth Tusks unintentionally being lower than that of the cannons. (The actual projectile range was always fine, but the script update that made primary/secondary fire modes update targeting ranges based on the positions of your different weapons instead of just using primary targeting range for everything broke things, because the Tusk launchers are about 8 metres behind the cannons...)
- Readded the blinking red antenna lights that were lost in the model update.
Ore Truck
- AI controlled variant's wheels now visually turn when steering.
Phase Tank
- Damage type downgraded from Rocket to Shell. (Same damage type as Light Tank; -10% damage to buildings, -20% damage to heavy vehicle shields, -40% damage to mammoth vehicle shields)
Ranger
- Damage to main buildings reduced by 25%.
- Damage to auxiliary buildings/defenses reduced by 16%.
- Resistance to Hind damage reduced (50% -> 25%) making it worse than other light vehicles.
- Resistance to Tesla damage removed (25% -> 0%) putting it on par with other light vehicles.
- Maximum speed down (19 -> 18m/s).
Tesla Tank
- Updated help string to point out its radar jamming ability.
- Anti-infantry splash damage increased (15 -> 20).
- Health up (200 -> 250).
V2 Launcher
- Fixed model sometimes disappearing when aiming it skyward.
Boats
- Added smokestack and propeller bubble emitters.
- Destroyer/Cruiser radar dishes are now animated.
- Destroyer's missile pods are now open.
- Cruiser range reduced from 240m to 225m (equal to V2/Arty)
- Depth charges are now launched at a -15 degree angle to the height you're aiming, making them more capable of hitting deeply submerged subs but less capable of being used as "artillery".
Subs
- Halved rotation speed.
Longbow
- Maximum speed down (24.1 -> 22.5m/s).
Planes
- MiG physics reworked to be basically the same as the Yak but with higher speed, since it's probably the physics that are causing the horrendous lag.
- Both planes have their maximum reverse thrust raised from 5% of the max thrust to 20% to improve runway repositioning.
- Planes can no longer reverse throttle in midair, making the speed loss from exceeding the flight ceiling or "air braking" slightly less severe.
- Yak maximum speed down (40 -> 38.5m/s).
- Yak splash damage increased (22.5 -> 25).
- MiG maximum speed down (50 -> 47m/s).
- MiG damage to buildings increased by 25%.
- MiG damage to heavy vehicles increased (135 -> 150).
- MiG damage to mammoth vehicles increased (135 -> 165).
- MiG damage to boats increased (105 -> 120).
- MiG damage to cruisers increased (135 -> 150).
Buildings
- Improved the texture for the "RA1 interior" brown metal tiles and the chainlink fence.
Pillbox
- Fixed model disappearing when killed sometimes.
Gap Generator/Tesla Coil
- Made projectile collision on the upper parts more generous (you can hit in between the coil's rings and between the gap's fork).
Gem Silo
- Fixed missing thief zone (only affects Wasteland).
Radar Dome
- Added an extra collision mesh coating and ever so slightly hovering over the external ramps and the wall supporting them. HOPEFULLY this will do something about the problem with people getting stuck on those ramps.
- Added chainlink fence over the basement ramp in the position where bots looooove to fail at pathfinding.
Naval Yard
- Added some extra collision around the MCT stairway, to stop bots from getting stuck trying to leave the building and players from getting stuck on top of the crate on the lower floor.
War Factory/Power Plant
- Made chainlink fences look slightly less awful (basing them on the Naval Yard ones).
MapsGuard Duty
- Made Soviet Barracks hill blockers more aggressive.
Hostile Waters
- Purchased Allied helicopters will no longer attempt to land on the Refill Pad.
- When a naval factory dies, the opposite team's one will become indestructible before the game ends, ensuring that the winning team actually wins.
Keep Off the Grass
- Removed the Soviet ore shaft <-> Radar Dome underground entrance.
- Cliff overlooking Soviet Construction Yard is now completely inaccessible to vehicles instead of only being inaccessible on one side.
- Reduced amount of trees and big rocks in the play area, mostly around the two "direct" routes.
- Fixed a pathfinding issue that was causing the Soviet OT to waste about 10 seconds per trip staring at the Construction Yard.
- Changed some of the texture-blend masking rocks out for bushes that don't block vehicle movement.
Pipeline
- Fixed terrain seam in beach near Soviet base.
- You can no longer climb up the sides of the oil wells.
- Reduced amount of big rocks, mostly around the pumpjacks.
Ridge War
- Added vehicle blockers behind the Allied AA shack.
- Removed Allied turrets.
Siege
- Removed the walls that were near both teams' landing pads.
- Added an extra wall near the Soviet CY to restrict phase tank movement.
- Added no-flare zones on the rocks at the shore near Soviet CY and on a lightpost that I missed previously.
- Cannonball props in the castle are now using the same texture as the cannonball projectile.
To the Core
- Replaced the texture-blend masking tree stump near the Soviet Tesla Coil with a bush that doesn't block tank movement.
Volcano
- Added more traversible "ground" to the southeast beach (in the shallow water).
- Reshaped part of the cliff near the Refinery-Airfield SAM site so infantry (i.e. engineers/tanyas) can't jump up onto it.
Under
- Reduced amount of trees in the play area, mostly around the area between the two ore fields.
Zama
- Reduced amount of trees in the play area, mostly around the Soviet PP/Allied WF routes.
[blurb]Red Alert: A Path Beyond has been updated to version 3.5.0.0 on the launcher! Along with some fundamental changes to Sneaking, Volkov and Mine Defusal, there are a myriad of other changes which you can read about right here![/blurb]
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8 hours ago, moonsense715 said:
It was also shorter in RA, in APB this would make it harder to hit, especially for V2s. The normal Pillbox is so easy to hit with a V2 atm.
As the OP said though, this would also inhibit its angles of attack. The higher up a defense's weapon is, the easier it is for it to get line of sight on targets that are attacking from a higher or lower elevation. There were some maps that used to have sunken pillboxes to mimic the RA camo pillbox effect, like Seamist and River Raid, and that made them weaker because you could just attack them from a hill and have much more leeway for not getting targeted than you currently do.
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If you have "no string" on the HUD where the time/money should be, then you probably have the smaller/larger HUD mod installed or some other sort of custom HUD; delete always3.dat (not 2 or 1 as those are required by the game!) and hud.ini if it's sitting loose, I'll see if I can update that mod to work with the new settings in a few days.
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Red Alert: A Path Beyond Update
General
- Added another unit help system built off of Renegade's Encyclopedia system; this can be accessed by pressing F1, or the Unit Help button in the Esc menu. Right now this exists alongside the H system (and shares a lot of text) and I'm not sure if we'll ditch that.
- Fixed water protecting against falling damage.
- Fixed flickering on global radar markers (like the ones for bases and A-Bomb flares) when you move while they're outside normal radar range.
- Fixed sounds playing globally while loading into the game (which typically resulted in super-loud bursts of burning/alarm sounds).
- Vehicles that enter deep water now have their vision restricted by a thick blue fog/tint, just like diving submarines/infantry.
- Zoom with scoped weapons now works in 10 consistent steps, instead of being framerate-dependent in a weird way.
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A bunch of sounds have been imported from the Red Alert v0.09c beta:
- A sound for the MRJ/TT getting in range of the Radar Dome. This is now used for that purpose, instead of the old "radar down" sound.
- A sound for the Ore Truck dumping its load.
- An extended variant of the radar down sound.
- An extended variant of the submarine surfacing sound.
- An extended variant of the torpedo sound.
- An extended variant of the explosion sound for buildings damaged below 50% health.
- "It is done" voiceovers for basic Allied infantry.
- "Let's pick 'em clean", "Like candy from a baby" and "Time for a five-fingered discount" for the Thief.
Bots
- Fixed bots still shooting certain parts of large buildings on some maps after the building is destroyed.
- Fixed bots being unable to use the Airfield elevator.
- Fixed bots strafing against MCTs, which would often cause them to lose sight of it, hindering their damage output.
- Fixed the game taking pity on anyone killed by a Grenadier bot and refusing to shame them on the killfeed.
- Fixed Flamethrower bots still trying to "splash" infantry as though they were using the old flamethrower; they will now go for direct hits.
- Bots now know how to shoot at silos and refill pads. (Not service depots though, because of an as-yet unresolved issue with limited-arc vehicles.)
- Bots aim a bit higher than before against most base defenses, except Tesla Coils/Gap Generators where they aim lower, towards the base.
- Bots now have a chance to drop a bit of banter/salt if they kill or are killed by a human player.
- Repairman bots now know how to disarm C4.
- Bots may now be ordered to focus on the AI ore truck with "Attack the Ore Truck"; they will not comply if it's too far away though.
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Updated what radio commands bots associate with what orders, to comply with APB's radio command layout instead of Renegade's:
- "Get in formation" is now what you use to tell bots to get in your vehicle, instead of "we need mines".
- "Move out" is now what you use to tell bots to eject from your vehicle, instead of "beware enemy mines".
- "Get out of my way" is now what you use to tell bots to stop following you, instead of "move out".
- "Bolster our defenses" is now what you use to tell bots to defend the base, instead of "attack their defenses".
A-Bombs
- "A-Bomb Purchase Terminal" is now "A-Bomb Requisition Terminal", since you don't actually purchase them.
- Once you've used your A-Bomb flare, it won't show up on your belt anymore.
- A-Bomb flares can no longer be placed right next to the Airfield/Missile Silo elevators, as it was possible for them to get the elevators stuck.
Infantry
- All forms of explosive splash damage (except the Artillery/V2) now inflict minor damage to infantry armour; 25% as much as the damage they deal to health. Artillery/V2 already dealt 50% armour damage so they are unaffected by this change.
- Infantry damage/death animations for damage-over-time effects (fire, electricity, drowning) actually work now.
Repairmen
- Repair Tool is slightly weaker at repairing (16 -> 15 damage). Disarm/capture rate is unaffected.
Demolitionists
- C4 takes 1 second to deploy again (was 0.25).
Thief
- When in range of an enemy refinery/silo terminal, you will now get a chat and audio notification to let you know that you're in place to get to work.
Flamethrower
- Direct damage to infantry increased (25 -> 30 per salvo).
- Inflicts greater damage to infantry armour (100% -> 150% of health damage).
Vehicles
Submarines
- Fixed dying while submerged not properly cleaning up the "vision restrictor", so you won't see black balls of doom around the map afterwards anymore.
- Tightened arc for Missile Sub's ballistic missiles a little bit; this improves their minimum range by about 10m.
- Damage for Missile Sub's AA missiles increased (60 -> 70).
Helicopters
- Mouse steering for helis can now be toggled on/off in Options -> Controls -> Look/Mouse; it's now disabled by default.
- Helicopter husks now explode properly if they are killed right next to the water surface.
Planes
- In a plane, while using the default control scheme, you can look around without changing direction by holding the same freelook key that infantry use (V by default). Make sure the skies ahead of you are clear before doing this, because you'll be stuck flying straight ahead until you go back to the normal camera.
- Fixed default key binding for landing gear.
- Planes can no longer be entered during their purchase cinematic (as control of the plane would be reset afterwards).
Buildings
Helipad
- Fixed broken helicopter refilling.
Radar Dome
- When destroyed, it plays the Red Alert beta "radar down" sound to the team it belonged to.
Maps
Hostile Waters
- Moved SAM site at Soviet Gem Silo one wall-segment closer to the Airfield to make it easier to repair.
- Fixed texture blending near the Soviet Missile Silo.
Pacific Threat / Seamist
- These maps are now bot-friendly to a degree, and will be introduced to the bot rotation on the server.
Volcano
- Fixed missing base radar markers.
[blurb]Happy New Year! This belated present for APB brings improvements to bots, sound effects from the Red Alert beta, a new help system, and bug fixes galore![/blurb][thumb]thumb_apb.k.png[/thumb]
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Increasing render distance won't do you any good; all it will do is reduce the frame rate, because more things get rendered that you won't actually be able to properly see because they'll still be obscured by the fog, which is there to make scouting less trivial.
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28 minutes ago, Core Defender said:
Hello, somehow when i join the server i am always allies, 100% of the time. I have this since i first downloaded the launcher
How many times have you actually joined? The game has a 50/50 chance of placing you on Allies/Soviets on an empty server. I even just joined two games right now and got put on Soviets on the first one and Allies the next.
28 minutes ago, Core Defender said:and it really prevents me from playing APB.
Well, you'd better get used to it, because not always being on the team you "want" to be on is part of the game.
28 minutes ago, Core Defender said:The !swap command doesnt seem to do anything either. Very few times, i think its when the round just started it gives me an answer to that command but i cant remember it correctly, if it was an error or if its disabled. And even on an empty server i cant switch teams and i just join allies.
Swap requires another player to swap with, and only works in the first few minutes of a round.
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If someone actually wants to do the model and the 4 camos and the rigging and everything then sure I guess? This is hardly a priority because the current light tank isn't using a model from 2004 like, say, the Allied boats were.
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20 hours ago, Einstein said:
Possible - yes. But more trouble than it is worth really. What would be the gain? Sprinting??? Pasting a 12+ year old map into the current version of APB would be very out of place, and again, difficult to do. And I can guarantee 100% before he even sees this, Pushwall will say no
Out of place yes, difficult no... unless we're fixing everything that makes it out of place, in which case yes, fine-tuning the map to fit Delta balance and visuals would be a huge timesink.
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Yeah we have a model, courtesy of Generalcamo, but it's very unfinished (especially the interior) and there really hasn't been much reason to finish it. Could put it on a new map but making new maps takes too long. Guard Duty would be a pretty obvious place to showcase it but the Soviet base there is cramped enough already.
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4 hours ago, shaitan said:
Actually, that happens a lot in Rencorner, too.
P.S. The end goal is drama.
Well aware on both fronts. Someone who's here in the hopes of actually seeing problems get solved doesn't throw all decorum to the wind and make maximum effort to engage in bad faith, find ridiculous ways to link everything to muh big bad badmins, deny all viewpoints that aren't his own, sit on important information that should have been in the OP, and make threats against us. This is hardly the first time for any of these things, and since clearly he has no intention of fixing his attitude problem, he's gone and there's no reason for this thread to still be open.
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54 minutes ago, Killing_You said:
Lightbulb: While working on some stuff internally, the idea was tossed around for target boxes to be disabled on a team basis. That conversation was completely unrelated to APB, but part of me wonders; what if that could be applied to the hypothetical camo pillbox? That would certainly make it a touch more difficult to track down and destroy. Sure, you'd know where it is, but it'd change the encounter from "I just have to stay back and scan with my reticle" to "There's a camo pillbox around here, I need to be careful." There's also the fact that people will tend to let things slip their mind, and the fact that this same argument doesn't really apply to the Gap Gen... I think it could work.
That conversation actually came about in relation to camo pillboxes, and it got applied to submarines. Which are actually difficult enough to see through water that it manages to be a very slight buff to submarines. It really wouldn't do much for camo pillboxes because the way lighting works in general and the way detail works now means that, in most cases, they will be incredibly easy to spot.
The Renalert camo pillbox shown in the OP - the only one of the three CPB images where it's actually hard to see - is placed entirely in shadow (either because the map just has low lighting, or because of terrain nearby that we can't see) to make sure that it doesn't get lit differently from the terrain, and in APB there are only so many places where this approach would be feasible.
And back then, you'd have a pillbox surrounded by a wide open field of snow/grass or a cliff covered in the same snow/grass texture, which makes it easy to camouflage with a simple texture change combined with shadow-fuckery.
Whereas now, background elements actually exist and texture variations actually exist, which means that wouldn't work. Every single map that could have CPBs would need its own dedicated CPB models appropriately textured to the intended surroundings and with other fluff like piled snow or foliage, and multiple per map at that to account for the different surroundings that each CPB could be located in if a team has more than 1 or we take the RNG approach.
It'll be very hard to hide these things well enough for disabling targeting to actually do something.
Also I hate how much this acronym looks like CBT0 -
35 minutes ago, Jeod said:
Maybe if there were multiple CPBs on a map and only some were activated via scripts at mapstart.
This is just adding more RNG to the game. The success rates of Soviet rushes at the start of the game will become heavily dependent on if the randomly spawning CPB happened to be in the "right" location this time or not. And Allied defense in general will be more RNG based because some CPB spawn positions are just better than others. Every possible place that a CPB can spawn also has to be blocked off from AI movement (both regular bots and ore trucks) because pathfinding zones can't be added or taken away mid-game so every location has to be accounted for, so there is very little room in which they can actually be added without interfering with bots and ore trucks. Debris wouldn't be a concern though, we can script-delete a pillbox without it leaving debris behind.
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Okay so I see footage of:
- a player list that contains 28 players, none of whom are moderators
- 2 players wall nuking
- a chat box that contains no IRC moderators laughing it up, and none of the other 26 players announcing to the IRC moderators, the only people who could help them now if they're present, that wall nuking is happening. ("that's bs" means nothing to an onlooker)
From what you're showing us, the actual problem is clearly not "bias", but simply that no moderators were present at the time. Or perhaps they were present (in which case they'd only be on IRC) but weren't made aware that this was actually happening - I doubt they can tell wall nuking is going on just from the killfeed. Thanks for getting this footage so the IA mods (not me) know to do something, but are the inane accusations necessary?
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3 hours ago, FekLeyrTarg said:
My apologies for reviving this thread.
However, I'm lost regarding AI bots in APB, too. Is there some sort of special command to add them during a local game? Or is this something server-exclusive? And which maps currently support bots?
Press F8 to open the console, type
botcount 20
or whatever number you feel appropriate, and press enter. You'll get bots equal to that number minus the number of human players that are ingame, so in a local game with only yourself, this would give 19 bots, 9 on your team and 10 on the enemy. They'll all start with whatever you set the starting credits to (and gain money from silos/trucks the same way you do), so if it's enough to buy vehicles right away you'll end up with the war factories getting clogged very quickly. Disabling friendly fire is also recommended as bots have no trigger discipline and won't stop shooting if a friend happens to get in their way, which will happen often, given the paths they tend to follow.
There's a hard limit of 300 bots, but you don't want to go that high because war factories will get unusably jammed with empty vehicles and vehicle requests, bots may end up spawning in the middle of the map inside each other creating a totem pole of death if all the building spawn points are occupied, and your framerate will be a slideshow. There's only 47 different names set up for the bots, and I'd say that's as high as you should ever go, and even then the game can get pretty choppy.
Bots are currently supported on the following maps:
- Camos Canyon
- Complex
- Guard Duty (though they have trouble getting in/out of the airfield)
- Metro (though they don't buy vehicles or take out the hedgehogs)
- Pipeline (though they don't pay attention to the oil mechanic)
- River Raid
- Rock Trap
- Wasteland
Sometime in the near future they may end up being supported on more land maps, but air/naval maps are out of the question (unless we're fine with more Metro situations where the bots ignore most of the units they could buy) and will probably remain so for a long time.
This console command only works in a local game, enabling bots on the server requires the intervention of a moderator/administrator.
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46 minutes ago, TemporaryName said:
my intention wasnt killwhoring, it was a result of random character from !char command
46 minutes ago, TemporaryName said:[20:59:46] 19<ikmapsbot> 6[Team] 08@ROZPIERDALATOR: g2g, killwhore them to the max lol
46 minutes ago, TemporaryName said:person like him has no right to teach me about morality. this is 1 of the reasons why I stopped that voting to trigger him
So what about all those other people in the logs that are on his team and/or voting yes, what did they do wrong?
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AR is replacing Renegade's tutorial map with their own one, so it should be technically possible to edit the rest of the campaign too, it's just that... well... take a look at how many people were on the credits for Renegade and then look at our teams. A new full-blown singleplayer campaign (not just one map) is a lot more work than fixing up existing multiplayer, so it's definitely not something our small teams can do, especially with all our other commitments.
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- Popular Post
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Red Alert: A Path Beyond Update
General
- Raised all non-Volcano maps' flight ceilings to 100m (helis) and 150m (planes) to match Volcano.
- Fixed projectiles spawning behind the turrets of certain units if your camera was nudging another unit while you fired.
- Fixed projectiles with enlarged hitboxes clipping through solid objects if fired right next to them. Mostly this means no more worries about depth charges going through subs at point blank range, as hardly anything has been using this logic due to how broken it was; it might get reintroduced for more things at a later date.
- Fixed burst-fire logic; mashing the fire button doesn't eliminate the cooldown between bursts anymore, so now we'll actually start using burst-fire logic on some weapons again!
- Fixed tracking weapons not displaying a lock-on indicator against units that were between 80-100% of your maximum range. (This will also stop MiGs from arbitrarily locking onto parts of boats that you aren't aiming at.)
- Fixed bots having wide turning circles in certain vehicles, which would often get them stuck in forests.
- Fixed issue that was causing players to get kicked by the anti-cheat if they joined the server while the post-match scoreboard was up.
- Stealth effect for mines is less of a burden on performance.
- If you load a map before the server does, and end up with a temporary black screen in the process, you will now see "Gameplay is pending / please wait" in the middle of the screen as a reminder that you should just wait. (This is a vanilla renegade feature but it got broken by HUD changes in APB Gamma)
Infantry
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Weapon ready time (after coming out of a sprint) and weapon switch time (swapping between different weapons) have been decoupled so we can now set them separately.
- For reference, originally the ready/switch times were 1.5 seconds for Volkov's handcannons, 1 second for tools, and 0.5 seconds for all other weapons.
- Ready times are mostly unchanged from before, the only exception being that Volkov's handcannons now take 0.5 seconds to ready just like other weapons.
- Switch times have been cranked up though, mostly lining up with the weapons' first person animations. It now takes 1 second to switch to a pistol/grenade/tool, 3 seconds to switch to a rocket launcher, and 2 seconds to switch to any other weapon, including switching between Volkov's handcannons.
- For the most part this is just flavour, as most classes only have one weapon (excluding tools) so they're either never switching at all or only switching while they aren't in combat. All it really changes is Rockets/RPGs, Medics and Volkovs - Rockets/RPGs in combined arms maps where they have to switch between their AT/AA launcher (so no more doubleshots), Volkovs have a tradeoff where they're now better at coming out of sprint but worse at changing to their other cannon on the fly, and Medics take longer to return to their gun after healing but have slightly better healing.
- Fixed infantry weapons displaying their muzzle flash when you switch to first-person view.
C4
- Countdown display is no longer affected by area lighting.
- Countdown now correctly displays the timer in seconds instead of minutes.
- Countdown is now also visible on the screen of the C4 itself.
- Takes 1 extra second to explode.
Rifle Soldier
- M16 secondary fire is now an actual 3-round burst with each shot fired separately, instead of firing the 3 rounds instantly like a shotgun. Unlike the Gamma variant of this, rapidly mashing the mouse will not increase its fire rate, and unlike the "shotgun" iteration it won't refuse to fire if you try to use it with only 1 or 2 rounds left in the magazine.
- Both basic rifles' secondary fires are now perfectly accurate when standing, instead of merely having 1/3 as much inaccuracy as the full-auto fire.
Officers
- Firing while crouch-strafing now has the same level of accuracy as crouching, instead of having accuracy about halfway between crouching and standing.
Flamethrower
- Fixed surface flame/smoke plume lasting longer than the sound effect.
- Firestream has 80% less particles and their size does not blossom as much near the end of their life cycle, so it inflicts much less framerate damage.
- Fixed firestream particles not lining up with where the actual projectiles were going if you fired while strafing. It'll actually be feasible to lead your target now.
- Projectiles now have generous hitboxes; they're 0.25m wide, though they still have no height or length. Their width makes it MUCH easier to achieve direct hits, so even with the following debuffs, the weapon should be much better than before at handling infantry:
- Now bursts its entire magazine in one click.
- Range down (90 -> 75m).
- Projectile velocity down (100 -> 75m/s).
- Direct damage to infantry down (40 -> 25).
- Splash damage down (30 -> 15).
Medic
- Takes 50% more damage from fire-based weapons (Flamethrower and Flame Tower).
- Removed the 1-second charge time from the Medic Kit and added it to the cooldown instead, as the increased swap times add enough delay.
- Increased heal duration from 5 to 6 seconds.
Engineer
- Removed the 1-second charge time from the Shovel and added it to the cooldown instead.
Vehicles
Various anti-tank vehicles
- Splash damage against infantry increased slightly, about 10-20%. (For the Mammoth this only applies to the cannons)
Artillery/V2
- Splash radius increased about 10%.
Phase Tank
- Now fires in 2-round bursts, firing 2 rockets in 0.125 seconds and then having an 0.5 second cooldown between bursts, instead of having a constant 0.3125 seconds between each rocket (so its DPS is unchanged).
Cruiser
- Can no longer be occupied by both teams at the same time.
- Rear gun's traverse limit has been reverted back to 135 degrees, so that its shots don't hit the cruiser itself now that projectile hitboxes actually work properly. To compensate, the main gun's traverse limit has been increased from 150 to 157.5 degrees.
Submarines
- The "view of the sky is blocked while submerged" feature has been reinstated as it no longer covers the map in big black bubbles of doom. Now it'll be harder to spot enemy units from afar while submerged.
- While submerged, enemies will not be able to see your target box if they happen to mouse over you, making you harder to spot at a glance.
Hind
- Now fires in a 5-round burst; unlike the Phase/M16 there is no downtime between its bursts so its behaviour is basically the same as before for standard use, it just looks/sounds less silly when you tap fire.
MiG
- Now uses burst-fire logic for its double rocket firing, so it will always fire both rockets; previously it would fail to do so under rare circumstances.
- Tweaked physics; actually added roll stabilization and raised aileron damping so it levels out more by itself, so you should be less likely to clip the runway with a wing when landing.
Buildings
Turret
- No longer fails to detect enemy units if its barrel is clipped into a wall.
- Now tries to hit infantry with splash damage just like Flame Towers do, instead of hitting their faces with death.
Flame Tower
- No longer has a ridiculous amount of trouble hitting swimming infantry.
Maps
Hostile Waters
- To compensate for Allies having a basic boat that can hit ground targets and Soviets not having that, and also an air unit that doesn't kill the pilot when it dies, Soviets now have a flame tower behind their airfield (with very limited coverage, but it's something) and Allies no longer have a turret on the NY.
- Allied Pillbox is moved to be a bit more between the SD and NY, so it provides less coverage against frontal landings into the CY/MS but still protects against incursions into the NY.
- SAM sites on this map have 175m range instead of 150m to further discourage using longbows as easymodo transports.
North by Northwest
- Fixed holes in the map near the Soviet base.
[blurb]Reinforcements have arrived. And by reinforcements I mean long-awaited bugfixes.[/blurb][thumb]thumb_apb.g.png[/thumb]
7 -
3.4.0.2
- Fix Cruiser's floating stern turret.
- Fix little visual issue with Flame Tower's fireball.
- Mines now vanish after a short period of time if there is only 1 or no players ingame. (This is just a hotfix that doesn't require me to update every single map in a patch again; eventually this may be changed to minelayers not being buyable with 1 player.)
- You can no longer get stuck around the Soviet Refinery ladder on Volcano.
- Allies no longer have a Construction Yard or Turret on Volcano.
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Hooray I don't even have to switch away from the C4 Hydra!
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42 minutes ago, __nEmPoBu4__ said:
Well, If it's not possible, let it be then.
It may be possible in the future if the code guys can fix cyrillic characters not being sent properly over netcode so no font shenanigans are needed.
3 -
This would be a difficult project.
- Right now, Cyrillic characters can't be sent over the netcode, and the strings database doesn't support them either.
- APB's killfeed icons replace all the obscure symbols and non-standard Latin characters that are supported by the game, leaving only standard Latin characters, numbers, and common symbols. If you were to be given a custom font that replaces the killfeed icons with Cyrillic characters so that you could actually type in a way that works over the netcode, it'd be hard for you to figure out what's killing what, and that's a big part of the game. Also, everyone without your custom font would see you speaking in a flood of "unitrunes". (A couple of Russian players took this approach during the Gamma days, or at least I'm guessing they did since they spoke in unitrunes, but back then the killfeed icons weren't in use so they didn't have to worry about losing that information.) Other projects don't have to worry about sacrificing information since they don't use kill icons, but a custom font is still a hamfisted way of solving the localisation problem. (Then again, kill icons replacing obscure characters instead of being printed some other way is also a hamfisted way of doing the killfeed, and I'd be open to the coders finding a different way of doing the killfeed that doesn't bogart the chat font.)
- If you were to be given a custom font that replaces the common Latin characters with Cyrillic to get around both these restrictions, everyone without that font would be speaking spam/gibberish to you and everyone with the font would see people without the font the same way, even for people who understand both English and Russian. And this also wouldn't work because...
- There is a lot of text in these games that doesn't actually use the strings database; text that is defined in a script and can't be changed by the client. I wouldn't mind the scripts guys making all these scripts read from strings instead for the sake of making localisation more feasible, but even if we get past that, there's one more issue...
- If we ever release any updates to our games that add more strings, anyone maintaining a different localisation will have to take our version of the strings file and copy paste every single individual string from their old file to our new one (and there's a lot of them), otherwise those new strings will be missing. Updates that merely change an existing string are easier to deal with, of course. But the way the strings database works was clearly designed for a 100% finished game that doesn't get any further updates. So I'm sure that won't be a problem for stock Renegade at least.
Still, I'll welcome a localisation project for APB with open arms (I can't speak for the other projects but I'm sure they feel the same way), I'd just prefer that we get some of these code barriers to localisation fixed first (1 and 4 in particular) to make it much easier on you.
I don't know jack about the launcher, but I'm sure localising that is a much more attainable project for the time being. I'll let the launcher coder take that subject though.
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3.4.0.1:
- Tweaked basic plane controls a bit; throttle is now on W/S and manual pitching is now on Jump/Crouch since it's less important.
- Fixed Allied Ore Truck pathfinding on Complex.
- Added Gamma M60 sound.
- Fixed Tech Centre lighting on North by Northwest.
- Gem Silo income lowered from 5 to 4.
- Mobile AA Gun splash damage/radius lowered from 30/12m to 22.5/10m and no longer has any cover penetration.
- Yak splash damage up from 20 to 22.5.
- Flamethrower splash radius back up to 7.5m.
- Flamethrower direct damage multiplier to infantry up from 0.3 to 0.4.
2
Community Balance Feedback
in W3D Hub Discussion
Posted
...Did we revert to Beta when I wasn't looking or something? There are no point blank dead zones, only ones that are too far away to throw C4 from (like behind distant trees). Even if Chop can pull off whatever voodoo is needed to get rid of the thing that doesn't exist, that doesn't stop the power plant from being spied (which is the only way your story makes any sense aside from it being dead) or in the case of flame towers, doesn't stop Tanya from just waiting until after it fires to hop out of her vehicle (or just let it be destroyed) and safely place a C4 before it fires again. Hence double C4, forcing her to stick around longer.