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Pushwall

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Posts posted by Pushwall

  1. 2 hours ago, MPRA2 said:

    It does get really irritating sometimes when a Tanya rushes up with a ranger to the Tesla Coil on Zama, and just nobody seems to want to do anything about it, and by the time an engineer can even get near it, the Tanya kills them, or the coil explodes. One way we could alleviate this is to eliminate the "dead zone" for the Flame Tower and Tesla Coil to allow point blank fire instead of outright nerfing Tanya.

    ...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.

  2. 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.

  3. 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 :v

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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 :v

    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.

  9. 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.

    Image1.png

  10. 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.

  11. 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.

    Screenshot.308.png

    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 CBT

  12. 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.

  13. 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?

  14. 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.

  15. 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

    giphy.gif?cid=790b76111eb6dd7597c6f3c747

     

    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?

  16. 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.

  17. 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.
  18. This would be a difficult project.

    1. Right now, Cyrillic characters can't be sent over the netcode, and the strings database doesn't support them either.
    2. 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.)
    3. 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...
    4. 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...
    5. 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.

  19. 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.
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