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Pushwall

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Everything posted by Pushwall

  1. Changed Status to Fixed Changed Attachments to https://w3dhub.com/forum/uploads/monthly_2020_05/BUG2.png.92f5d1fc8ba93672a7ede56511074b1c.png
  2. 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.
  3. 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.
  4. 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. 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. 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]
  5. 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.
  6. 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. 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. Swap requires another player to swap with, and only works in the first few minutes of a round.
  7. Yeah, it's set to default and not rock. Fixed for next release.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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 CBT
  13. 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.
  14. 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?
  15. 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.
  16. So what about all those other people in the logs that are on his team and/or voting yes, what did they do wrong?
  17. 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.
  18. 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 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]
  19. 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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