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Posts posted by Pushwall
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Okay, so it's known that the HUD is a bit overbearing on smaller resolutions (and apparently even at normal ones) and the MiG's firing mechanics don't translate well to a live environment (except against boats which are large enough to reliably keep a lock on). I'll soon be looking at a better way to handle the MiG firing, and next patch we'll be pushing a slightly smaller HUD by default, and an even smaller one and a larger one (i.e. the current one) as optional downloads on the download section if the new size isn't right for you.
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3.3.0.1
- Hostile Waters now ends when a naval factory dies
3.3.0.2
- Fixed a client crash when changing maps.
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- Popular Post
- Popular Post
Red Alert: A Path Beyond Update Remember, remember, the
fifth of Novembertime when APB had updates? Yeah, sorry about that; the recruitment of a ton of new talent to the scripting team, as well as a bunch of sudden contributions from 2D and 3D artists, mean I have been very backed up with implementing all their work and making sure it... works, in addition to what I normally do. On top of that, my hand in this got delayed further by almost a week due to my computer suffering a PSU failure. But the long wait should be worth it, many bugs and performance issues have been squashed and we have 2 new units to play with. And there is hopefully more to come as well!
General- Improved UI performance.
- Improved level loading times.
- Particle effects should have less lategame performance issues.
- Asynchronous texture loading to reduce stutter.
- Flight ceilings are now "soft" - you still can't ascend beyond a certain height, but there's nothing to scrape against, so you won't be slowed down and you won't get temporarily stuck if you try to bank. This is most important for planes who no longer need to worry about crashing into the flight ceiling - because of this, there isn't a warning when you approach the flight ceiling anymore.
- Entering/leaving scoped view for scoped weapons no longer causes your view to tilt up slightly.
- Using the camera change key in a vehicle will no longer toggle your infantry camera between third/first person.
- Your chosen vehicle camera will now be remembered if you exit and reenter the same vehicle.
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Alternate cameras for vehicles have been improved:
- Position for alternate first-person/turret/close-up cameras now takes the vehicle's tilt into account, so you should be less likely to clip the camera through your own vehicle when looking up/down while on a slope.
- Thanks to the above change, all trucks with interiors (Supply, Demo, MGG, MAA, Cargo) now have functional first-person cameras. Not particularly useful, but fun!
- Turret cameras now pivot around the turret and not the body. This is especially handy for boats since their turret is so far from the centrepoint of their hull; now you can always see what you're aiming at.
- First-person cameras for single-barrel vehicles are now slightly offset to the side, just like first-person infantry weapons.
- Fixed the physics issue where vehicles crossing complicated terrain (such as craters) were liable to tip onto their backsides.
- Simplified vehicle hitboxes.
- Bots driving vehicles no longer drive slower than players do. (This doesn't affect ore trucks - or shouldn't as I've lowered AI ore truck speed to try to keep them unchanged)
- Vehicles that cost more than 1200 credits now only give 240 combat credits (assuming 100% HP damage; repairs will obviously increase this) instead of the full 1/5th of their cost.
- Hitbeeps are a little louder, but now only one beep can play every 0.05 seconds. This means you will not be bombarded with a ton of hitbeeps at once when hitting something with the full spray of a shotgun.
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Kicken has made a spiffy new HUD featuring:
- larger and more prominent radar and health/armour bars. (Radar may in future be accompanied by new radar icons.)
- enhanced space for weapon names. Like Renegade/Reborn this relies on text strings, so now you'll know what weapons your vehicle has too - as well as if it has any secondary fires or needs to be activated by Q.
- everything concentrated in one place. No longer do you need to dart your eyes between the lower left and lower right corner of your screen when checking ammo and health.
- improved aesthetics in general.
Infantry Repairmen-
Clearing Charges have been replaced with the Shovel, which has the same purpose of getting mines and barricades out of the way, but isn't entirely the same tool as before:
- Has infinite ammo, but has a much longer cooldown between uses - 6 seconds instead of 1.
- Is on slot 5 and has a holstered model so its existence should be a bit more obvious (it'll show when holding the golden wrench)
- Unique kill icon (and no way to mask it) should make it more clear that your minefields are being cleared.
- Destroys all enemy mines within an unobstructed 10 metre radius from the tip of the shovel (instead of the Clearing Charge's 7.5 metre radius from where the charge lands). No fumbling around with odd throwing arcs, but you also essentially have a shorter range and can't take out mines through walls.
- Damage to barricades depends on distance. At point blank range you do about 40% damage to hedgehogs per "swing" - near the maximum 10 metres you do hardly anything.
- No, you cannot use it as a melee weapon. (Except in the same way you'd use Clearing Charges as a "melee weapon".)
- Repair Tool/Golden Wrench are no longer able to break windows.
Flamethrower
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The old, out-of-place M2 flamethrower has been replaced with the LPO-50. Still a flamethrower, but it behaves differently:
- Launches a stream of fire (10 projectiles over 1 second) instead of a single fireball. A bit closer to the real LPO's behaviour but not perfect. As a result it also needs a whole second to fire its full salvo instead of just one frame, so the user has to expose himself more when attacking. Extra projectiles also mean a lot more times and chances to apply the burn effect, so it is better at disrupting medic healing, and also a lot more chances at getting direct hits, which the weapon is now more reliant on for damage against infantry.
- Direct damage per salvo up (70 -> 100)
- Splash damage per salvo up (25 -> 35)
- Splash radius down (8 -> 7m)
- Direct damage multiplier to infantry up (0.2 -> 0.3)
- Inaccuracy when standing/jogging increased (0 -> 0.5)
- Inaccuracy when jumping increased (7.5 -> 10)
- Projectile velocity up (50 -> 100m/s)
- Time per salvo up (3 -> 4 seconds)
- Splash damage no longer occurs if the shot reaches its maximum range without hitting anything.
- Range up (80 -> 100m)
Grenadier
- Splash radius up (7m -> 9m)
Mechanic
- Health down (70 -> 60)
Medic
- Health up (80 -> 90)
- Medic kit charge time down (2 -> 1 second)
- Medic kit cooldown time up (0.5 -> 2 seconds)
- Medic kit now affects other medics (but only 20%)
- Armour cache radius up (25 -> 30m)
Officers
- Inaccuracy when crouched increased (0.25 -> 0.5)
Rocket Soldiers
- Redeye/Strela range back up to 170m.
Shotgunners
- Now have 16 projectiles instead of 10. They still do the same total damage as before, they're just more reliable.
Tanya
- Colt damage up (25 -> 30)
Volkov
- AP cannon now does an additional instant 2.5 fire damage whenever its burn effect sticks.
- Added new scopes courtesy of CMDBob.
Vehicles MRJ/Tesla Tank
- No longer has an uneven axle track, which was causing it to move forward/backward noticeably when turning on the spot.
Ore Truck
- Price up (700 -> 1400)
- Airdrop price is now equal to its War Factory price instead of 50% higher (1050 -> 1400)
Chrono Tank
- Chronoshift range up (250 -> 300m)
- Projectile velocity up (50 -> 150m)
- Projectile range up (105 -> 110m)
- Move speed down (8.6 -> 8m/s)
- Reload speed down (1.9 -> 2 seconds)
- Health down (350 -> 300)
- Armour class is now Mammoth instead of Light (combined with the health drop this makes it more vulnerable to most anti-tank weapons, but less vulnerable to Volkov and much less vulnerable to flamethrowers/small arms)
- Can move/fire immediately after a successful Chronoshift.
- Is invulnerable for 2 seconds after a successful Chronoshift.
- Now has a first-person alternate camera.
Mammoth Tank
- Mammoth Tusk projectile velocity up (50 -> 75m)
Phase Tank
- Projectile velocity up (50 -> 75m)
Yak
- Damage received from BulletFMJ ammo (M16, AK-47, MP5) up (0.27 -> 0.3)
- Damage received from Artillery ammo (arty, V2) up (0.8 -> 1.2) - now dies in one shot from arty
- No longer has its own unit limit. (You might still run into the fairly stringent limit on total purchased aircraft though.)
MiG
- Added to the game. As General Kukov suggested in the unit's introduction in RA1, it is a bomber - its missiles are strictly air-to-ground. Getting the missiles to hit Longbows in flight is very difficult due to their arc, and unlikely to result in a favourable engagement due to the MiG's vulnerability to return fire from the Longbow, so it should stick to attacking ground vehicles, boats and buildings. If you want to clear the skies, get a Yak.
- Unlike with a Yak, you should engage ground units from a high altitude so as to give the missiles time to home in on the target. Going in a bit lower than the flight ceiling can give the enemy less time to dodge, but go too low and you risk your missiles hitting the ground instead.
- If you're having a hard time acquiring lock-ons against small ground vehicles, use the alternate cameras (press F).
- Available on Tech Level 5 plane maps (Hostile Waters, Siege).
Navy
- Submarines now takes 3 seconds to gain submerged resistances instead of 2.
- Boats have a faster turn rate.
- Boats now have a "no damage" hitbox inside their normal hitbox, so subs surfacing inside them to avoid damage may also fail to inflict damage.
- Improved submarine submerge resistances again; anti-tank weapons now only deal 37.5% instead of 50%.
Gunboat
- Health down (400 -> 300)
- Gun damage up (60 -> 70)
- Gun rate of fire down (per 1.25 seconds -> per 1.375 seconds)
- Range increased (110 -> 120m)
- Depth charge splash damage no longer occurs if the shot reaches its maximum range without hitting anything (so just use them against submerged subs or try to hit the seabed, don't try to catapult them too far)
- New model.
Destroyer
- Role revised; is now more reminiscent of the Beta and RA Destroyers - it's more of a jack of all trades with anti-sub combat on par with the previous patch's Gunboat (depth charges travel as far as the Gunboat's, and in a straight fight with no misses and both parties noticing each other at the same time, the Destroyer will only barely lose to an Attack Sub - so it's disadvantaged but not helpless anymore like the old "not meant to be fighting subs" Dests), and the same top-tier anti-air capability it's always had, but slightly reduced effectiveness against infantry and buildings. True siege power is now in the hands of the Cruiser.
- Range decreased (170 -> 160m)
- New model.
Cruiser
- Added to the game. As you might expect, it's a siege monster, but it can also fight submarines effectively from a distance, and may even be able to hit low-flying Yaks once in a while. A high minimum range, too low of a barrel angle to hit MiGs/Hinds which don't need to fly low to hit boats, and lack of depth charges prevents it from being unstoppable against properly-used subs/aircraft though.
- Rear turret must be manned by a passenger. (Rear turret is entered if you try to enter the vehicle while standing adjacent to the rear turret; entering from anywhere else will make you the pilot.) Taking a passenger with you gives you more bang for your buck and gives the whole vehicle less blind spots, but demands more coordination; it can still dish out competent damage even without a passenger though.
- Available on Tech Level 5 naval maps (Coastal Influence, Hostile Waters).
Attack Sub
- Health down (400 -> 300)
- Torpedo velocity decreased (50 -> 40m/s)
- Torpedo damage up (90 -> 110)
- Torpedo rate of fire down (per 1.5 seconds -> per 1.75 seconds)
- Range increased (120 -> 140m)
Missile Sub
- Health up (300 -> 375)
- Shore bombardment and anti-air capability are now split into two firing modes. Primary fire launches ballistic missiles for use against buildings, shoreline units, and slow/stationary boats. Unlike the standard missiles it had in previous versions, the ballistic missiles actually deal heavy damage to boats if you can hit them - but hitting them is the problem. Cruisers are fairly easy targets, but you may have a harder time hitting Destroyers, and against Gunboats you're a sitting duck. Secondary fire launches surface-to-air missiles.
- Range increased (170 -> 180m)
Buildings
- Buildings' script zones (spy/thief interactions, war factory killzone, naval unit purchases, ore truck dumping, airfield landing/refilling) are now part of the building instead of being manually placed in the editor. This not only means that their size and position is consistent for all maps and will never get screwed up again, but building zone placement is another load taken off of future mappers' backs.
- A lot of "inaccessible" areas on buildings (for example, the slanted parts and chimneys of the Refinery roof, and the crane of the Construction Yard) now cause instant death to infantry, so you can't plant flares on them on maps with aircraft+nukes.
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Tweaked building resistances to provide more incentive for attacking things other than the naval/war factories:
- Repairs are about 5% less effective
- Refill Pads take noticeably less time to kill (about 20% less time)
- Construction Yards have had the same level of health reduction as Refill Pads, putting them on par with War Factories.
- Barracks, Power Plant, Radar Dome, Missile Silo, Helipad, Ore Silo, and minor base defenses take slightly less time to kill (about 5% less time)
- Refinery and Airfield take slightly longer to kill (about 7% more time)
- War Factory, Naval Yard, Sub Pen take noticeably longer to kill (about 20% more time)
- Naval weapons also take about 20% less time to kill buildings, so while their kill speed against naval factories and war factories isn't changed much, they are better at bringing down most inland structures.
AA Gun
- Now fires bullets instead of instant laser beams. They'll still reliably hit aircraft though as they travel at the same speed as all other non-sniper bullets.
Airfield
- Now refills all of a plane's ammo at once after 8 seconds, instead of partially refilling in 2 second increments (this was required due to the difference in ammo/magazines between the Yak and the MiG; using the old system would have let the MiG regain all its ammo in just 2 seconds)
Allied Barracks
- Removed two purchase terminals (the ones that were kind of redundant cause they have another terminal right next to them) and their associated spawn points. So now the Allied barracks has the same number of spawn points that the Soviet barracks does.
Construction Yard
- Improved vehicle collision around the front entrances. Minelayers and Rangers can now easily get over the "bumps" to the sides of the main gate.
- Is now affected by its own auto-repair. So in spite of the health drop it is still the toughest building, but not by much. (Of course, the more DPS your rush has the less this auto-repair matters.)
Naval Factories
- The "Advanced" models are now the standard for all naval maps, and the old ones removed.
- Attacks that hit parts of the building that are more than 5 metres under the water surface no longer damage the building. (This includes C4.)
- Added ladders in the spawning/repair bays to allow infantry that fall into the water to save themselves.
- Fixed issue with (Advanced) Sub Pen where infantry would spaz out when aiming at certain sections of the floor.
- Opened underwater collision around the (Advanced) Naval Yard repair bay so that, in the rare event that Allies steal a sub, they can actually fit it into the repair bay and repair/sell it.
- Added passageways to the sides of the "main gate" of the (Advanced) Sub Pen, so it's possible for Soviets to go out to the front of the building (to defend from frontal boats, disarm flares, etc)
Pillbox
- Instead of firing a "laser beam" that comes from between its two guns, it now fires projectile bullets from its two guns, and can rotate its barrels to hit targets that are sitting between them. (Anyone who's played Lunar Paradox and seen the "laser pillbox" may understand why we weren't able to take the two-barrel approach with the real pillbox before.)
Power Plant
- Fixed falling through door frames.
War Factory
- Can still produce AI Ore Trucks even after its destruction. So destroying it will not knock out two birds with one stone; you must destroy the Refinery in order to completely shut down the ore mining economy.
- Replaced side ladders leading to the roof with small elevators.
- Smoothed collision around roof windows, so you won't lose accuracy when walking onto them anymore.
Aesthetics
- Readded support for MSAA.
- LST now sinks when destroyed just like other naval units (but only when not near land).
- V2 Launcher no longer floats slightly above ground.
- Impact sounds for vehicles are now consistent with their armour class (light vehicles and aircraft = light metal, heavy/mammoth vehicles and seacraft = heavy metal)
- More glass parts of vehicles (such as headlights and tank viewports) now produce glass impact effects and leave lasting broken glass decals.
- The jagged bolts of Tesla weapons should no longer turn into lasers during times of low performance.
- Cinematic for reinforcement drops (Radar dome/Seamist) now moves at a more realistic speed.
- "On fire" sound for infantry is less obnoxious.
- Fixed some poor smoothing on various infantry models.
- Buoys are orange again! (A lighting mishap stripped them of their colour before.)
- The shoreline foam from Siege/Hostile Waters is now present on all maps with large bodies of water.
- The seaweed from Hostile Waters is now present on all naval maps.
- Civilian buildings with interiors have been spruced up somewhat with some KOTG house props, some new props by Ice, and less ancient textures.
- Construction Yard, Power Plant and Refinery have had their window frames redone.
- Power Plant and Refinery pipes have been upgraded to the War Factory ones.
- Refinery furnaces have been upgraded to the Power Plant ones.
- Construction Yard crane mode has been upgraded to the Advanced Naval one.
- Building pipes now have supports.
- Barracks and Refinery now have shelves with more props.
- Refinery ore piles now also contain dirt.
- Refinery chimneys now use a yellow concrete texture, similar to how they were portrayed in the RA1 sidebar icon.
- Power Plant roofs are now a flat brown concrete instead of reusing the brick wall texture.
- Missile Silo now has desert (Zama) and snow/urban (Hostile Waters, North by Northwest, Siege Soviet) variants
- Service Depot has a new texture by Kicken.
- Tesla Coil no longer has electric effects during low power.
- Building glass is now reflective like vehicle glass.
- Damaged buildings now emit smoke as well as fire.
- Damaged building fire is no longer silent.
- Auxiliary buildings now have damage fire/smoke/alarms and death smoke.
Maps- Reduced rocks on various maps.
- Flight ceiling height has been made consistent across all maps - now they are all 75m above the main play area. (For Ridge War this just means the middle of the map.) This means Guard Duty (125), Siege (120) and Hostile Waters (110) have gotten a considerable reduction in flight ceiling height, while Pacific Threat (50), Ridge War (60) and To the Core (65) have gotten an increase.
- Large bodies of water on non-naval maps are now treated as solid for naval units (just in case admins decide to have some fun). There's no shoreline blockers though.
Coastal Influence
- Fixed War Factory construction paths.
Hostile Waters
- Islands and base have been remade to reduce travel time and put more focus on attacking buildings besides just the naval yard/sub pen.
- Income is now a flat 4 credits per second; 2 of this is from a Gem Silo, and 2 is from the Advanced Naval building (so the flow of income can't be stopped completely).
- Removed Barracks, refill pads and Radar Dome.
- Added Missile Silo.
- Soviets have an airfield instead of helipad/SD.
- Capturable strucures no longer exist.
- You gain an additional 700 credits once the jukebox starts up, granting almost immediate access to the Destroyer/Missile Sub, since Gunboats/Attack Subs don't really serve much purpose without them on a map with noticeable shoreline defenses. (We weren't able to do per-map starting credits so this is the closest thing you'll get; please kindly donate to people who join in the middle of the match.)
- Icebergs are now smaller, more spread out, and inaccessible to infantry. (Unless you use a heli to land on them, but that's an Allied-only option and they have no infantry that can damage submerged subs, so there's not really much point in doing so except binoc scouting.)
- Visuals for the base islands are incomplete; this is because I want to test how well the new base layout/distance actually works before spending more time on it. If it tests well, the map will see visual upgrades in the future.
Lunar Paradox
- Landing pads no longer cause free aim to freak out.
Metro
- Mine limit down (30 -> 20)
North by Northwest
- Fixed drowning damage being applied from higher than the standard -1.5m depth.
- Terrain around service depots is more even.
- Improved accessibility for Soviet WF walls.
Pacific Threat
- Raised moon height so the sun halo doesn't show up through the water.
Siege
- Downgraded defences covering front entrance; Allies no longer have a Gap Generator, and Soviets only have a Flame Tower instead of Tesla Coil.
- Replaced Power Plant with Missile Silo. (Would have just added the silo without removing the PP, but there's not really room to add more buildings into these bases especially since super cramped bases = too easy for a nuke to kill everything).
- Shifted walls at Allied side entrance around so that the way in is better covered against chinooks.
- Shortened the cliff at the Soviet side entrance to make the route more open to Allied attack.
- Removed Soviet refill pads (they're compensated by the airfield anyway).
Zama
- Reduced amount of ore rocks/gems in the resource patches because it was quite ridiculous compared to other maps.
- Made mudslide slightly less steep.
- Fixed backface in mudslide.
[blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog.)[/blurb]
[thumb]thumb_apb.5.png[/thumb]
[blurb]I assume everyone has been on the edge of their seats waiting for this update? Any questions? ...Good. Give 'em hell, boys! (And don't forget to read the changelog. When you have time. It's a big one.)[/blurb]
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6 minutes ago, Raap said:
Edit: If you truly need a naval map, and @Pushwall hasn't finished HW 5.0 yet, as a short term option he can opt to re-include the current HW but with the iceberg objectives disabled. It won't have an airfield though, which I guess makes this a hard sale.
Yeah HW 5.0 (with Soviet airfield) is finished as far as gameplay goes and will be in next release; it's still frozen as far as aesthetics go until the public determines that it's playable.
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13 minutes ago, Raap said:
Ah, well then I hope the pods are re-designed to make sense. Where do the missiles originate from in the current pods? The piece holding the pods isn't big enough to have a missile transport system in place.
I think it would be infinitely more neat to have the missiles fire UP and OUT of the submarine deck, like they do in the real world.
Well, that's already going to be a thing. I have a pretty bad habit of dropping spoilers in Discord and forgetting to do so here as well. The plan is that they'll fire the "ballistic missiles" that RA1 claims they have from the deck, for shore bombardment and sniping slower ships (gunboats can easily avoid them), while their secondary fire lets them fire their usual smaller surface-to-air missiles from the side pods. Though if the side pods end up not being a thing I guess the AAs can be launched from the deck too.
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I don't have one that works with the current public release. Once the next release comes out I can hook you up with it though.
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I don't remember removing pistols, rifles, shotguns, snipers, PKM from the Soviets. Or giving Allies shocks/volkovs which would make a lack of Soviet anti-infantry options troubling.
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But being hard to see is kinda one of the big points of being infantry. Do Allied infantry really need even more of a hard time than they already have?
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Would you trade that for the old stairs that were easier to fall from because they were narrower and just as easy to get stuck on because their railings were badly done?
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59 minutes ago, Bayonetta said:
like a MG Gun?
...why?
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So that homing LAW kill at 3:40? Your reticle wasn't even on him when you fired. The likelihood of that is about the same as if you were to make a jump shot against someone with the non-tracking LAW.
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I blame whatever Gamma-era dev told BattleLaf "hey, we need unit ready announcements for the Yak and MiG just in case we get the means to implement them in 8 years' time, but don't worry about doing any Airfield attack announcements, it's not like these units will need a building to be purchased from and to land at." I'll look into improving it but ultimately anything new like the airfield has to be a splice job unless someone comes and redoes all the EVA work. (And first I'd prefer to hear new radio commands.)
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1 hour ago, des1206 said:
In C&C Generals, regular anti-air rockets often fall off after they chase after aircrafts for abit, but US's Patriot missiles will chase the plane all the way back to its airfield. I loved little details like that.
The only thing we could feasibly do this for is the SAM Site. W3D projectiles don't care about how much something is trying to retreat from them; their maximum range is always the same, no question. If the destroyer's missiles had enough range to chase MiGs to the edge of the earth, they'd also be able to fire base-to-base and hit buildings (though sometimes they'll just go drunk once they exceed the target box range). AI-controlled stuff is different though as they will only attempt to fire at things that are within the range that their script tells them to fire at, which doesn't have to be the same as their projectile range.
What's actually going to happen though is the Destroyer's missiles will get a simple velocity boost. You're not going to be outrunning many 200m/s rockets in a 50m/s plane.
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35 minutes ago, Raap said:
The 'casting time' makes sense the way it is, it gives other players a moment to kill the C4 user before it is thrown. Rarely more time than a single shot, but it can be enough.
Think about it, if anything 0.25s is too fast for placing and arming a timed explosive device.
A casting time makes it exceedingly difficult to place C4 on vehicles though, which is the main concern that I've seen about it.
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33 minutes ago, catting said:
ok so thats why C4 has the delay.
On top of this, back when the "devils tongue" Chrono Tank was being devised, that's when C4 had a whopping 1 second delay - since that's how long it would take at maximum for the infantry death to kick in. Ever since that chrono tank concept got canned, the C4's delay has been brought down to only 0.25 seconds - so still enough to mitigate ammo bugs but not so much that it becomes impossible to stick C4 on moving vehicles. I may drop it to 0.1 seconds or something like that too, but it may throw off some people who are used to the 0.25 delay.
33 minutes ago, catting said:did you notice the minimap idea?
No, and frankly that's another thing that at the time I would have considered impossible. Romanov wouldn't have been around ingame to notice it either and he originally set minimap stuff up with Apocalypse Rising in mind.
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Even with the new chrono logic we still kind of need a delay on C4s for reasons completely unconnected to the new chrono tank. Firing a weapon and selecting something on the sidebar are both assigned to the same mouse button, which means if the C4 has no firing delay then you can refill an empty C4 and throw it at the same time, which kinda gets the client confused - you'll still have C4 ammo, but if you actually try to use this C4 ammo, nothing will happen. Which is pretty shitty when you've had to do so much just to get into the enemy base safely to plant that C4 that you thought you had. It's happened to me many, many times in Gamma.
As for how the old "devil's tongue" chrono tank could create C4 abuse which also encouraged me to add the delay: you could move it through ore silos, tesla coils, etc. but if your "phased out" time limit expired and you were in a position where you couldn't phase back in (i.e. moving through a unit or ore silo etc), your chrono tank took gradual damage. If you got your chrono tank killed by doing this, your infantry would also die, but they'd stay alive just long enough to be able to throw a no-delay C4. Which could be undisarmable if planted inside a silo/coil. In hindsight, the delayed infantry death of the old chrono tank just seems to be lax coding on the part of the old coder, as the code for planes and "open water" naval units seems to be pretty watertight in making sure that the infantry pilots of those die before they can fire their weapon.
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19 minutes ago, Threve said:
not in usage currently and oddly enough. There is a Soviet Super Tank.dds file
Someone hasn't played enough Lunar Paradox.
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1 hour ago, thedisclaimitory said:
From that video:
The guy behind this MiG was not part of the APB dev team. That Zama, from its lighting level, is clearly not official - it's purely a modded version to test the MiG on his end.
So what was stopping us from including his MiG? Well, we never had access to his files, and he never gave them to us. It's pretty hard for us to include something in the official game if we don't have the files for it, see? It also doesn't help that it had no textures and could still strafe sideways/backwards like a VTOL and not at all like a plane. Once again, nothing to do with "it was too OP". I can't claim to know exactly why he ended up dropping this, but the most likely possiblity is that, just like the "old Yak" dev team, he gave up in the face of the challenge of making it act less like a VTOL.
Also, 2015 is not "the renalert times". 2005 is "the renalert times".
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Anyway, that map is certainly a lot easier to decipher than the overhead Mammoth screenshots. Something I was considering doing, especially if I get around to using overhead map logic for more stuff, was dividing the overhead map into landmarked segments for the sake of encouraging better chat callouts, like so (except obviously with much, much smaller text).
Seems pretty hard to pull off while continuing to let the map itself be readable though, may be better to find some way to get radio commands or something to report what "sector" you're in via script zones
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9 minutes ago, Raap said:
It is not an actual level - it's just Guard Duty.
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54 minutes ago, thedisclaimitory said:
Just because there was a video of a unit being tested 10 years ago, does not mean the unit was ready to go public 10 years ago. Especially when the video doesn't show all the things the unit is supposed to be capable of.
You didn't see the Yak ever firing its weapon in any of those old videos, did you? From what I've heard, one of the ancient methods the old devs tried to use to get the Yak to "fly" was by making it a ground vehicle with extremely long suspension and giving it a harmless weapon that produces negative recoil when fired - which would constantly propel the Yak forward in whatever direction it was being pointed. I am sure that's what's going on in this video as well as the other old Yak videos - you can hear the sound of tank treads all the time (so it's a ground vehicle and its "wheels" are still touching the ground), the propeller isn't spinning (so it isn't an aircraft), and they never show its gun being fired (so most likely its "gun" is being used for its propulsion). These videos were made purely to show off what looks like convincing plane flight, but wouldn't actually work in a true game environment because it wouldn't be able to actually kill anything since it wouldn't be possible for it to have an actual weapon in this configuration. (Plus the whole "wheels kicking up dust and making squeaky tread sounds at the ground far below" thing would get grating pretty fast, and recoil-based propulsion probably wouldn't look pretty for a client with a laggy connection to a server.)
So no, it's not a "they thought it was too OP" thing, it's a "they hadn't yet found a way to get it to fly and shoot at the same time" thing.
I've browsed the preset databases of various versions of the game and none of the pre-Delta ones that I've found contained any trace of the Yak, so the old devs must have given up pretty quickly on trying to implement it.
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21 hours ago, Bayonetta said:
Still shocked what you guys managed to pull off with the engine. Maybe i'm out of the loop, but what causes this to be possible? Is it the scripts 2.0 or something, or am i too old?
I guess you are out of the loop if you never reacted like this to the Yak.
14 hours ago, Coolrock said:As far as how it's possible, @Pushwallwould probably be the person to explain that.
Not really, I just do the balance and ask the scripts team to make me something that works, I wouldn't know how it works A little history though?
Around mid 2016, we received the assets for the Yak and Airfield (I think Generalcamo found them for us?), and I just lamented that we probably would never have the means to properly implement them anyway and so just left them on the sidelines, only reaching for the Yak again when Lunar Paradox was underway so that people could use a unit that was effectively the Gamma Hind but with an asset unused in the base game.
But around the time I released Lunar Paradox (April 2017), I also saw Jerad adding some scripts (most likely intended for ECW) to the scripts project to trigger events if a unit's speed/velocity crosses a certain threshold. That got me thinking, and so 2 months later, you all got the lame duck Yak that was just a VTOL that died if you didn't try to fly it like a plane, and was a fantastic unit in the hands of someone who knew what they were doing, but was a complete turnoff for newbies.
It wasn't until a year later - this June - that Romanov stepped up amidst my occasional lamentations about "what if we could have cruise control" and, out of nowhere, delivered us cruise control With a bit of brainstorming the cruise control concept evolved to also prevent planes from ascending like a VTOL while on the runway, prevent planes strafing sideways like a VTOL, and ensure a smooth transition in control schemes between taxi mode and cruise mode - all combining to give us planes that are forced to fly (somewhat) like a plane. With the removal of all the methods of killing yourself that shouldn't really exist, they are now significantly newbie-proofed, even more so now that the Yak has been shrunk down to its real-world size, making it harder to crash.
A few weeks ago, Coolrock hooked me up with Sir Phoenix's MiG model, and here we are. Of course, ever since the Yak first made it in, the MiG had always been on my radar - we just didn't have the proper assets for it. And until Siege was cleared for planes, we didn't have a map for it either (Guard Duty isn't the appropriate tech level). There was a placeholder model sitting around in case I ever had the spare time to properly prototype out the unit behaviour (which I never did) - and some astute people may have seen that placeholder in certain videos posted by modders - but a placeholder just wouldn't cut it for a public release of course. The MiG is a little bigger than the Yak, but you can still fit two side by side on the Airfield, so runway traffic is still significantly reduced compared to the days of jumbo Yaks.
About the only future refinement to planes I could hope for is having them pitch appropriately when climbing and diving, instead of staying completely level at all times, but they work well enough without that - it'd be more of an aesthetic refinement than anything.
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19 minutes ago, ChopBam said:
Doable by image stitching.
Not really. See these snippets? They're taken at the exact same "top" angle, I just panned the camera to the right for the right one. You cannot stitch these due to the way the camera works - unless you want the silo (or whatever objects happen to be at the seams of any given stitched overhead map) to be a perspective nightmare.
And even if we stitch maps together, you're never going to get the finished product to line up properly on the teleport dialog so that where you end up teleporting actually matches up with where you click. We simply can't do it any way other than what Romanov suggested: one screenshot taken using top view - which also conveniently centres your camera precisely over the map origin.
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18 minutes ago, Raap said:
Either way if you go down this path and say, you make 2048 a standard resolution for this, then perhaps Romanov could tweak the map system to always fit a 2048x2048 image perfectly?
This'll have to wait until whatever undefined point in the future where everyone is running resolutions taller than 2048 pixels.
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APB 3.3.0.0 Changelog
in Red Alert: A Path Beyond
Posted
You shouldn't be able to, on HW literally the entire map below sea level except the area around the CYs is a no-flare zone.
Falling to your death "makes more sense" but is it better for gameplay to have to worry about being delayed from entering your boat by 20-60 seconds (and also blocking other people from buying the same boat) if you happen to do poorly on the collision lottery?
"Floating ladders"? All of them are quite clearly attached to something.
I'll be sure to put something in the underwater walkable area, maybe a grate.
But you had to squint to read it on any modern resolution.
Air unit in "vulnerable to anti-air unit" shocker. Fire all missiles at once? I think there are enough things that only need one shot to kill arties and make it pointless to try using them, don't you?