KevinLancaster
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Posts posted by KevinLancaster
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Some things noticed while testing:
- The Grenadier is rather far down on the infantry list for its cost.
- On Volcano, after buying a Yak and leaving it on the Airfield and buying a MiG afterwards, the MiG landed on the of the Yak. After accidentally getting into the Yak and driving it out of position, the MiG stayed in mid-air.
- The MiG's fly in animation after purchase looks very awkward due to the lack of any animation or jet engine exhaust.
Somewhat unrelated,
SpoilerAre the fabled individual game installers, server hosting packages, and Reborn 2.0 on their way?
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What happened between .9935 and 1.2, and between 1.2 and Gamma (besides naval getting removed). Were they any good?
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Could it be possible to just package the launcher on Steam but without the games?
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Since this seems like enough of a general maps suggestions thread, would it be possible to do an air raid map? As the amount of planes available to players on the maps they are present is fairly limited, a map where they are the focus could be interesting. Allies try to defend like in Seamist.
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That SS AGT doesn't seem to have the support pillar with the warning stripes on the back:
Found some other C&C mods that have done a remodel of the AGT:
TD Redux for Generals seems to have one as well, but I can't find any renders: https://media.moddb.com/images/mods/1/11/10740/sshot337.jpg
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Has there ever been a rear view of the AGT? The in-game sprite doesn't seem to make much sense.
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Mobile HQ mode was part of Nyerguds patch:
The unit appears in the Capture the Flag (CTF) multiplayer mode of Command & Conquer when bases are disabled. Normal CTF games spawn the players' MCVs with a flag attached, which is placed next to the construction yard on a flag pedestal when the MCV is deployed. When a player manages to steal the flag from its pedestal and bring it to their own, the 'resign' function triggers for the player whose flag was captured, causing all their units and structures to explode. The mobile HQ compensates for the lack of fixed base positions to steal/capture flags in no-base games; its destruction triggers the 'resign' function for the owning player, again causing their immediate destruction.
http://cnc.wikia.com/wiki/Mobile_headquarters
Note that AI players will get a Mobile HQ in Capture The Flag mode too, since the AI never has a base, and technically the Mobile HQ mode is simply CTF mode without bases.
http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#toc_8.2
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For a small buff, remove the turret restriction from the fuel drums mounted on the back? It's a balancing feature from the original releases of APB long before the team had any access to W3D engine code. Should the drums be kept because they were on the original Westwood render they could be mounted lower.
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Santa is secretly Thor's father, Odin:
Beware or he will smite you.
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Maybe the build time could be dynamic based on vehicle cost, like in the original games?
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The APB official server is showing no map, zero players and no ping as if the server was down, however the ranks site is reporting fine and it's possible to join the server.
Edit: seems to be resolved now.
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Will boarding and unloading zones be adjusted for the new swimming mechanic? There are now places you can be swimming that you would have died in previously, and cannot return to the coast in time or board a ship.
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You can try connecting to the server IP on the player stats page: https://www.w3dhub.com/ranks/apb/#/
Using the RenLauncher from CnCNet, you have to put in the same folder as game.exe (folder should be apb-release): https://downloads.cncnet.org/Games/Renegade/renlauncher.exe
If you have the game up to date already.
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1 hour ago, MPRA2 said:
that, and they just have no color to them. maybe color parts of them blue or something? I really liked the old Destroyer design. The new gunboat model looks interesting, and the Cruiser model looks pretty spot on in terms of what they looked like in the cutscenes... It might be because of spending too much time in Interim Apex. I don't undermine the modeller though, the models are amazing and the attention to detail just makes it all the better, however personally I just dont think they "fit" in the Red Alert universe.
I also know that these models are "based" off of what the naval units IRL counterpart is, so I understand why this was chosen as a visual upgrade to the previous Allied naval units.
Raap said the Destroyer was poorly done out of the new models in the update thread, also Coolrock explained why they decided to replace the old models:
Yeah the Destroyer was not made with the same standards. The art for the naval units was out-sourced, both visually and technically the Destroyer is a mess and I believe a few people are already looking into updating it substantially (for starters the whole thing needs to be re-unwrapped). I don't know the specifics of the deal but I'd probably not go into business with that individual again, personally, given the fact he delivered half a ship here.
At least the Gunboat and Cruiser came out okay, especially the Gunboat.
We knew it was going to be an issue, but it came down to putting the Cruiser in the game now, or waiting months for the possibility of a 3D Artist joining the team again. I decided to act and get us the ship now. In the process, I also brought up getting replacements for the rest of the ships, since the Cruiser was crazy detailed compared to the Gunboat/Destroyer. We decided it was for the best to update everything for now, and always have the possibility to go back later.
The team is very limited on what can be done. We don’t have the team size like we did 10+ years ago, and this was the best way I could find to get the ships to the players (especially the Cruiser).
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Would the Allied Tech Center have some sort of radar or enemy visibility bonus while it's active to simulate the GPS Satellite?
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1 hour ago, Dghelneshi said:
Could you upload the crash dump? You can find it by clicking on "User Data Folder" in the APB tab on the launcher, inside there should be a "debug" folder. Upload the newest file only.
I sent the crash dump. I found it seemed to happen more often if I launch the game through the launcher, not directly from the .exe, but it isn't a certainty.
Related to the issue, when I've exited from the map the Quit Game text on the main menu ocassionally gets garbled or disappears.
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When trying to run Metro in Single Player, the game freezes and crashes after the team selection screen.
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Is it possible to remove the grating in the Sub Pen? It prevents submarines from surfacing fully affecting your ability to board and exit depending on the direction you're facing, and due to this can lead to an issue where you get stuck on the moving sub in a continuous falling state you can't escape from.
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They don't have to be removed, they could slide open temporarily when you get near them like the doors on the Naval Yard.
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When you fall under the Naval Yard, you end up walking on an invisible plane just under the surface of the water, unlike the Sub Pen which has an actual floor.
Is it possible for the Sub Pen doors to open up to make entering and exiting with subs easier? The doors seem to just be a decorative obstacle as is.
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⏰ tonight's almost over!
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Will the Calico have it's magazine fixed? It seems to be stuck in the arm of the character which is seen while reloading.
The game also seems to reset your controls settings every time you update.
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Is this the reason for the IA server's removal from the listing at CnCNet?
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Is it possible to create a marker for warps in progress, or have a coordinate grid on the teleport map? It can be hard to indicate an exact attack location with vague references to buildings and terrain features.
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best way to beat anyone in Tiberian sun
in Command & Conquer
Posted · Edited by KevinLancaster
I think Firestorm has a slightly different ruleset in multiplayer compared to the campaign to maintain consistency, like how Red Alert Aftermath gave the Allies the super-strong Turret and weakened the Tesla Coil in MP.