Jump to content

Einstein

Staff Moderators
  • Posts

    3,447
  • Joined

  • Last visited

  • Days Won

    144
  • Donations

    260.00 USD 

Everything posted by Einstein

  1. It comes and goes. Hop on discord when you want to get a game started! You can highlight all APB players by doing @apb players People will join
  2. Probably got shot down over San Casina.... @Jerad2142
  3. Newegg.com I'm slightly saddened, as I bought things there as a kid, but seriously they did this to themselves IMO. Their reputation as far as their employees go, and their mega-ripoff trade-ins, failure to adapt to a changing market.... I'm honestly surprised they were able to hold out this long.
  4. Haha, yes the stock game does still work on some systems, but compatibility seems to be a bit random and many players have experienced the "black screen" bug, along with many others. The newer the system, the less likely it will work correctly, if at all. The updated one I've been working on though will use the latest 4.6 engine, so no worries about any weird stuff like that. It has also been modified accordingly, to compensate for any unintended changes that the engine upgrade may have had. There were several...
  5. Unlike games such as Minecraft, where you can increase the render distance to a ridiculous distance as long as your PC can handle it, the W3D engine is set up a little differently. As Pushwall said, it won't really have an effect without changing the fog level of the map itself, which as he mentioned, is there by design. Rendering objects beyond what the fog will allow you to see would only slow your system down, and still not allow you to increase your view distance, which is what I believe you are actually looking for. And most likely, the render distance is already farther than what you can see, as it is a global setting (not per-map). Notice on large clear maps like Ridge War, you can see a long way! Therefore, increasing the render distance would do absolutely no good.
  6. Went to a MASSIVE used book/video/game store today and found this! Never played the N64 version so this should be interesting
  7. Hey yeah, absolutely! AZ is more gifted at wording comments than I am, but I suffice it to say that I agree with everything he said Keep up the good work!
  8. @GraYaSDF Don't be depressed Comrade! Progress is being made!
  9. Ah yes, ye olde Classic colors skin pack. <3
  10. So like Can I be on the nice list if I release APB Beta for Christmas?
  11. @Scallywag Did you get it figured out? If you're still having trouble, let us know!
  12. Hey @Mihaita12 is this better? Credit to @Ice for helping me identify the fix for this issue!
  13. I gotta be honest, I have no idea what you're referring to. A description of this "glitch" would be most helpful. Even then, this version of TSR is not in active development, as indicated by my "life support" reference. The devs are focused on TSR 2.0 primarily, as well as BfD and AR. This update is nothing more than the product of me discovering that updating the engine yielded a huge improvement, and then jonwil said "oh hey, while you're at it, send this sludge fix too since we never released that". So I slapped all together and we sent it out Describe this "glitch" and if I am able then I will take a look, but odds are that whatever it is will just be fixed/included when TSR 2.0 is released. I need to re-focus on releasing APB Beta
  14. Is it not capped at 60? Lol I may have forgotten to enable v-sync by default...
  15. And you thought we had abandoned TSR... Silly you! We got a present for ya! Changes in this update: Update from a 4+ year old build of scrips 4.3 to the latest version of scripts 4.6. This update adds 4 years of engine improvements in the areas of performance and stability - Thanks @jonwil and the Tiberian Technologies team for the continued work and support, 17 years and counting! Goodbye Disco-Sludge! You've been great fun to look at, but you've melted your last graphics card! Yes thats right! Grand Canyon has been patched to fix the iconic yet notorious glittery tiberium. @jonwil is actually responsible for this fix as well. The current public version of TSR is still on life support while TSR 2.0 is in development, nothing has changed there. But when we discovered that a simple engine update made the game and server exponentially more stable, we decided to throw something your way to help you guys pass the time until TSR 2.0 is ready! This update is live on the server now! Enjoy! ~ The Team.
  16. Playable, yes. But there were several issues that were caused due to various changes and fixes in the newer engine, and it could not be released in that state. If you want to see what I'm talking about, install stock Beta, and apply the latest scripts update from the TT website. Thats exactly where I began. Purchase terminals were broken, helicopter cinematic scripts, shaders, screenshots, mechanic and medic healing balance, fog on some maps, function keys, ID collisions on some maps, menu element colors, and a laundry list of other small things I dont remember. Several issues were the product of hacky stuff that was done in the engine back then, and had to be undone in order to work now in the "standard" way. No more special game-specific hacky stuff - we're using the same TT 4.6 engine that Renegade uses now. Just had to make the game's configuration understand that 😉
  17. It seems that I overlooked this question, my apologies. The older versions of "renegade alert" suffer even worse than stock beta does on a modern PC, but indeed the same treatment renders them playable as well. In the same way that 1.2 Beta has been updated, I also plan to release version 9935, which was the final "Alpha" release. For versions older than 9935, I have built a "combination" version that doesnt really have a name yet... 9925x? Simply "Alpha"..? Anyway, pre-993, the versions were all very closely related, and thus compatible with each other moreso than other versions (like Beta -> Delta). Unless someone digs up more, there were/are less than 10 public maps up until 993. So instead of updating 5 old versions of the game with 1-6 maps each, I chose to go a different direction and build this "combo" version from 9925, as it can use maps from all previous versions. With some work, it might even do it correctly
  18. Well for starters, some buildings got renamed so that breaks stuff right off the bat. Old maps call for scripts that dont exist in Delta, etc. It would be out of place both visually and under the hood, and yeah a big timesink to even begin to fix it.
×
×
  • Create New...