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Einstein

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Everything posted by Einstein

  1. Listing your system specs and uploading crash dumps would be very helpful.
  2. The PT refill situation was a byproduct of the engine upgrade, but its configuration was intentional. Infinite refill was determined to be not the greatest thing, and most servers back then ran plugins to combat it anyway. One of a few small changes.
  3. Yes Also, welcome back! Spreading the word I see! No pressure eh? Haha, hopefully it will not disappoint. Today is the day!
  4. Good thing his opinion doesn't matter, else I might actually be concerned
  5. Well, its as good as the original, because it is the original. Just with updated scripts, and some bug fixes. I made it a point to not change the game itself, only update it for compatibility, and clean it up a bit, etc. I think even the harshest critic will approve.
  6. Wait, what? Another one? That's right, Commander! What did we fix now? Shout-out to @Ice, for helping me identify and correct the duplicated Nod Radar dish bug. This has been fixed for a while now in TSR 2.0, but fortunately we were able to apply the fix here as well! Another engine update! When he noticed that I was working on another patch, @jonwil informed me that I should update to the latest scripts version once again because there have been some pretty important fixes regarding some animation bugs, as well as some other fixes and enhancements. Optimizations for Field, Gallows Cove, and Storm: Culled all duplicate assets within the map.mix files (because they just take up unnecessary space). Converted most textures from TGA to DDS format (again, to save space). Moved all loose assets from the map.mix files into always.dat (where they should be). Fixed a broken texture on the upper walkway support beams on Gallows Cove. Sneak peek! - TSR 2.0 Intro Movies! Sneak peek! - TSR 2.0 Main Menu Music! (note: you will have to open the game in Single Player mode to see/hear these) Miscellaneous cleanup in the game and data folders. What once was cluttered is cluttered no more! This is another large patch, because it makes changes to the main game asset archive file (always.dat), but by doing all of this now, we can avoid touching this file for a long time for future updates, making them much smaller and faster to install! Thats it! Now just think! If this is what I'm doing that you can see, imagine the work that the real devs are doing for TSR 2.0! This patch is now live on the server! See you ingame Brothers! ~The Team
  7. You'll have a pretty wide variety of maps this go-round Probably even some that you've never seen before!
  8. 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
  9. Probably got shot down over San Casina.... @Jerad2142
  10. 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.
  11. 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...
  12. 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.
  13. Went to a MASSIVE used book/video/game store today and found this! Never played the N64 version so this should be interesting
  14. 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!
  15. @GraYaSDF Don't be depressed Comrade! Progress is being made!
  16. Ah yes, ye olde Classic colors skin pack. <3
  17. So like Can I be on the nice list if I release APB Beta for Christmas?
  18. @Scallywag Did you get it figured out? If you're still having trouble, let us know!
  19. Hey @Mihaita12 is this better? Credit to @Ice for helping me identify the fix for this issue!
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