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Everything posted by Einstein
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Haha the original team would be proud. Just another useless tidbit: So the original 0.900 was a .pkg mod, which isn't really "cool" nowadays. Making it into a standalone wasn't really possible/worth doing (it would use the Renegade menu and tons of other stuff if someone did that), so instead I was able to fool around enough with it to get it to run in version 0.9915, which is 3 versions later, and standalone. And just FYI the two versions in between, 990 and 991; I can't find 990 anywhere. Its the only one I don't have. And 991 was simply broken, damaged in "shipping" and DOA. 9915 is nothing more than a fix to make 991 run at all, and they are otherwise identical. So now 0.900 lives on as a single map within 9915 (both of which are broken in various ways) See? There really are people in this world who are a wealth of considerably useless information
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Well, we've hit another snag, so I guess its probably a good thing that I didn't actually make a bet on this Not to worry though, you'll get it as soon as its ready! In the meantime though, I can tease something else that I've been playing with! (which may or may not ever see the light of day) Ladies and gentlemen, I give you......the first ever......*drum rollllll* 1080p screenshot of "Renegade Alert" version 0.900!!! Yes... I, for some reason, felt it was necessary to dig this dinosaur up and give it the 2019 TT scripts treatment. What you're looking at, believe it or not, is none other than "Keep Off The Grass", officially the oldest public map in APB (and the only map included in version 0.900). However, it bears almost no resemblance to its 17-years newer self. Why am I showing you this? Good question. Guess I'm just a nerd who enjoys playing with old forgotten games
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#triggered!!!!!! ##shoot ##ban Killing_You
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Do I need to give you a warning? This community has rules regarding excessive foul language, friend
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@LiamGriever Sounds like you need to poke people to join discord VC, or hop over to TS3. We still have TS3 you know But yeah, I'm not sure why, but this does seem to be true. I guess people will be lazy or reclusive where they can. TS3 forces you to at least hear the convo.
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This right here is precisely why I wanted to make this happen. As of the TT 4.6 milestone update today, and moving forward, this project will be using the most current public release version of the 4.6 engine. This is the exact same as any fully updated Renegade client/server installation, and only slightly varying from what the IA project uses. In other words, no forseeable compatibility issues
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Big thanks and shout-out to @dblaney1 for doing some scripts work which fixed a couple more issues we were having. One involved a bug with health on defenses, and the other was a modification which allows us to turn off some error checking on maps, which allows them to load and play normally, even though they might have hidden issues (which ultimately don't affect gameplay). At this point, there is ONE more known bug which needs to be figured out, involving the Allied Mechanic's repair ability. Once this is solved, we might be looking at a release!
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Originally created by user Tesla066 for APB Beta in 2007 (when the TACO clan was still around). All I have done is updated the texture names to work with APB Delta. Simply extract the texture files into your APB install's data folder, which is located at "C:\Program Files (x86)\W3D Hub\games\apb-release\data" by default. Thats it! Enjoy!-
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View File TacoMolition Truck by Tesla066 Originally created by user Tesla066 for APB Beta in 2007 (when the TACO clan was still around). All I have done is updated the texture names to work with APB Delta. Simply extract the texture files into your APB install's data folder, which is located at "C:\Program Files (x86)\W3D Hub\games\apb-release\data" by default. Thats it! Enjoy! Submitter Einstein Submitted 02/13/2019 Category Custom Textures
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Its a trap!
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It turns out that this wasn't fruitless in benefiting other projects as well. I noticed a strange thing happening, which once I reported it, was identified as a bug (albeit microscopic in nature) which affects all 4.x and 5.x games (so everything except ECW). @CMDBob made quick work of the fix, so hats off to him! Also, A misunderstanding on my part previously. The shader was not activating at all, due to lack of configuration on the new engine, and thus merely displaying the underlying texture. This has been mended. Even better, this or another change appears to have passively fixed the tesla coil issues as well! We are closer now than ever before comrades!
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Just a quick update on this: We are still making progress, though things have slowed down a little. There are two graphical bugs that I would really like to solve before releasing this, but if we can't do this in a reasonable amount of time then it may have to come in a patch later. For those interested, this is what's left (that we know of): Cloaked units do not get a shader applied, even though it appears that the shader is being loaded in the engine. Until this is fixed, I've exchanged the ugly stock Renegade stealth texture for a nicer looking one. FIXED The Tesla Coil sometimes attacks with no firing animation. It feels quite strange to just suddenly be struck down with no blue lightning bolt to indicate what happened. FIXED Aside from those two issues, certain maps are not working for the following reasons: Some maps have no music. Not sure why, as the music is present. Should be fixable I'm told. Some maps simply can not be loaded with the newer version of the engine because it is really picky about ID collisions. I think we have a workaround for this though (basically disable the check and run it anyway). FIXED Thats it! Hopefully this won't take too long to sort out.
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Funny you should ask 😉 Beta also introduced the PT sidebar menu (made to look like RA1), instead of the Renegade menu re-textured. It had aircraft buyable at the main PTs instead of their own dedicated "poke terminals" as they were previously. As for the era between 1.2 and Gamma, its basically just a slow process of things changing from what you see in beta, into what you see in gamma. I'll try to find a changelog for that. After 1.2 is done, I think we're going to try to get 9935 worked up too. I've already tried it with the same new scripts we're using on 1.2 and there doesn't seem to be much that needs fixing.
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It doesn't seem to be up to anyone