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ChopBam

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Everything posted by ChopBam

  1. It's ugly as f*ck and hyperlinks are completely invisible unless you hover over them or drag select the text.
  2. I'm down to join! Now for the love of god, fix your post formatting.
  3. Not sure about the missing stuff, the current team doesn't really offer support for Beta, so you'd be best asking Einstein maybe for those files (as Nodlied suggested). You can have a sneak peak; be aware it's still quite early in terms of visual development. Here's the SS I have on the Trello card, so it's meant to be more of a "this is THAT map" and not really meant to be promotional material. Still, you asked so you shall receive. :D
  4. Try this guy. As a note, we've had a version of this map in development hell for the modern version of APB, coming Soon™️ near you. RA_Soviet_Invasion_Coop.mix.7z
  5. I suspect something messed up or removed your strings file. Have you tried reinstalling the game?
  6. Scripts 5.0 and 5.1 are versions of scripts that ship with newer W3D games than Renegade, such as RA: A Path Beyond, RA2: Apocalypse Rising, and Battle for Dune.
  7. Those handy presets at the right side that weren't showing up before and are showing up now--expand the folder Munitions, and then you'll find the various Ammo, Explosion, and Weapon presets inside their respective folders. You can double click on a preset to edit its settings. To save, go to Presets --> Save Presets (same thing I shared above in a screenshot). You could also Export presets if you want to test it in game. What these functions do is generate a new objects.ddb for you. It will need to be in the game's data folder to have any effect, and naturally its presence will make your game incompatible for online play in the official servers. It is of course also possible to edit them for custom maps and then you wouldn't need to edit objects.ddb.
  8. How are you converting them for use in Mammoth? There's no .lvl file in the .mix files. The only way I know of is using the ancient LevelRedit program and as far as I know that hasn't worked for many years. In any event, only the example level files are supported for public use in the SDK, for now. No, they're stored in the global presets.
  9. @ LeonardMT I got the levels working on my end of the SDK and have pushed the update to GitLab. Is that something you can try downloading again and see if loading the levels works for you now?
  10. Hey Leonard, I'm actually experiencing the same problem if I open the example .lvl files using the SDK Mammoth. I suspect it's related to the JSON revamp that took place within the last couple years, which completely changed how the database files are read and stored. This was never truly tested with the SDK, so we'll be looking into it and pushing a solution once we find it. Thanks so much for pointing it out!
  11. Yes, the website was down for some maintenance. We apologize about the downtime and thank you for your patience. It should be back up now.
  12. This indicates to me that Mammoth isn't hooked up to your game install properly, which is why I asked about the mammothpath. If that path is correct, I'm not sure what the problem is..
  13. Renegade runs on Scripts 4.x. Toggling crouch, sprinting, and UI scaling are features of Scripts 5.0. It would need to be approved and backported by the coding team, which as far as I'm aware is unlikely to happen.
  14. This sounds like a very strange issue to me. Before you open any levels, do you see the presets listed on the righthand side? (the objects inside the folders)
  15. When the mammothpath is pointing to the correct game installation folder, the program always runs fine for me otherwise out of the box. Unfortunately I'm unable to look at crashdumps, but maybe someone else on the team can. Can you perhaps post here what the "GamePath" actually is in your mammothpath ini file? Maybe a bit off topic but why do you put a folder called a-path-beyond-sdk-master inside another folder titled a-path-beyond-sdk-master..?
  16. You crashed using file/open? Did Mammoth work properly before applying this .bat file? It looks like at the very least you haven't built a json database yet. Does the path in your mammothpath.ini point to the APB installation you wish to pull from/push to?
  17. 3.6.4.1 Just a small update this time. Vehicles Mobile Artillery has improved hitboxes. Its texture has also been touched up further. Submarine death uses proper Attack Sub model. MiG smoke trail lifetime cut in half (performance improvement). Minor Map Adjustments RA_AS_Seamist: Added a few emitter effects at the destroyed Allied Refinery. RA_AS_Seamist: Fixed a lighting glitch in the tunnel underneath the Dome. RA_CoastalInfluence: Fixed a stuck position between a rock and the bridge in front of the Allied base. RA_KeepOffTheGrass: Unfloated a group of trees outside the Allied base. RA_Pipeline: Fixed a stuck position for vehicles near the oil pump on the hill. RA_RidgeWar: Fixed a stuck position for infantry next to the destroyed Allied Service Depot prop. RA_SwampOfIllusions: Shock Trooper Spy replaced by Flamethrower Spy. RA_SwampOfIllusions: Now supports [infantry] bots.
  18. There was a spam link hidden in the post, and now the post is hidden.
  19. Which version of it? They're all purely DM maps for starters. One has heavy morning fog. Another has teleporters.
  20. It's a completely new map. The terrain is built fresh from the ground up with a different concept and gameplay.
  21. 3.6.4.0 The public SDK and FDS have been updated. Note for anyone who uses a custom hud.ini file: There have been some changes to hud.ini, including support for HUD scaling at different resolutions, seeing players' names on target boxes, and some aesthetic changes regarding the fonts used on the weapon type and bullet count as well as the airplane airspeed/landing gear/etc information. [New Map] Legends speak of an ancient village deep in the swamps of Transylvania. Once a peaceful community, it is said that they angered the forces of evil late one St George's Eve, cursing the land around them forever. The disturbances began small at first; the wolves howled a little louder, the insects buzzed harsher, and the fog rolled thicker. Then the sightings began. First it was a light in the distance, then shapes stalking the villagers in the night, and finally, fellow townsfolk driven mad. As the afflicted destroyed their own homes, the remaining villagers took shelter in the Church, as it was the final standing refuge against the horrors lurking in the swamps. When a wandering traveler next visited the village, there was.... nothing. There were no bodies, no fresh graves, not a shred of evidence that humans once lived there, save the ruined houses and the still standing church. Now, Allied and Soviet forces find themselves in conflict over this very land. Each one hopes to establish their own listening post hidden away from the front lines. But they may not be alone amongst the trees... Features a Barracks, Radar Dome, and Refinery for each team. Limited units can be purchased via airdrop from the Radar Dome. There is a church in the center of the map, with a few scattered routes surrounded by water. [New Map] Could it be? It could! We are bringing back Fissure but this time it is Limited Edition Holiday Spirit Fissure™. For the uninitiated, Fissure is a classic DM map from the days of old, and it has had several iterations, from basic tier, to tunafish tier, to "how the hell do I get out of this tunnel?" tier. The version we are bringing back is most reminiscent of the tunafish version (which is essentially "Tunnel Fissure" from the APB Beta era). Like our other Christmas map, we don't plan to run it in the rotation year-round, but for the holiday season as well as for any special times that players feel like playing it. Features a Barracks and an Ore Silo for each team. The Barracks provides two credits per second, and the Ore Silos (up top as in the original) heal slowly up to half health if they are unattacked for a moment. The thief can steal from one particular spot inside the Soviet Barracks. The objective marker will say where, and it is a small zone. General Airplanes landing at Airfields now destroy objects in their landing path, rather than sitting on top of them. Docked aircraft now refill their partially full clips along with their inventory. Enabled fast weapon switching and reload dilating. Added incremental sprays to jumping for all infantry weapons excluding Sniper Rifles. Surface Effect sounds now play if the surface effect detail setting is set to low. Fixed human pain animations not playing. Starshina bots now attack buildings. Certain vehicles no longer get stuck when colliding with the Pillbox. Adjusted the reload sound for Volkov to be a mix of the older and newer sounds. Added the text "(default)" next to the B & M keys on the escape screen menu. Fixed a missing texture that would sometimes fill the screen at game startup. Miscellaneous fixes in the back-end. Updated credits. HUD Now scales to fit different resolutions. Players playing at 1080p may not notice much of a change. Player names now show up with their target box, and the distance readout is next to the health bar instead of the armor bar. Defenses which are being attacked now have their icon flash on the radar compass. Weapon info uses a font consistent with bullet count font. Airplane info readouts adjusted. Artillery New model and texture. Heavy Tank The twin barrels fire slightly faster together. Tesla Tank Alt fire (right click) now fires a burst of three electric bolts. Mammoth Tank Missile pods no longer tilt (this fixes an issue with bots firing the cannons). Missile pods now lock on after firing the primary cannon, without needing to fire a missile first. MAD Tank Replaced the treads with a more appropriate style. Slightly improved plunger model. Destroyer Reduced price to $850. Projectile extension has been adjusted. Missile Sub The missiles fired by its primary weapon now slightly follow the player's cursor. Tesla Coil Has the potential to fire chain lightning. Maps Fixed an assortment of errors with textures, floating objects, stuck spots, and collisions. Added a dead Refinery in the Allied base. Shifted some props around the map, and provided additional trees. Cosmetic changes regarding ore in certain places around the map. Blocked off ability to climb a rock to get above the Soviet silo. Fixed missing kill messages. Fixed an access point behind the Allied base which would let you climb a cliff meant to be inaccessible. Fixed a broken string for the fuse boxes. Players can no longer get out of their choppers on the hills behind the Allied base. If their vehicles are destroyed while they are up there, the characters land to their death. Added some decorations to the naval area.
  22. Hey there! Yes, you can remove those files to save space and it won't affect your installed games.
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