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[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
It could be that simple, but knowing these games it's almost too easy. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
He didn't. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
What makes you think I changed my read? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Sorry what was your question?? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Have you seen an indication that my mind has changed? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
I don't. Do you? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Why do you say that? Do you know something we don't know, Mr. Vanilla? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
It's simple, really; he failed the "r u scum" test. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Sus. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
##vote Jeod -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Exactly what a scum would say. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
@ Jeod , r u scum? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Or if they are Killing_You on Day 1. -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
With Orange not here, it took me fewer than 999 hours to catch up on reading the thread after work. -
Directional Armor For a number of years, there has been a feature in the game that is related to directional tank armor. Many of our players may not be aware of this, even our regulars, so we thought it would be helpful to describe this feature in detail. You will generally inflict "normal" damage by shooting the sides of an armored vehicle. Shooting the front of the vehicle is generally considered hitting a strongpoint where you deal less damage, while hitting the weakpoint at the rear is favorable to destroying it more quickly. Below are some sets of visuals that demonstrate exactly where on the vehicles all of these points are located. If the vehicle isn't pictured below, it doesn't have strongpoints or weakpoints. But first, the scale values! 1x damage means you deal normal damage. 0.75x means 75% damage is dealt, and 1.25x means the weapon is dealing 125% damage. The amount of points and cash earned are also affected by these percentages. Strongpoints (blue): 0.75x damage Normal Armor (green): 1x damage Weakpoints (red): 1.25x damage Visual Guide You may notice quickly that these are simplified versions of the vehicles' meshes. This is because they use hitboxes, which are essentially models that are invisible to the player ingame, but are representative simple versions of the visible vehicle models. The weapons you fire don't actually hit the visible vehicle, but rather these invisible meshes. APC Heavy Tank MAD Tank Mammoth Tank Medium Tank Minelayer (for both teams) In ConclusionMany Bothans Spies died to bring us this information. Make their sacrifices worthwhile by vanquishing our foes on the battlefield with this valuable intel.
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Red Alert: A Path Beyond has been updated to version 3.6.3.0! Take a look below for all of the balance changes, map alterations and new mechanics in the full report! 3.6.3.0 The public SDK and FDS have been updated. Note for anyone who uses a custom hud.ini file: hud.ini will need updating if you want to make use of factory queue information on the HUD. Thankfully, updating custom hud.ini files should be a simple process, as all it involves is copying and pasting a new section. Search the hud.ini file in this patch for the [FactoryQueueInfo] section, and copy that whole section over to your custom hud.ini, and you should be good to go. General Introducing factory purchase queues. Can put a maximum of 10 vehicles in the purchase queue of any factory type. Vehicles no longer appear at the map origin for a frame when they are created. There is a damage penalty for blocking elevator doors. Medic heal now has 1 ammo in clip and uses cooldown reload. Now controlled by reload time rather than rate of fire, it still has a 5 second delay between healing swings. Ore Truck airlift from the Radar Dome now matches its normal purchase cost of $1200 instead of its old $1400 cost. After being purchased, AI Ore Trucks wait 1 extra second before the AI takes control. Slight adjustments to dazzles. Infantry Thief Can steal multiple times. The first time he steals, he takes 30% from the Refinery or 15% from the Ore Silo. After the first time he steals from anywhere, his subsequent stealing takes 10% from the Refinery or 5% from the Ore Silo. There is a delay of 8 seconds after stealing before he is able to steal again. Once he steals, the objective markers disappear. When he can steal again, the objective markers reappear. While he waits the 8 seconds for the stealing ability to become active again, the Thief temporarily becomes radar visible. He is allowed to use traditional sneaking methods to attempt to remain hidden. Gains points for thieving. 20 points each time for robbing the Refinery. 10 points each time for robbing the Ore Silo. Detects stealthed radar objects, including mines, at 10 meters. This is more akin to radar sneak detection rather than the way the Engineer reveals mines. Volkov Adjusted AP grenade weapon. Given its own warhead, which does not inflict special burn damage Generally affects infantry armor less than previously, including some extra medic cache armor resistance. Buffed slightly against Tanya/Engineer. Does 50% less damage to Volkov's own skin type. Collision damage multiplier reduced slightly. 0.25 -> 0.2 Vehicles Light Tank Slightly widened the tracks and track guards on the model. Minelayer No longer drifts to the left while driving. Holding right click for 1 second removes its own team's mines. Each time this is used, it still takes one ammo count as if a mine was placed. This means the team mine diffuse function won't work if the Minelayer's ammunition is empty. Unlike how mines are placed (the team of the driver determines the type of mine placed), it is the type of Minelayer that determines the type of mine it is going to remove. You can remove enemy mines if you steal their Minelayer, but you cannot remove your own team's mines with a stolen Minelayer. Mammoth Tank Slightly adjusted secondary urban color for consistency. Hind Model has been cleaned up and given more details. Buildings Concrete Wall Segments and Hubs Now vulnerable to C4 charges. Once again make a crumbling sound when they are destroyed. Visual damage states added. At 50% health, walls gain a texture overlay with cracks and other damage. At 25% health, the wall models start falling apart slightly. The invulnerable walls are now visually different, using support bars. Allied Barracks Fixed an issue with bots not attacking nor repairing the MCT. War Factory Replaced the track texture on the floor with a diamond plate texture. Construction Yard Removed the upstairs spawners. Maps A few of the Allied reinforcements now depend on certain player counts to be active. At low player counts, there are fewer timed Allied reinforcements that arrive than previously. The only Chinook reinforcement to arrive is the Medium Tank, and the only Naval Transport to arrive is the one that contains the APC and Phase Tank. At 14 or more players, an additional Chinook delivers an APC. At 18 or more players, the third Chinook delivers a Light Tank. At 24 or more players, the second Naval Transport delivers a Light and Medium Tank. Allied trench is more infantry friendly to transverse. Adjusted waypoints to reduce vehicles getting stuck. Fixed floating Flame Tower. Fixed unblended textures. North route is now an unguarded route with the Soviet Facility as the center of the lane, providing powerful crates to those that delve inside. Center route is now more locked in how vehicles can get there, with north, south, east, and west being the only ways up for them. Center route has gem hot springs that provide mild healing for infantry, with the center being the best. Both bases have been shifted toward the river, and have been rearranged, with a free non-respawning Supply Truck just south of each base. South route is now a war-torn field, with trenches themed for each team, and all base defenses positioned to defend this straightforward path. Ore fields are now on the north side of each base. Mission related Easter eggs added, with more planned for a future update. Added bot support. Stationary supply trucks have been added. More underwater flora. Fixed floating docks next to the Allied base. Lighting adjustments. Added additional Tri-light stands to each base. Significantly increased rain, thunder, and wind around the map. Sky is now dark and stormy. Halo removed from moon and moved out of the way. Reverb added to large tunnels. Fixed floating objects around the map. Smoothed some rocks and gems. Adjusted a few walls. Moved Allied Ore Silo and Refill Pad back about 3 meters. Added a fallen Yak to the island outside the Soviet base. Fixed minor texture issues. Lighting adjustments. Bots now target the MCT's of the Sub Pen and Naval Yard for attacking and repairs. Uses new spotlights. Added more props. Fixed a few stuck spots. Added out of bounds Soviet PP near dead iron curtain Changed invulnerable walls at the Allied out-of-bounds base to use the new model. Allied north wall has been brought closer to base. Made some adjustments to the Allied defense positions. Soviet Tesla Coil is closer to the cliff edge. Added Flame Tower near the Soviet Barracks. Edited ambient map lighting, moonlight, and local lights. Other Minor Map Fixes RA_Christmas2020: Disabled Artillery and V2 once again. RA_ToTheCore: Fixed some holes in the ground underneath destructible walls. RA_Under: Fixed naval transport blockers.
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[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Email half of that list to whom??? -
[GAME OVER- ATREIDES VICTORY] Battle for Dune Mafia 1
ChopBam replied to Killing_You's topic in Forum Games
Yea sure I'll sign up for this one. -
Red alert: a path beyond is lagging on my pc
ChopBam replied to Phoenix gamer's topic in Forum Games
It's important to have a decent CPU as well. -
Games [Game Over] Game of Thrones Conquest Mafia RPG
ChopBam replied to VERTi60's topic in Forum Games
It was a forum game.- 3,175 replies
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C&C Renegade keeps "ghost" Alt-tabbing out of the game...
ChopBam replied to Brahma369's topic in Help & Support
Not sure about scripts 4.x projects, but there are issues with the mouse being locked into the application on scripts 5 projects. It's particularly of note when running with multiple monitors. You running with just one screen? -
3.6.2.3 General Ore Truck price reduced. $1400 -> $1200 Medic price reduced. $800 -> $750 Medic armor cache no longer floats in midair. Volkov grenade explosion damage reduced. 45 -> 25 Volkov grenade explosion inner radius of 2m added. The Sonar, Vehicle, and Infantry markers generated by the Spy are no longer visible on radar to Soviet players. Fixed an obscure bug regarding one of the objective markers. Map Fixes Complex: Vehicles can no longer enter the shack by the Allied Power Plant. LunarParadox: Removed spare boss crate in front of the Soviet War Factory. LunarParadox: Soviet aircraft land facing the correct direction again. LunarParadox: BTRailgun range increased significantly and given a slight projectile extension. 90m -> 150m Metro: Moved the Soviet War Factory a few meters east. No longer should vehicles get stuck between it and the fence. Metro: The thief zone objective marker no longer appears on the northwest Soviet Ore Silo that is inaccessible to thieves. Pipeline: Fixed a stuck position for Mammoth Tanks near the Allied oil pump. RidgeWar: Fixed an infantry stuck position on a rock near "donut loop ridge". Volcano: Minor texture and sea foam adjustments. Volcano: Fixed the helicopter blocker on Allied side of the volcano.
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Couldn't reproduce this on my own.
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Changed Status to BackBurner Changed Attachments to https://w3dhub.com/forum/uploads/monthly_2022_02/2114448153_Game.exe2022_02.17-23_21_24_09.DVR_Trim.mp4.8394539e4b51fa9bc438fcf85be78381.mp4
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3.6.2.2 General Fixed an issue with explosions not always applying damage correctly. Volkov's napalm grenades no longer bounce. Updated War Factory MCT rooms on maps that use the tunnel versions of the building. Map Fixes CoastalInfluence: adjusted some of the rock sizes. Volcano: minor adjustments to a few meshes, textures, and blockers.