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ChopBam

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  1. It's simple, really; he failed the "r u scum" test.
  2. With Orange not here, it took me fewer than 999 hours to catch up on reading the thread after work.
  3. 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.
  4. 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.
  5. It's important to have a decent CPU as well.
  6. 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?
  7. 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.
  8. 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
  9. 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.
  10. We increased their turning speeds in 3.6. Originally it was a 20% boost, but testing indicated that was too much so we put the boost at 10%.
  11. It can still go underwater and hide from ships and sneak past them. These range numbers look like they are a large distance, but in actuality are quite short if you've tried it. Submarines have been deemed too strong, on every map they are on. Detecting them at close ranges is the least that should happen.
  12. 3.6.2.1 General Fixed a bug with headshot/weak point damage on live armor type changes. Fixed a bug with bot-controlled partisans and ants not attacking players. Restored the missing MP5 and PK kill strings. Updated the sidebar purchase icons for the Phase Tank, Chrono Tank, and Longbow. Map Fixes StormyValley: Fixed a stuck spot at the center. ToTheCore: Fixed a stuck spot near the Allied base. Volcano: Fixed the super bright tri-lights. Volcano: Updated the load screen.
  13. 3.6.2.0 * Note for server hosts and modders: the public FDS and SDK git repositories have been updated to this version. General Changes Miscellaneous performance improvements. Critical hits are now outlined with red hitmarks and a custom hitbeeps sound. This includes infantry headshots and vehicle weakpoints The player list at the top right now scales with resolution. What this means is that it won't look quite as tiny on larger resolutions, or quite as large on smaller resolutions. The game's scripts have been updated; this may fix some minor issues, including a crash involved with walking on Service Depots that get destroyed. Anyone using a custom hud.ini will need to update. Weapon spray has been re-added to the weapons where it was removed accidentally in the 3.6 update. This includes any defensive/siege structures that had it, as well as the Mobile AA Truck. There is a new vent texture for buildings, and a new texture for the Soviet barracks wall. Fixed a seam on one of the civilian houses. Objective Markers All sabotage points for the spy are highlighted with objective markers. All points where the thief can steal are now highlighted with objective markers that indicate the percentage of funds that will be transferred. Added repair objective markers to all the support structures and main base structures. The Allied Spy's "roster" and "manifest" revealings show objective markers on respective enemy units. Ore Truck dump markers disappear when the Refinery dies. All objective markers can be seen by the [new] death character (preset name "d2"). Bots More bot names -> Up from 47 to 64. More taunts. Sniper bots are much more accurate. Bots with shotguns are slightly less accurate. Engineer Golden wrench repair effectiveness on vehicles increased by 50%. Mechanic Socket wrench effectiveness increased significantly. 1.5 -> 2.35 Grenadier No longer issues grenade explosion damage to self. Shock Trooper Range increased. 75m -> 90m Volkov Added quick reload animation for the hand cannon. Fixed anti-personnel hand cannon reload animation to not disappear at the last part of the reload. Vehicles Adjusted the tread textures for the APC, Light Tank, Medium Tank, and Phase Tank. BTR Is now available for purchase on all maps where vehicles can be made. Phase Tank Model looks sleeker. Improved the texture quality and updated the texture as it relates to the model improvements. Missiles update visually in the launcher during firing and reloading. Chrono Tank Fixed Z-fighting at the back of the cab. MAD Tank Shockwave damage increased. 34% -> 37% Health/shields increased. 400 -> 450 Naval Units - General Changes Gunboats and Destroyers reveal enemy Submarines inside their radar ranges with objective markers. These markers are only visible to the driver of the ship that is in range. Improved steering and handling on the Gunboat and Destroyer. Destroyer Reduced size by 12% Missile untrack time increased. 0.5s -> 1s Cruiser Demolishes enemy aircraft with a single shell. Entering the stern gun while the cruiser's driver seat is empty will move the player to the driver seat. Longbow Numerous fixes and quality improvements to the model geometry, UV's, and rig. All-new wheels, landing gear, and some other details. Integration of the new Hellfire missile model, and uses the ammo visibility system. Chinook Gained ability to refill ammunition after 8 seconds (as opposed to the Supply Truck and LST's 5 second refill) and armor. Airplanes - General Changes Added camouflage variations. The original exit transition points have been adjusted to be closer to cockpit of the Mig and Yak. Added a second exit point on the right side. Yak Slightly more responsive with lift. Allied Barracks Levels of detail (LOD's) have been added to most of the interior. War Factory Added a purchase terminal next to the rear door. Divided the wide windows in the MCT room into smaller windows. AA Gun Increased range. 130 -> 140 SAM Site The base of the defense now remains in the same place after its animated destruction. No longer does it flicker during the animated destruction. Animated destruction time reduced. 5s -> 2.66s. Maps - General Changes Added sound reverb in various map-specific arenas. All Allied starting and reinforcement vehicles are unable to be entered and driven by Soviet players before being driven by an Allied player. Bots ignore all Allied vehicles. The Allied vehicle reinforcements freshly delivered from the naval transports now turn off their engines (similar to how the Chinook reinforcements work). Fixed a couple stuck spots at the ridge in front of the Allied base. The sun is straight overhead in a cloudless sky. Brought in the shoreline next to the Sub Pen. Removed outcropped land next to the Soviet bridge. Removed the Cruiser from the purchase list. Edited some of the rocks, added more to the center lake. Improved AI pathfinding. Added 4 new route switches in the center next to the bridge: two infantry routes lead from the frozen river to the tunnels below, and two vehicle routes lead from the frozen river to the area above where players can cross the bridge. Moved the Gap Generator more toward the center of the Allied base. Added more lighting to the tunnel behind the Soviet Ore Silo. Fixed a texture blend seam on the ice of the cave ceiling. Added an Allied Turret and AA Gun on an iceberg in front of the Naval Yard. Critical hitmarks are pink on this map. Re-added the Super Tank boss. Re-enabled the guided V2. It now falls to its natural crashlanding death when shot down, rather than exploding midair. Rotated the Soviet air unit spawns so they come in from off map, rather than the center. Broken Tire Ragtop now has a killstring. Fixed missing strings on the Molotov brothers' help titles. Rearranged all the structures on the north and east sides of the Allied base. The Gap Generator is now centered. Adjusted the ramps up to the ridge east of the Allied base, so they are easier to traverse. Added an infantry ramp to the ridge east of the Allied base, from the ore field on the far side. The trees on the ridge behind the Allied base no longer tilt so far. The overhead map for Chrono Tanks has been offset so the center its closer to the middle of the map. Moved the SAM Site behind the War Factory closer to the edge of the cliff. The volcano has been remade: it now looks more realistic and its interior has opened up. Infantry can now pass through it using small tunnels. There is a large cavernous area in the center of the volcano, featuring a dangerous lava pond. Units can no longer use the volcano to travel to an unfair place to gain vertical advantage on the opposing bases, especially against the Soviet base. Base buildings and defenses have been adjusted. Soviet main base buildings have been moved around a bit so the area is a bit easier for the Soviets to traverse. Replaced a Flame Tower near the Soviet Refinery with a Tesla coil. Removed a SAM Site. Allied base now has an additional Service Depot, Pillbox, Turret, and AA Gun. The sky has been changed to a gloomy sunrise theme. New underwater plants. Added a team-locked starting LST for each team. Added bot support. Other Minor Map Fixes Bonsai: Fixed a vehicle stuck spot in a narrow dip south of the level's center. CanyonRiver: Fixed several stuck positions. CanyonRiver: Fixed a terrain seam in the west Allied base infantry tunnel. KeepOffTheGrass: Smoothed out the terrain next to one of the Allied Turrets. KeepOffTheGrass: Fixed a spot at a crater that would make Tesla Tanks stuck. KeepOffTheGrass: Fixed a texture blending issue outside the Soviet base. NorthByNorthwest: Fixed missing collision on large crates. PacificThreat: Purchased helicopters default to desert camouflage. PacificThreat: Downsized the invisible collision mesh by the Soviet Ore Silo that's in front of the Barracks. No longer can players as obviously walk on air. RidgeWar: Flattened out a small fissure that was causing stuck problems behind the wall near the dead ref. RidgeWar: Fixed a cliff texture blend seam west of the Allied base. RockTrap: Fixed a stuck position between rocks near the helipad/cache area. Zama: Added visual ore rocks to the mixed field near the Soviet base.
  14. You make a good point. Some might say that a framerate that is much higher than their display's refresh rate looks better, but I've yet to be convinced of this.
  15. Changed Status to Fixed Changed Attachments to https://w3dhub.com/forum/uploads/monthly_2022_01/Screenshot.3.png.0b13db3b9c8633ae27dd5ebc0210ebbc.png,https://w3dhub.com/forum/uploads/monthly_2022_01/Screenshot.4.png.c7855ccfc7c2d3a181016b0d3fb3850e.png
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