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Posts posted by ChopBam
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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.
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On 2/27/2022 at 8:29 PM, thedisclaimitory said:
kinda wish the sub could turn a bit faster
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%.
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8 minutes ago, 1000MammothTanks said:
I'm interested to know why this change was made. The sub's major advantage is to be able to go underwater and hide from ships or sneak past them but that's been taken away. Should subs be buffed in some way to compensate for this?
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.
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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.
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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.
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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.
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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.
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55 minutes ago, GummiBear said:
And does any monitor with more than 300 Hz even exist in the first place?
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.
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55 minutes ago, GibbletsnBits said:
Again it's been about 2 days. Servers MIA.
Looks like it is online again.
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42 minutes ago, nemanja said:
Hello! I'm new here. I've heard about your mods long time ago, and played some of them for a little bit. But one that interests me most to this day is apocalypse rising.
I've been tracking it on moddb for ages, but there were not many notifications then I checked if you guys were dead and figured you have awesome youtube channel, forum and everything. So I decided to join.Welcome! Good to see new faces in the community. 😊
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Excellent. Glad to see it's fixed!
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10 hours ago, Goliath35 said:
Avast
Yeah Avast notoriously doesn't like the game and has given other people the same problem you describe (black screen + fail instead of starting). Search "Avast" in our Discord tech support channel and you will see.
If disabling isn't doing what you want, can you try adding game.exe in APB's install directory to Avast's whitelist?
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2 hours ago, Goliath35 said:
I've disabled my AV, even made exceptions for everything related to w3dhub.
I can run Reborn or IA just fine, it's APB that wants to be awkward lolWhich antivirus is it? Reborn and IA don't use scripts 5.0, which is hated by a few select antivirus programs.
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4 hours ago, Goliath35 said:
Everytime I go to launch APB from the launcher, the screen goes blank and then it goes back to the desktop itself.
There's no error, or any error related files for me to check out.
Everything is running as administrator. I did click and repair the games installation, but to no avail..Do you have an antivirus running on your machine? If so, try disabling it and running APB again.
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- Popular Post
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Die Hard is a Christmas movie.
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I've seen a number of light/phase tank rushes work, and in the past, ranger rushes. But they do require coordination. It's easier when the team's not cooperating to go in as a Tanya or Engineer and solo some structures.
A spy shutting down defenses/repairs also requires some amount of specific teamwork to be effective.
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Using jump and crouch keys give you a lot of control with your pitch. Rudder left and right is bound to your < and > keys, but bind the secondary L+R keys to keys near WASD. I use Z and X personally. This will help you turn left and right easily without having to roll the plane. Helps a LOT when you're strafing a moving target. @ ryknow69can explain more precisely.
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3.6.1.1
General
- Fixed the 1 minute offset for EVA's "time remaining" announcements.
- Fixed two missing strings in the controls menu.
- The Attack Sub uses the proper 3D model in the encyclopedia.
- Infantry don't drown quite as easily when surfacing and submerging while swimming. CatchBreathFactor increased significantly. 0.25 -> 3.0
Engineer
- Boosted golden wrench effectiveness to repair vehicles by 10%.
- Soviet Engineers no longer suicide when their War Factory takes damage.
- Improved bot pathfinding slightly.
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Titan range increased. 89 -> 99
- Targeting/effective ranges decreased. 110 -> 94
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BTR railgun:
- Increased range. 75 -> 90
- Added an impulse of 2.5. This creates a small physical push on targeted units.
- Disabled Lunar V2, for now.
- Fixed missing strings for Molotov Dan/Yuri.
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Nice to see some interest in hosting! Poke me when you get some detailz.
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Hi Samasugida, we do like these games, and that's why we make more games based on these games. Please do take the time to try out our first/third person adaptations of these games and I hope you enjoy them.
We ask that you do make your posts in English, as that's the language everyone here speaks. Thanks for your understanding!
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Call it a bandwagon, call me sus, but option 1, for the reasons stated above.
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May need an admin to look into allowing this via the ACP, as per the following link:
https://invisioncommunity.com/forums/topic/444524-add-a-poll-in-an-existing-topic/?do=findComment&comment=2745592@ OWA Any way to allow the addition of a poll to a topic?
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I was thinking the further away we start from the objective, the more prepared we'll be for the objective in the end. Why not a mystery side quest in Traschwandt, where we can gain things in preparation for the main quest? I'm sure we can stop at the Nod base along the way to the research center.
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3.6.1.0
General Changes
- Hitmarker behavior has been edited so that direct weapon projectiles once again provide instant feedback, and explosion damage provides server-side feedback.
- Stealthed friendly units and objects now appear on the radar compass when the Radar Dome is disabled or destroyed.
- The new repair script now has an added "anti-leave-zone-to-remove-repair-debuff" feature.
- Increased naval repair zone sizes.
- Made an adjustment that should reduce or eliminate the issue with getting stuck in airplanes right after they land.
Vehicles
BTR
- Adjusted so that it is more vulnerable to rockets and shells, but slightly more resistant to small arms and C4 explosives.
- Skin and shield changed from Light to new BTR type.
- Health and shield values decreased. 250 -> 200
M.A.D. Tank
- No longer receives damage from other M.A.D. Tank sonic detonations (this change does not apply to Angry Tanks on Lunar).
Mammoth Tank
- Secondary missile velocity increased. 75 -> 100
- Secondary missile turn rate increased. 225 -> 275
Missile Sub
- The AA missile secondary fire can only lock on to aircraft.
Hind
- Cannon can tilt its firing angle 22.5 degrees higher.
Yak
- Adjusted handling to feel more lightweight.
MiG
- Missile damage effectiveness has increased against aircraft. Two salvos (one full payload) can destroy a Longbow that's at full health, but only just barely. 0.5 -> 0.75
Levels
- Improved bot behavior around doors.
- Moved the trees and a rock on the bottom of the cliff outside the Soviet Refinery slightly away from that cliff, so vehicles going down that hill won't get stuck.
- Blocked off a vehicle stuck position between one of the Flame Towers and a rock.
- Fixed a couple floating objects.
- The lightpost at the Allied Service Depot emits light properly.
- Fixed some texture blending issues near the Soviet base.
- Filled in some missing polygons in the west Allied infantry tunnel.
- Unfloated a tree near the west Allied infantry tunnel.
- Removed an out-of-place pipe prop behind the Soviet Barracks.
- Submarines no longer get stuck on the lighthouse beach.
- Replaced Allied Service Depot with a large rock.
- Changed the pine needle texture to grass in a few spots where there used to be trees.
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Broken Tire Ragtop
- Skin and shield changed from Light to new BTR type.
- Health value decreased. 600 -> 500
- Shield value increased. 250 -> 500
- Railgun range increased. 66 -> 75
- Cost increased. 1200 -> 1500
- Fixed Spy character string.
- Fixed one of the Hind landing points that made them stick in place.
- Converted the Service Depots into destroyed versions.
- Added a destroyed Pillbox and Flame Tower at the base entrances.
- Rotated the now-destroyed Allied Service Depot 90 degrees, resulting in less smoke from it appearing in the Allied Barracks basement.
- The oil pumps in the bases no longer start teamed. This fixes a bug that was introduced when the objective markers were added.
- Fixed some texture blending seams with the snowy grass.
- Fixed a hole in a rock that's in front of the Soviet base.
- Fixed a vehicle stuck spot at the base of a cliff northwest of the Soviet base.
- Grounded a small patch of floating grass next to the gem field outside the Soviet base.
- Fixed a stuck spot on a rock northeast of the Allied base. Also sank the rock a bit so that it doesn't have gaps at the base.
- The section of land leading to the north side of the Soviet base has been cut out, removing this area as an Allied attack route option.
- Removed the cave behind the Soviet Construction Yard.
- Grounded some floating trees near the lighthouse.
- Fixed a stretched texture going up the ridge to the lighthouse.
- BTR's can be purchased.
- Updated Chrono Tank teleportation spots. No longer can the Chrono Tank go onto the hill behind the vehicle barricades, no longer can it attempt to teleport onto the Allied Ore Silo, and other spots were filled out such that it has fewer restrictions in clear ground areas.
- Vehicles can no longer drive up to the Volcano peak.
- Updated the overhead map.
- Blocked vehicle access to a sliver of the Soviet ridge. This removes an exploit position for V-2 Launchers.
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15 hours ago, Clairvoyant said:
Hey, please some help here, i downloaded W3D Hub, got right the import game locationn, but whenever i click on the join server button, it just open the game menu, what am i missing?
Hi @ Clairvoyant , did you install the TT patch to Renegade?
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APB 3.6.2.0 Changelog
in Red Alert: A Path Beyond
Posted
3.6.2.3
General
Map Fixes