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ChopBam

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Posts posted by ChopBam

  1. 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. 😊

  2. 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?

  3. 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.

  4. 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.

  5. 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.

  6. 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.gif Engineer

    • Boosted golden wrench effectiveness to repair vehicles by 10%.

     

    mapthumb_AssaultSeamist.png

    • Soviet Engineers no longer suicide when their War Factory takes damage.
    • Improved bot pathfinding slightly.

    mapthumb_Christmas2020.png

    • Titan range increased. 89 -> 99
      • Targeting/effective ranges decreased. 110 -> 94

    mapthumb_LunarParadox.png

    • 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.

     

  7. 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!

  8. 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.gif 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

    MAD_Tank.gif 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.gif Mammoth Tank

    • Secondary missile velocity increased. 75 -> 100
    • Secondary missile turn rate increased. 225 -> 275

    Missile_Sub.gif Missile Sub

    • The AA missile secondary fire can only lock on to aircraft.

    Hind.gif Hind

    • Cannon can tilt its firing angle 22.5 degrees higher.

    Yak.png Yak

    • Adjusted handling to feel more lightweight.

    migicon 0000.png 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

    mapthumb_Bonsai.png

    • Improved bot behavior around doors.

    mapthumb_CamosCanyon.png

    • 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.

    mapthumb_CanyonRiver.png

    • 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.

    mapthumb_CoastalInfluence.png

    • Submarines no longer get stuck on the lighthouse beach.

    mapthumb_HostileWaters.png

    • Replaced Allied Service Depot with a large rock.

    mapthumb_KeepOffTheGrass.png

    • Changed the pine needle texture to grass in a few spots where there used to be trees.

    mapthumb_LunarParadox.png

    • 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.

    mapthumb_PacificThreat.png

    • 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.

    mapthumb_Pipeline.png

    • The oil pumps in the bases no longer start teamed. This fixes a bug that was introduced when the objective markers were added.

    mapthumb_RidgeWar.png

    • 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.

    mapthumb_RiverRaid.png

    • 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.

    mapthumb_ToTheCore.png

    • 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.

    mapthumb_Volcano.png

    • 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.

    mapthumb_Zama.png

    • Blocked vehicle access to a sliver of the Soviet ridge. This removes an exploit position for V-2 Launchers.
  9. We have brand new vehicular repair logic! This is of the repair type that comes from buildings, not vehicle-repairing units like the Mechanic. This new logic is now shared between the Service Depot, Naval Yard/Sub Pen, Airfield, and also the Helipad and Refill Pad. All vehicle types can repair at the Service Depot, if they can reach it. Only naval type units can repair at the Naval Yard/Sub Pen. Only airplanes can repair at the Airfield. VTOL units and airplanes (if they can reach it) can repair at Helipads and Refill Pads.

    • Vehicle repairs at these facilities are now completely free of charge.
    • Vehicles repair at the same rate as before, at 10% per second. More accurately, as far as repair ticks go, they now repair at 1% every 0.1 seconds. This results in the more "slidey" effect rather than large repair chunks.
    • If a player starts taking moderate damage from any singular weapon (15 hitpoints or more), repairs will slow down significantly (10% of their normal repair rate) until 5 seconds after they stop taking damage. Aircraft repairing at the Heli/Refill pads or Airfield are similar to this, except their repairs slow down much more easily at 1 hitpoint threshold.
    • Multiple vehicles can repair at the same building simultaneously, as long as they can all fit into the area.
    • There is no longer a delay when starting to repair, and players no longer need to drive away from and back into the repair area in order to start repairs if the vehicle is damaged at full health while in the area, or if the player enters the vehicle while it's in the repair area.

    See the video for how this looks in-game. A big huge thanks to @ CMDBob  for implementing this feature. As a note, we can tweak almost anything about this, compared to a rigid set of scripts from before that also varied from building to building.

     

  10. Does it still count as Monday's news update if it was submitted before 12:00am Tuesday, Pacific time?

    2021-09-27_23-59-18.png

    Let's get to it!

    -----
    When you buy a naval unit from the Naval Yard or Sub Pen, you will now teleport directly into it. Beware, if you purchase from a different building, unless you are very fast at running, chances are you will need to get into the naval unit the old-fashioned, thief-risky way.

    I expect large game nights on levels such as Hostile Waters will have less cumbersome purchase queue lines with this feature in play.

    @ moonsense715  deserves credit for this feature.

    -----
    Rocket Soldiers? So glad you asked! Yeah, their tracking/lock-on ranges are fixed and they got a new lock-on icon. There is now a small delay to lock-on, so it takes slightly more skill than point and click. Only slightly!

    Tracking ranges fixed.png

    And since they get pistols too, the other weapons have shifted to slots 2 and 3. Muscle memory be damned.

    Rocket Guys Get Pistols.png

    Pistol 1 Rocket 2 AA 3.png

    -----
    I guess we can take this opportunity to show off a couple edits to our vehicles.

    Behold, two new Chrono Tank camouflage options! Everything's the same as the orange version, except the orange is green.

    CTNK GreenGray.pngCTNK GreenBlue.png

    We also have a replacement MCV model. It's actually old, but is better than the current release and was never implemented till now.

    New MCV.png

    Thanks to @ GeneralCamo  for working on these vehicles!

    -----
    Tanya needs to use her two C4 charges now to take down a building. Each one is similar in damage and timed like an Engineer's C4. It takes 8 seconds for her to charge up her second C4 and (like the first C4) 1 second to throw it, meaning it may take 39 seconds to kill a building after she throws her first charge. One nice thing here, though, is that she can switch to her Colt and fight with it while the second C4 charge uses up its 8 second cooldown in the background.

    Tanya Two C4.png

    -----
    The Engineer can repair vehicles with his limited golden wrench. It is only at about 75% the effectiveness of the Mechanic's wrench.
    No, we're not becoming Renegade.

    Engineer Repair Vehicles.png

    -----
    Till tomorrow!

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