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Found 140 results

  1. Red Alert: A Path Beyond Update Can you tell I'm running out of things to say in these? There's still more coming up, like the Chronotank and RockTrap overhaul, but I didn't want to put this patch off any longer. Enjoy! (.1 and .2 are just to fix some post-release issues) General Bullet ricochet sound radius up (15 -> 20m) You can now learn some basic information about your unit by pressing H. Crosshair is now dynamic; the less accurate your weapon, the more its lines move away from the dot. Jumping/falling will produce a considerable effect here, and with some weapons, crouching. This should make it a lot more obvious that these accuracy penalties/bonuses are in play. Flashing effect for the out of bounds zone is now less harsh (opacity was previously 0.3 or 0.4 varying between maps; is now 0.2 for all) Your team's mine count is now displayed on the HUD. Mine limit now ranges from 20-60 depending on the map (lower tech level, size, number of buildings = lower mine limit) instead of being 60 for all maps. Here's a list of all the maps' new mine limits. Use !mlimit ingame if you forget. 20 mines: Seamist 30 mines: Canyon River, Metro, Pipeline, Under 40 mines: Bonsai, Camos Canyon, Coastal Influence, Complex, Keep off the Grass, North by Northwest, Zama 50 mines: Stormy Valley, Ridge War 60 mines: Siege, To the Core Infantry Human animations have partially been fixed. Right now only injury animations are back, but in future we may see the return of idle animations, and the taunts/emotes that existed in Beta. Grenadier Back to its old durability system of having 80 health with no armour. Now has a limited pistol so that it has some option for point-blank infantry engagements. Grenades are equal for both teams; Soviet now has the direct damage of the Allied one (50 -> 45), and Allied now has the splash damage of the Soviet one (30 -> 37.5) Splash radius up (7m -> 8m) Damage to buildings up (0.25 -> 0.3) Damage to vehicle shields up (0.9 -> 1 for light, 0.7 -> 0.8 for heavy, 0.5 -> 0.6 for mammoth) Grenades more affected by gravity. No longer explodes on death. Medic Medic Kit has returned to the old area-of-effect, over-time heal that can be interrupted by Flamethrowers and doesn't affect other Medics. Armour Cache has been nerfed for anti-infantry purposes but boosted for anti-vehicle; while it still prevents armour loss from non-fire weapons and thus prevents the possibility of your men becoming extra exposed to rifles/pistols, it doesn't have additional small arms damage reduction on top of that anymore. Instead, it's returned to its old system of only being effective against indirect explosive attacks - but it's now somewhat more effective against them; most forms of explosive splash damage are reduced by 80%. Fire, electric, nuclear, C4 and AP mine damage are still unaffected. Rifle Soldier Damage to base defenses down by 20%. Shock Trooper Splash damage to infantry down (7.5 -> 5) Direct hit damage to infantry up (20 -> 25); DOT duration down from 2 to 1 second (harder to interrupt) Speed up (6.5 -> 7m/s; now "average") Health down (70 -> 60) Tanya Points value down (100 -> 75) New gun sound. Volkov No longer has napalm or trishot attacks. AT cannon damage down (70 -> 60) AT cannon warhead changed (Sabot -> Shell) - this is the same warhead as the Light Tank, so it is less effective vs heavy/superheavy vehicle shields, but better against buildings (its anti-building DPS is now on par with an RPG). AT cannon range up (90 -> 100m) AT cannon ROF up (0.75/s -> 1) AT cannon now has no splash damage. Shotgun replaced with a slug rifle; range up (60 -> 100m), damage down (50 -> 22.5), ROF up (1.5 -> 2/sec), inaccuracy down (3 -> 0), velocity up (250 -> 1000m/s). Poor for close combat; keep your distance and snipe stuff. Now receives the same damage from anti-tank weapons that everyone else does. Can't be tracked by homing missiles anymore. Can now only receive a maximum of 25 damage from a single fall instead of 50. Speed up (7 -> 7.5m/s; now "fast") Price down (1750 -> 1500) New death sounds. A-Bomb Flare Damage down (1000 -> 800); now needs to be a little closer to buildings to one-shot them, so it'll be harder to take down an entire base in one go. Vehicles Neutral vehicles Can now be sold for money at the Service Depot; Supply Truck 75, Cargo Truck 350, Mobile AA Gun 300, Mobile Construction Vehicle 1000 Respawn times increased; Forklift/Supply Truck 30s -> 60s, Cargo Truck 30s -> 3m, Mobile AA Gun 2m -> 3m, Mobile Construction Vehicle 5m -> 10m Minelayer AP mines are no longer an instant kill to ALL infantry - they now deal 110 damage with 0% armour penetration, or instakill you if you don't have armour. This only makes a difference for Mechanics, Sergeants, Captains and Medics who are now able to survive a single mine from full health+armour, but will be left injured and completely unarmoured afterwards. The Medic's Armour Cache does not reduce health damage from mines or make armour immune to mine damage like it did in older versions, but it'll at least allow a group of infiltrators (if they only get hit by one mine) to regain enough armour to benefit from armour's damage reduction properties against other weapons. Mobile Artillery Fixed position of front lamps (they were slightly floating). Now comes in forest/desert/urban/snow camo variants. No longer benefits from the "base defenses take more damage with less players" system (as it allowed V2s to 2-shot pillboxes and they share the same damage type) Mobile Radar Jammer Cannot be deployed in mid-air or on the sides of cliffs anymore. Prints a chat message to your team when in range of the enemy Radar Dome. Ore Truck Value of higher-end resources is reduced; mixed ore/gems are worth 525 instead of 700, and pure gems are 1050 instead of 1400. This also means the Soviet default economy on KOTG/RidgeWar are weaker. Ranger Soviet Rangers no longer get targeted by defenses when stolen by a spy. Allied version now comes in forest/desert/urban/snow camo variants. V-2 Launcher No longer benefits from the "base defenses take more damage with less players" system (as it allowed V2s to 2-shot pillboxes) Submarines Much more resistant to tilting; they should now be completely level at all times, which should stop them from getting stuck when re-entering a Sub Pen for repairs. Having only the periscope above water no longer counts as surfaced; you have to go all the way up to the surface, which should stop torpedoes from "missing" boats by going under them. Climb/dive speed increased by about 35%. When diving, there is now a 2 second delay before you gain underwater damage resistance bonuses; this means bobbing up and down between shots for invincibility time is no longer a viable cheese tactic against boats (it's still possible but it would drastically slow down your damage output if you wanted to do it). Attack Sub price down (550 -> 450) Missile Sub price up (950 -> 1150) Missile Sub range up (160 -> 170m) Aircraft Now have Red Alert-esque "generic" names just like ground units do, instead of their "real" name (AH-64 Longbow -> Longbow Helicopter, Mi-24 Hind -> Hind Gunship, Yakovlev Yak-9P -> Yak Attack Plane) Yak Now flies forward automatically while airborne (cruise control). So you no longer need to keep a button held to avoid death, meaning you can chat freely and won't be screwed if your game window loses focus, and you can't "kill your engines" in flight to quickly deny the enemy a kill at any time. No longer able to gain altitude while on the airfield. So no more accidentally trying to treat it like a helicopter and instantly dying. Control scheme adjusts slightly depending on if you are taxiing (on the runway) or cruising (airborne). While taxiing, W accelerates (just like it does for everything else) and S descends and decelerates (but cannot reverse). While cruising, W ascends and S descends. Since you have to hold W to leave the runway properly, this will create a smooth transition into ascending while automatically cruising - and since you have to hold S to land, this will create a smooth transition into stopping on the runway. Just in case you're wondering why the controls aren't inverted. Is now much more stable when trying to turn around on the runway; you should never end up accidentally flipping over when doing so, even if you're not holding the descent key at the same time. Unfortunately the stability measures in the vehicle physics do slow down its rotation somewhat but it's better than worrying about flipping. No longer gets targeted by SAMs when stolen by a spy. Removed the enlarged in-flight hitbox. Max speed down (~44 -> 40m/s) Build limit down to 2. Can no longer fire while grounded. Now has limited ammo and must refill at the Airfield. Carries a total of 30 rounds. Damage output in a single pass is no longer limited by magazine capacity; your full ammo loadout is now all in one magazine, so if you are able to line up multiple targets, you can hit them all in one strafe with all of your ammo. However, against a single target like one building/arty that you want to focus on, you will still need to make multiple passes in order to use all your ammo. If there are no terrain obstacles or other Yaks hindering your approach and you get the timing down you should be able to use up to about 20 of your 30 rounds at a time against one stationary target. Gun vertical tilt restrictions loosened from -22.5/7.5 to -25/25 (so now it has an easier time of hitting longbows that decide to go above it) Role overhauled; it's now more of a base assault and anti-infantry unit than an arty hunter. One Yak can do about 45% damage to a main building (except CY) with all its ammo, only taking slightly more time to use all its ammo than a Longbow would - so it's basically the Soviet equivalent to the Longbow in this regard, except even with 2 they need some ground support to finish the job. Being able to fire as many bullets as possible before passing their target also greatly helps their damage output against infantry. However, they are somewhat weaker against vehicles than before, and can't kill a full-health artillery in one pass. The exception is against Rangers and Longbows, which they can easily decimate in one pass if they can hit them. Buildings AA Gun Damage down (60 -> 50 vs helis, 60 -> 37.5 vs planes) Rotation speed doubled. Airfield Maintenance for landed planes (repair/refill/sell) is no longer available when the Airfield is destroyed. Can no longer be used to sell helicopters. Repairs are no longer automatic and free; they work just like Service Depot repairs, but unlike an SD multiple planes are still allowed to repair at the same time. Allied planes can no longer use it to repair. However, they can use it to refill ammo, so a spy can still wreak a decent amount of havoc if he's allowed to. Barracks On infantry-only maps (currently only Wasteland but will apply to future inf maps too) it has 40% less health and grants twice as many points when destroyed compared to normal. Radar Dome Airdrop price reduced (150% of the vehicle's War Factory price instead of 200%) Can now call in Ore Truck airdrops. SAM Site Damage down (75 -> 65) Tesla Coil Range vs vehicles down (160 -> 150m) Bots Can now buy infantry that don't require a Barracks (Sergeant, Captain, Grenadier) if the Barracks is dead. Grenadier bots now hold their weapons properly. No longer get stuck shooting Construction Yard exteriors after they're destroyed. Group rushes start faster. Better at getting into vehicles. Maps Canyon River Reduced trees in lower route. Coastal Influence Remade the island to have a wider vehicle route and a much lower altitude; passing naval units can now fight vehicles on the island and vice versa. Added more defenses to island route, and in positions that are harder to abuse. Soviet base no longer has a height advantage. Allied land route has much fewer defenses. "External" SDs are closer to the base. Ore Silos are more sheltered. Added new piers. Guard Duty Allies now have a Construction Yard instead of a Radar Dome. (Radar Dome's "backup WF" nature basically never mattered due to the WF having a really sheltered position compared to the dome's. And just like the dome, an Allied CY was also in the mission this map's based on.) Allies now only have 1 AA Gun and it's on the War Factory roof, where it's harder to kill, but doesn't protect nearly as much of the base as the old layout did. Added an extra flame tower by the Soviet Refinery. The mountains around the south side of the Soviet Airfield are gone to make it easier for Yaks to take off and land from that direction, and for the new flame tower to do its job. Reopened the northern mountain infantry route into the Soviet base, since sneaks at the south aren't really possible anymore due to the new terrain layout. The ledge with the tree and the bush on the mountain between the Soviet Refinery and central river is no longer accessible. Both Soviet river banks have been narrowed a bit so Allied vehicles have to expose themselves and drive up onto land to attack flame towers. Fixed V2 rockets glitching through water. Keep off the Grass Moved frontal Flame Towers a bit further away from base. Allied WF turret has been moved up to the hill between the WF/barracks - so it's a bit more exposed because it's further from the base, but it should actually be able to hit enemy units now and not be a pain to repair because you don't have to jump to repair it. Lunar Paradox No longer has the restriction on donations that normal maps have. (Both because it's not a serious map and because the map constantly causes the server bot to die, which resets the timer for enabling donations when the bot comes back.) LST physics are unfucked, shouldn't get stuck on everything anymore. Pimpin Ranger is more lowridery; when idle its chassis is about as low as it can go without clipping through the tires, its suspension only becoming exposed when accelerating or decelerating - even a slight tap is enough to get a good bounce out of it. Pimpin Ranger has proper LeanK settings which should make it more resistant to self-tipping. Added a new vehicle to each team: Rangerhead for the Allies, and Flammoth Tank for the Soviets. As for what these units do, you'll have to find out yourself. They show up on the sidebar as the more expensive unit that's using the ranger/mammoth icon; the old Pimpin' Ranger/Micro Mammoth are the cheaper ones. Chrono Dust Blower's warping has been upgraded to a newer, more instant system. Metro Removed blocker around the "unfinished" building with the forklift (you still can't drive it) Rangers can't ramp over the hedgehogs anymore. North by Northwest Fixed spikiness of the central hill. Allies' frontal defenses are now 2 pillboxes/1 turret instead of 2 turrets/1 pillbox. Pipeline Oils are only worth 2 creds/second instead of 2.5. Adjusted position of Allied coastal pillbox and nearby cover so that heavy tanks can't hide from it and infantry are less protected. Seamist Cutscene Cruisers have been fixed, they actually attack the Soviet base now. Cutscene Cruisers now also deal damage to ground vehicles if any happen to be caught in the path of their shells; still completely harmless to infantry though. Cutscene Destroyers no longer snipe air units; they're just there for show. Added cutscene Gunboats too; also just for show. Spies can no longer crash the game by trying to infiltrate a Refinery that doesn't exist. Siege Added extra ground routes in the form of bridges going over the river, connecting the behind-castle route to each team's Radar Dome. The base walls close to these routes have been opened up and an additional base defense has been added to guard them (Flame Tower for Soviets, Pillbox for Allies) Tesla Coil is moved closer to the Conyard so that it doesn't cover the Soviet bridge. Stormy Valley Fixed infantry collision on the girder ramp in the Allied ore field. Fixed small portion of the out-of-bounds area that played the sound every frame. To the Core Church door now repels all heathen machines (except our lord and saviour Volkov). [blurb]Can you tell I'm running out of things to say in these? There's still more coming up, like the Chronotank and RockTrap overhaul, but I didn't want to put this patch off any longer. Enjoy![/blurb] [thumb]thumb_apb.8.png[/thumb]
  2. Pushwall

    So we already know that Seamist is set up to end the game if the objective building dies. Lunar Paradox has the same thing going on when the WF dies (though I believe it's not been seen yet) because the map also contains a helipad that is invisible and therefore unkillable (which had to be done to make aircraft purchasable without making room for a "real" helipad). I now realise that I could combine this feature with the "trigger an event X number of times" logic used in FoI and Siege to make it so that if a team loses ALL their production buildings (Barracks, War Factory, Helipad, Naval/Sub, and arguably the Missile Silo) on any map (except Seamist/Hostile Waters where one specific building is an objective) then the game ends after a short time (say 3 minutes), giving the win to whichever team killed the production buildings (or in the case of mutually assured destruction, whichever team did it first). How does everyone feel about this? I'd say that while it is possible for situations like that to lead to surprisingly tense kapitan/truck wars like the one on KOTG last Sunday, in almost all cases having no production buildings on one side just leads to a long wait for death, and having no production on EITHER side means both teams usually can't make any headway, and in both cases, leads to people quitting because they're bored of waiting for the next match. And it's certainly much easier than trying to figure out how to make the PP/Dome/Ref/CY extremely vital to a situation where you can only buy sarges and caps. And, you know, means we never have to deal with any Ransiks.
  3. catting

    what would be a good keymapping set for a playstation controller i am using antimicro i bought a logitech that has analoge sticks so that should make it easier the software can select one button to switch from keymap to keymap https://github.com/AntiMicro/antimicro
  4. KevinLancaster

    War Factory Door and Roof

    Version 2.0.0


    Edits of War Factory door and roof textures to tile better. Results vary.
  5. I recorded it half a day ago, but composed even earlier. Harmonica with slap bass guitar, simple rhythm, sweet nostalgic pad and other sounds. And again, inspired by Command & Conquer Red Alert.
  6. Red Alert: A Path Beyond Update The shotgun/volkov overhaul is done, hope it works out! Next on my plate is some more map fixer-uppers. In the future, expect to see RockTrap revisited as a Fissure-esque barracks/silo map, and Coastal Influence set up so that boats/missile subs can actually attack things going around the ocean side of the central island! General Replaced the incredibly low quality team icons on target boxes with higher-quality RA team flags. Reduced frequency of texture cleanup calls (so more performance boosts) Sun dazzle actually works now (it was broken the whole past 2 years). Be wary of this beast on sunrise/sunset maps. Infantry Engineer Mine detection radius reduced (37.5m -> 32m) Number of Clearing Charges reduced (5 -> 3) Clearing Charge damage to hedgehogs doubled. Shock Trooper Move speed up (6.5 -> 7m/s) Bonus damage vs MGGs increased; now lands a 3-hit kill. Shotgunners Removed the original secondary firing modes. Sergeant's Remington primary is overhauled; it's still dragonsbreath, and is somewhat weaker per shot than the original (-17.5% armoured damage, -45% unarmoured damage), but instead of causing burn damage, it now melts through infantry kevlar rapidly (armour shredding up from 75% to 200%) - making it twice as good at this as the previous armour-shredding top dogs were (the Captain and Flamethrower). Starshina's TOZ primary is overhauled; it is now buckshot which acts more like the original dragonsbreath, having medium range and accuracy, but not burning. Combat-wise it acts pretty much the opposite of the Sergeant's dragonsbreath, dealing damage like a pistol; armour penetration and shredding ability are very poor, so performance against armoured infantry is not amazing, especially from midrange where it doesn't burn anymore, but it improves significantly when facing an enemy that lacks armour, like Tanya. (-2.5% armoured damage, +30% unarmoured damage) TL;DR these guys are pretty heavily specced towards taking out the enemy commandos, but are a little worse at general combat than before, especially at mid-range. Accuracy is now more heavily affected by crouching/jumping (jump inaccuracy up from 4 -> 6, crouch inaccuracy down from 2.75 -> 2) Starshina TOZ tracers are smaller than before and do not have the "bullet whiz" sound attached. Volkov Points value increased (100 -> 125) AT cannon range up (90 -> 120m) AT cannon ROF up (0.75/sec -> 1) AT cannon damage down (70 -> 50) AT cannon now uses the same warhead as the Light Tank; this means that it now suffers a damage penalty against the armour of heavy vehicles (Medium Tank, Minelayer) and especially against super-heavy (APC, Ore Truck), but its DPS to buildings is now a little better than the previous Kovtillery (+3%) instead of the terrible damage of the original AT cannon (which took 2 Volkovs to equal the DPS of one rocket soldier). Kovtillery no longer exists as the AT cannon now fills the roles of both previous AT modes. Shotgun ROF up (1.5/sec -> 2) Shotgun damage up (45 -> 50) Shotgun inaccuracy down (3 -> 2) Shotgun range up (60m -> 70m) Shotgun tracers are smaller than before and do not have the "bullet whiz" sound attached. Napalm grenades have a delayed explosion at close quarters again. You might want to rely more on the shotgun in such circumstances. Napalm grenade splash radius up (10 -> 12m) Napalm grenade range up (100 -> 105m) Movement speed way down (7.5 -> 6m/s) Vehicles APC Armour shredding up (100% -> 150%) Artillery Points distribution changed; gives 75 points for being killed and 25 points for damage (was 50/50). Price down (900 -> 750). Damage credit rewards actually reflect its price being increased from 600 now (Soviets get 75 credits for killing it and 75 for doing 300 HP of damage to it, instead of 60 credits each) Phase Tank No longer has the special armour class that receives extra damage from tesla weapons; that weakness is exclusive to the Mobile Gap Generator now. Ranger Special armour class that slightly resists tesla damage has returned. V2 Launcher Points distribution changed; gives 75 points for being killed and 25 points for damage (was 50/50). Fixed missile on snow camo still being visible after firing. Fixed snow camo variant being considered a "bot-usable" vehicle. Maps All snow maps Fixed rooftop snow being immune to damage on buildings that got new rooftop access routes. Antlion Removed Engineer crate. Added Flamethrower infantry and Shock Trooper crates. [blurb]The shotgun/volkov overhaul is done, hope it works out! Next on my plate is some more map fixer-uppers. In the future, expect to see RockTrap revisited as a Fissure-esque barracks/silo map, and Coastal Influence set up so that boats/missile subs can actually attack things going around the ocean side of the central island![/blurb] [blurb]The shotgun/volkov overhaul is done, hope it works out! Next on my plate is some more map fixer-uppers. Expect to see RockTrap revisited as a Fissure-esque barracks map, and Coastal Influence set up so that boats/missile subs can actually attack things going around the ocean side of the central island![/blurb] [thumb]thumb_apb.f.png[/thumb]
  7. Installing and playing some games on APB May 6
  8. These would have been useful years ago but tomson extracted the 3D renders you see in PSX RA''s game stats screen spinning around which makes a nice reference for any modeler since it shows the sides and backs of all the buildings and units you never see. though they are only 64x38 some stuff can still be made out though they have a odd perspective. Also some structures like the War Factory have things never seen in-game or cut scenes like having chimneys and Soviet Barracks having a back door but the Allied tent doesn't plus others. psxscorescreen360renders.zip
  9. After winter holidays, I was trying to make something new. As a result, I composed this simple melody and published in VKontakte as usual, but only today decided to publish it in YouTube. Inspired by one of my favourite universes which is Command & Conquer Red Alert.
  10. Used to play this game a lot back in the day with a few friends and was really hoping to come back and see people still playing. Even joined the discord which was eerily quiet and was told people are usually on around 7pm-8pm GMT but have yet to see anyone on the server, is there anywhere else to talk to people who still play this game so can try organise a few troops to establish battlefield control?
  11. Hey guys, Since I'm officially done with APB level contributions, I'm more or less free to pick up the occasional small tasks. The first thing I've worked on today was an updated Soviet Airfield, since I really did not like the existing low resolution single black asphalt texture that was on it. I've had to make sure not to modify the existing geometry much, else complications may have surfaced in various levels. The screenshots below are 100% material/texture work with no geometry changes outside of vertex coloring. The runway stripes glow, making them easy to spot in night time maps. The runway consists of 11 new textures and ~13 new 3-pass materials. Snow version: Grass version: I may do a desert version if @Pushwall requires it, but keep in mind none of the current buildings even have a desert version. If I end up doing any additional contributions, I'll post them here.
  12. I'm feeling more and more that the building ladders aren't really that beneficial for gameplay. While they do make a good defensive position for infantry against tanks in the middle of your base, the thing is, normally people only use their own rooftops for defense when they're losing badly enough that they can't make a comeback, so it just draws out the game. Or because they're snipers - a unit that could probably stand to be a little better in general and not need to rely on high ground so much. Or the Sub Pen which I'll discuss a little more later. They make scouting on the smaller maps like Guard Duty/River Raid even easier than it needs to be. A captain/sniper can just stand on their own WF/Ref roof and scope straight to the enemy base while ignoring all the rock/prop/foliage cover that people on ground can't see around, and bam, all rushes instantly visible without even exposing your neck. Mostly though they are a haven for killwhores, make units like Volkov/Tanya difficult to balance for their intended purpose, and either make a-bomb flares guarded by a grand total of one person require half a team to stop, or lull newbies into a false sense of security where they think they can fend off half a team from up there like the pros can or that nobody will ever notice a flare up here!!! but just end up feeding the enemy flare disarm points on a silver platter. It's why NBNW got convenient boxes placed around its Refinery ladders - to minimise the places where you could put an OP flare. (And looking at similar blockades on the new Hostile Waters, I think Raap sees the ladders as a liability too.) As far as I can tell, the only reason Chronojam really wanted ladders back when he was in charge, was to solve the problem of people losing helis over enemy rooftops and walking around on them wrecking everything while nigh-invincible - which was against the rules back when ladders didn't exist. And there's another solution that works without forcing rooftop engagements: coating the rooftop in a mesh that damages infantry. The Radar Dome already has this (though it didn't back under the CJ plan...) since the shape of its roof doesn't exactly make it plausible to add an access ladder. It'd be easy to do the same for every other building. The only thing I can really see being problematic if building ladders are removed, is that it'd give RPGs a lot less room to defend the Sub Pen from gunboats and no room against destroyers - not being able to put infantry in front of the Sub Pen or Advanced Sub Pen means their rooftops get used for defense far, far more frequently than other buildings. So some solution would have to be found for that. Maybe some sort of internal staircase with a team-locked door that leads to the roof like on the Airfield? Or just leave it as the only building with ladders? Since the Sub Pen is out of range of most of the rest of the base, has 4 rooftop access points, and leaves enemies on it cornered since the pen is mostly surrounded by water, it's not a very appealing rooftop for Allies to hang out on anyway. Anyway. discuss. Maybe there's something I'm missing
  13. Now that the ever-irritating online bug with bot vehicle turrets is fixed, and a change to Metro has meant that its bots are sadly left without vehicles, I'm going to work on adding the option of botmatches to some more maps soon. Which ones should I try first? If it looks like there aren't many maps in this poll, it's because there are a lot of maps where bots would still be problematic. Bear in mind that bots wouldn't know how to use naval units (especially subs due to the specific circumstances needed for subs to attack) and that while they can use normal VTOL aircraft, they won't know how to refill their ammo. So the only option there would be giving them unlimited ammo which would be quite overpowered, especially since infantry bots being limited to 1 weapon prevents rocket soldier bots from having a Redeye/Strela on hand. So air/naval maps are out. Since pathfinding sectors can't be added or removed midgame, any map that heavily relies on destructible blockades (Metro/Coastal Influence's wall of hedgehogs) or anti-blockades that turn into blockades when destroyed (Under's archway) is also out of the question. CI could be made like Metro where bots only use infantry but it wouldn't be very interesting, it works better with Metro due to the small size, no defenses, and no navy. And while Under could be made to have bots ignore that rear route, they'd be completely blind to players that are using that route. Complex is also an odd duck; it heavily relies on an infantry-only lane (the side tunnel) and we don't yet have a way of telling the bots that there are some avenues of attack that only infantry should try to access. Under has the same issue with all of its infantry tunnels and the rear entrance. On top of that, a common Allied route involves driving tanks off the "upper" road onto the lower road, something that bots won't do because they can't see a drop as a valid route (at least not willingly, and when they do it accidentally it'll likely be sideways, resulting in a flipped vehicle).
  14. View File War Factory Door and Roof Edits of War Factory door and roof textures to tile better. Results vary. Submitter KevinLancaster Submitted 02/11/2018 Category Custom Textures  
  15. erickgch

    As I have mentioned before in-game, I think there are many flaws with the carcinogenic map known as RA_Siege, A.K.A "who even made this map?" or "!skip pls". I know there are some people out there who like it, but it's my impression that most players don't. I might be wrong, though. I also have the impression that players usually leave when this map comes in. Now, what's wrong with siege (note: this is my very own personal opinion): 1- It's way too big (we all know that). 2- Also due to the size, it takes a lot of time for the harvester to get the ore. 3- A lot of unused space in the castle (See first picture). Some AI "ghosts" would be good, like in the church on Stormy Valley. 4- The rainy weather makes that map depressing. This may have a psychological effect on players. Rainy weather = bad weather; rainy map = bad map. 5- This section of the Soviet base (see second picture, compare to third picture). Additional suggestion: How about a secondary path for vehicles/infantry over the lake? (See fourth picture) I think it would be good to make a community-designed map, so we could all contribute with ideas and make something great. Also, what happened to Fissure? And who designed Siege? I am open to discussion.
  16. Red Alert: A Path Beyond Update General Script zone checks are now only run server-side, this will improve client performance. Reduced particle count, size and lifetime of a wide array of particle effects in the game (mostly explosions, smoke and fire). Again this will improve performance. Fixed exhaust sound for normal rockets being louder than even V2/Arty projectiles (now only audible from up to 50m away instead of 200m) A little experiment to switch up sub searching. Water is now 95% opaque instead of 99%, but it blocks target acquisition - you can't get a target box on something on the other side of a water surface, just like in Beta. So subs are a fair bit easier to spot by eye close up (though not so much from a distance since the bubble emitter is gone), but you can't just detect one by flailing your mouse until a target box shows up anymore. This also has the neat little effect that bullets/rockets going through water will actually splash at the water surface now instead of the floor. However, it also causes tracking weapons to randomly go berserk when trying to track through water, but that's really only an issue for Longbows hitting submerged subs - phases are almost never close enough to submerged subs to hit them, and dest rockets don't damage them anyway. To compensate for this inconvenience, Longbow damage to submerged subs has doubled. The water opacity and permeability settings aren't on the non-naval maps yet until it tests well and even then only when I have more pressing reasons to update every other map (probably at the same time as whatever ends being done about rooftop access - don't worry, it's not getting removed, you've made your point ) On the flip side, water is now completely opaque from below due to a bunch of awkward overlaps with particle effects/windows. Subs should still have a fairly easy time seeing boats from below though due to the water wakes and the submerged hull (which subs CAN get targeting on). Vehicles Supply Truck Max speed up (~13.5 -> ~15.3m/s), a ~14% increase Can't dodge FTs/Turrets anymore. LST Price down (700 -> 500) Health down (450 -> 400) Reworked physics a bit, should be less vulnerable to getting stuck on beaches. Submarines Attack Sub torpedo's trail spawns particles at a faster rate, so it's easier to determine how to lead but also easier for Allies to notice you when you're firing. Removed rotor bubbles, so submerged subs are harder for Allies to spot at a distance. Reduced physical collision radius. Due to the water permeability change, Missile Sub's missiles now fire straight and it now needs to bring its launchers above sea level before firing, or else the missiles will spaz out. Yak Made physical collision box more lenient (used to be 66% as wide as its wings, now it's only 33%, or about as far as the landing gear). In addition to making it harder to clip trees/other Yaks and less obnoxious for infantry getting in, 2 Yaks can now be landed at the Airfield without creating a Mexican standoff where neither of them can build up speed for takeoff without crashing into the other one. Now floats downwards 1m while putting away its landing gear, so that the plane's in-flight position reflects its physical collision box more accurately (since moving THAT instead during the animation would cause issues). In addition to making it easier to tell how close you are to the ground, this also puts its gun 1m closer to the ground compared to its collision box, making it slightly easier to hit things without crashing into cover. Made speed thresholds for stall/damage more lenient again (20m stall/25m damage -> 15m stall/20m damage) Now has a heli-esque fuselage pitch effect when flying, and the inherent pitching from the flying animation is reduced to compensate. This makes it harder to attack things that are at ground level if you deliberately stop accelerating, ensuring that the more lenient stall speed is not too abusable for combat - it's there to make communication easier and make it harder to crash accidentally. Deceleration when not holding W is slower thanks to reduced mass (however mass can't be reduced much further than it already is without glitches) This mass reduction has also effectively improved its acceleration again, however its max speed is now lower to compensate (~49m/s -> ~45m/s) Horizontal aiming cone increased (40 -> 60 degrees) Splash damage (anti-infantry) up (9 -> 10) Splash radius up (10 -> 12) Direct hit damage multiplier to infantry down (1 -> 0.5), a 50% decrease Damage multiplier to Mammoth armour back down (0.4 -> 0.3), a 25% decrease Range down (130 -> 115m) Shots now use the same terrain effects as dragonsbreath, so they will not kick up enough dirt/sparks to hinder performance. Health down (400 -> 300) Now has a unique armour class that takes reduced damage from various sources: Redeye/AA Guns (1x -> 0.5x) LAW (1x -> 0.75x) APCs (0.875x -> 0.625x) Rangers/Captains (0.5x -> 0.4x) Artillery/V2 (1.2x -> 0.8x) With the health reduction, this means Yaks are killed by Redeyes/AAs 33% slower, APCs 5% slower and Artilleries 11% slower, but 6% faster by Rangers/Captains and 33% faster by almost everything else (Rifle/Sergeant/Grenadier/LT) as the problem before was that Yaks were completely useless if Redeyes were on the field, but completely unstoppable if they weren't. TL;DR Yak is now much easier to use (both control-wise and hurting infantry reliably) but has less raw power in fringe cases, and is less hard-countered but more soft-countered. Buildings Airfield Added a small invisible ramp on each end of the landing strip, which will cause Yaks to automatically pull up slightly at the end, making it more clear when you should start manually ascending. Maps RA_GuardDuty Removed the tree cluster directly in front of the Airfield to give scrambling Yaks more time to ascend. Allied infantry bots no longer randomly commit suicide while on the move (they kept trying to path to the Airfield MCT and failing). However they won't try to infiltrate the Airfield anymore. The riverside hills are reshaped to be less accessible, harder for enemy infantry to retreat from, and force artillery/V2 to expose themselves more when attacking from them. RA_Under Fixed Attack Sub being stuck in its spawn point. More tweaks to naval, as well as the long-awaited rerelease of Hostile Waters, are coming soon![blurb]Performance improvements and experimental Yak/naval tweaks abounds in this new APB update![/blurb]
  17. FRAYDO

    Let's play some APB this Thursday and Saturday! 9PM GMT, Official APB Server! Why different days from last week? Because we're alternating days instead this week! Join our Discord server during the event and hang with us! Credit to Hiramaky (Professor Lemur) for keeping the ball rolling! [blurb]Keeping the ball rolling on the weekly events! Let's play APB this Thursday and Saturday! 9PM GMT, Official APB Server![/blurb] [thumb]thumb_apb.f.png [/thumb]
  18. Life signs, the best kind of signs. Preview of the revamped Hostile Waters, Soviet base. Key feedback was always that LST landing parties had too many easy angles of approach, so each of the two bases are gaining some significant terrain changes to make attack routes more defined. The Allied base uses more natural terrain for the same purpose, while the Soviet one uses more industrial themes, an approach I also used back on Siege. Note that I'm having a few strange issues that are roadblocking further development progress, so as of now the only thing I can work on is aesthetic changes and general terrain changes, such as this one. This means, no ETA for when I finally get to complete this APB level. Upon delivery, release is entirely the decision of Pushwall. Added note: Due to time restrictions and concerns regarding network based gameplay behavior, the rail cart system and related underground tunnels have unfortunately been cut from the reboot project, despite having been largely completed already. I figured I'd make this a post regardless of the lack of substantial 'meat', I might post future updates in this thread however.
  19. FRAYDO

    Come play some APB this Thursday and Friday! 9PM GMT, in the official APB server! Hiramaky from our Discord has suggested making this a weekly event, so let's give it a try! Join our Discord during the event and use the Red Alert: A Path Beyond channel! [blurb]Come play some APB this Thursday and Friday! 9PM GMT, in the official APB server![/blurb] [thumb]thumb_apb.b.png [/thumb]
  20. Red Alert: A Path Beyond Update [thumb]thumb_apb.h.png[/thumb][blurb]Fixed combat refilling, improved bot behaviour, radio command emoticons and more in this new update![/blurb] General Added emoticons for radio commands, like in Renegade. Refilling or buying rifles/techies in infantry combat is no longer possible. Fixed the "limit" on items in the B/N/M list, they will now display all players/buildings. Screen shake of most explosive weaponry has been reduced about 20-30%. Infantry Grenadier Splash radius down (8 -> 7m) Rifle/Medic Rifle/SMG (AK-47, M16, MP5) damage multiplier to light vehicle health/armour down (0.4/0.2 -> 0.36/0.18), a 10% decrease Rifle/SMG damage multiplier to heavy vehicle health/armour down (0.3/0.15 -> 0.28/0.14), a 6.67% decrease Starshina TOZ-194 buckshot damage multiplier to infantry decreased (1 -> 0.9), a 10% decrease Captain/Kapitan Light machinegun (M60, PKM) damage multiplier to light vehicle health/armour down (0.5/0.5 -> 0.5/0.4), an 11.11% decrease (but not against supply trucks or other unarmoured vehs) Light machinegun damage multiplier to heavy vehicle health/armour down (0.45/0.3 -> 0.4/0.3), a 4.75% decrease Light machinegun damage multiplier to armoured infantry down (0.875 -> 0.75), a 14.3% decrease Flamethrower Splash radius up (8 -> 8.5m) Splash damage down (35 -> 30) Tanya Self-healing delay increased (15 -> 20 seconds) Volkov Adjusted to be a little more "midfield" and less "enemy rooftop camping killwhoring douche": AT cannon range back up (85 -> 90m) Shotgun damage down (50 -> 45) Napalm direct damage down (25 -> 20) Napalm splash radius up (8 -> 10m) Napalm splash no longer penetrates terrain/building cover. Shotgun/napalm no longer gets improved accuracy from crouching. Self-healing delay increased (15 -> 20 seconds) No longer has infinite armour, the bar is there and it can be depleted. Vehicles Tesla Tank Physics redone slightly, should no longer be susceptible to randomly flipping over when reversing. (Unfortunately the suspension can now LOOK a little weird at times but you can't have it all. I'll figure out a better solution eventually.) Yak Decreased acceleration about 10% Decreased range (140 -> 130m) Buildings In dead buildings, prop monitors display static on screens and "blinklight" mainframes stop blinking. Construction Yard/Power Plant No longer has to be destroyed for a base destruction victory. Radar Dome Added Repair Tool props to the shelves. Airfield Removed physical collision from runway lights as they were making rotation difficult for Yaks. Tesla Coil Range no longer falls a few centimetres short of its targeting range (which made it possible for a Ranger to draw coil fire without being hurt). Splash cover penetration up from 0% to 75% Flame Tower / Turret Splash cover penetration up from 33%/0% to 75% Technology Centre Fixed the stickiness of the lower edges of the platform for the "mega mainframe". Bots Targeting priority for most bots (excluding base defenses, snipers and Tanyas) treats the target's unit cost as a much less important factor, so they will be more likely to target buildings and to finish already-damaged units. Targeting and "fear" priorities vs each "type" of unit (infantry, light vehicle/base defense, heavy vehicle, aircraft, building) have been tweaked for greater sensibility. Most importantly, bots in MBTs will no longer attempt to maintain max range against inconsequential rifle infantry that barely hurt them and they can barely hurt in return, and will instead try to charge through them but still return fire if there are no better targets, whereas the lightly-armoured Phase/Tesla bots continue to fear infantry and maintain maximum range against them. Rifle Soldier bots do not "fear" infantry, as they are free and expendable - this also means they can break past poor defensive lines and infiltrate buildings more easily. Behaviour of defender/repair bots has been improved; instead of randomly picking a building to repair/defend (even if it's in no danger) and then staying glued to its MCT until it or the bots die, they will now only rush to the aid of buildings that are damaged, and will just idle around if no buildings are damaged. Bots' per-map infantry restrictions have been revised once again to exclude more infantry that are unsuitable for certain situations. For example, since Metro is now an infantry-only map in the eyes of bots, bots will never purchase Rocket Soldiers there, and since Camos Canyon's lanes are straight and open enough that bots often find themselves fighting at long range, bots will never purchase Sergeants, Medics or Flamethrowers there. Bots don't buy Mammoth Tanks or APCs anymore, since they both have issues - with Mammoths they frequently manage to somehow leave the pathfinding grid, upon which they become "stuck" and only serve as a stationary turret, and with APCs the "infantry join a transport vehicle" logic isn't currently functioning in group rushes, so an APC in a group rush doesn't provide the intended effect of speeding up the group (because the tanks wouldn't have to wait for infantry to catch up at each waypoint) to compensate for being a mediocre combatant. Both may be re-enabled in future if these issues are fixed. Bots will still try to use an APC/Mammoth if they are left unused for too long (like with Rangers). Bots can now buy Grenadiers. (However, due to issues targeting around cover, they don't get bought on Metro.) Volkov bots now use the AP shotgun against infantry. However, due to the AI 1-weapon limitation, this draws from the same ammo pool as the AT cannon and takes no time to "switch" to. Allied Sergeant bots now use the dragonsbreath shot against infantry to balance them with Soviet ones, since being set on fire causes bots to aim sporadically. Bots will now react to the radio commands "Follow me" (causes some bots who are near you to follow you) and "Move out" (releases followers who will then do their own thing) Group rushes are less "patient" - they won't wait around for participants to join for as long as they used to. Bot "wakeup" time after spawning is randomised. Player kills versus bots are reported on the killfeed and play the kill sound. Maps RA_CamosCanyon Fixed OT pathfinding which somehow broke again. RA_Metro Bots no longer crash the game. Bots no longer get hung up on the War Factory props or the Cargo Truck. Moved Soviet north silo slightly south so it's easier to repair. Moved the boxes around Soviet north silo to provide more cover to repairmen. RA_NorthByNorthwest Fixed missing spy/thief zones for the Soviet Barracks, War Factory and Refinery. Fixed a VIS error in the Tech Centre. RA_RiverRaid Bots can now be enabled. (As usual, load up the map in LAN, press F8 to open the console, and type botcount 30 or some number around that.)
  21. This is something that's bothered me for a bit - it doesn't really make sense that in a missile silo that only has room to arm and fuel one missile at a time, you can wait double the arming time and launch two missiles back to back. Would it be possible / worth doing to make it so the 5 minute countdown to create the next flare only starts on the previous missile launching?
  22. KevinLancaster

    I wanted to keep v-sync on due to the game having no frame cap in the menu and the maximum core usage as a result, however in-game it seems to cap my maximum framerate at 30 and causes drops below. Is there a performance level you should be able to make before turning on v-sync?
  23. cjTanya

    Why fissure is not a playable map now? Why artillery medal is buged since 1912?
  24. JackSparrow

    I am a fan of the command and conquer
  25. Hey guys! There is a little issue with the official launcher where currently it doesn't seem to want to change APB's resolution. But fear not citizens! I'm sure that someone much smarter than I am will have it fixed before too much longer. In the mean time, you can still get by with this little tool should you need to make a change. Self-explanatory, and hopefully crash-free [Link removed] If anyone has any problems using it, please let me know! Enjoy!