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  1. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. We've received your reports of the increased server lag and corresponding warping. Thanks to the efforts of our scripts and coding team, we have found the fix and will implement it in the coming patch. For those of you who wish to not wait until the patch, type ~ or F8 while ingame and type nur 30 see attachment and see top left.
  2. Hey guys, Unfortunately I haven't been able to play the map alongside any of you, so I'll ask it here; How does the map play, and how is the performance (FPS)? I'm still available to make any adjustments for gameplay (nothing dramatic however). If performance is consistently perfect for everyone, then I'll give Pushwall a file to import, which adds some more detail across the map. I was holding back on going crazy on more plants and base props due to performance concerns... Smooth gameplay is more important than anything else, after all. Known issue currently is the black water, this is due to a rendering change and requires updated water settings. EDIT: I will not give away any tips on how to solve the map secret, you can stop asking now.
  3. So, that bunker on the beach next to the castle wall has a basement, with a weirdass door... Ok, but that could just be something to throw us off track, or just a sealed off part of the map from earlier development before Raap cut some of the playable area. Except. Well, that door doesn't block the camera very well, and behind that door, is another door. And behind THAT door, is another one. So there's definitely something back there, the doors are probably hooked up to three separate triggers.... going by color, I'd guess, one near the Allied base, one near the Soviet base, one in between somewhere? The catch is finding them. Also there's some kind of weird particle effect back there, looks like a portal of some kind? Couldn't get any kind of a good screenshot of it though, limited view and whatnot.
  4. Right now, the Construction Yard auto repairs buildings. Defenses get repaired at a good rate, but main buildings repair very slowly. I think this was balanced on purpose to encourage attacker and make the game more fun. The idea of a CY is that - If you manage to repel a wave of attackers, the buildings can fix themselves during the breathing period before the next wave of attacks, and you are freed to do other stuff. However, right now I feel that main buildings repair at such a slow rate that there is almost no point to self-repair. Nobody just leave a damaged building alone, more often than not people always switch character to repair it. But making main buildings repair faster will make the game less fun and encourage turtling. Is there anyway to do a delayed-repair logic to CY? It a building gets damaged, auto-repair won't start until 15 seconds without being damaged, but it will repair faster than it is now. This way, CY can do its job effectively without discouraging attackers.
  5. Instead of posting these elsewhere, updates regarding Siege will now be posted here. A quick recap on what Siege is. Siege is a map I created during Gamma development period of APB. Unfortunately due to several reasons, of which performance was the main reason, it never saw a public release. I will be reviving it now for Delta, and this does mean redoing large parts of the level. Here is what I posted about it in a recent thread: As a reminder, the reason I am working on Siege instead of the Fjord remake, is that the Fjord remake is an even bigger project that I need more time for, and I do not want to let down player expectations for it... Siege is my mid term solution so that I can still deliver a new piece of content within a more reasonable time frame. So, as a first teaser update, I've created this short video, showing the functionality of the medieval cannons. NOTE THAT THIS MAP IS IN EARLY DEVELOPMENT AND VERY MUCH A WORK IN PROGRESS! * Impact sound is missing from the video due to it not exporting in the mix file, I didn't notice until I uploaded the video. Expect more updates as development continues!
  6. I never tried this in-game, but does anyone know if it is possible for a team to collect multiple flares, and then plant them simultaneously (or very close in time to each other)? I've never seen this strategy done in game, but could be interesting when defenders need to rush to 2 separate and opposite locations to disarm 2 flares at the same time.
  7. It was only a matter of time... Welcome everyone, I have here a nice little preview for what I hope to accomplish completely later on. I have made here the Heavy Tank and Mammoth Tank in Tron colors and am currently working on finishing it for all vehicles both Allied and Soviet. Take a look! As an added bonus when you buy the tanks in Forest Color (first choice) they come out in red and when you change colors (You buy a HT in snow camo) it comes out in different colors including Orange, White, Rainbow. The treads will stay red unfortunately and I know there are some inconstancy's but like i said its only a small preview of whats to come, if people like it enough and i'll finish it (These take quite a while!) Take a look below! If you like then download it and as always, thank you! (Update: A couple of minutes after writing this I updated the files to make the Tanks Glow more. In the light as seen in the last couple of updated pictures they shine pretty good look how they were supposed to be) Tron a Thon.7z
  8. Hi guys, can we allow this feature to be turned on by the vehicle driver? Right now pushing the "," button while a passenger is in the vehicle and making him the gunner does not work.
  9. Here it is! some Massive Seamist MADNESS!!!
  10. Welcome everyone. In celebration of the new Delta release I wanted to give back and make something for the community. I hope you'll like it. What I have here is a replacement for all the icons in-game to be made into the original Red Alert Icons!! Nothing was left out as the Captains, Snipers and shot gunners were also given a new look, the color changing still works and you can tell which spy is which. Take a peek and if you like it download! If you encounter any problems, notify me and i will correct it immediately. As always, thank you! Purchase Terminal.7z
  11. I did some tests and just want to let people know that on most maps with gem fields, the distance from refinery is always 2x or less than the refinery to ore field distance. This means $/time-wise, it is always worth it to go the extra mile to harvest gems instead of ores, since pure gem give you $1,500 and ore give you $500. That is, if you can handle the danger of leaving your base. The only exception is RidgeWar, where the gem fields are too far to worth it. It is also interesting to note that while the Allies harvest from a close to base ore field for $500, the Soviets harvest from a farther ore/gem field for $1000. Also I want to note that for GuardDuty, the Soviets have access to a gem field worth harvesting from outside of their baes, but the Allies don't. What's with that? Now get out there and harvest! I hope to ambush more Ore Trucks in the field in the future!
  12. https://drive.google.com/open?id=0B9T27Sp4YSQiNEhqbTU5NFVDZVk Has several changes to some things including the demo truck, attack sub, v2s rocket and more. The .txt document details what each file did before being altered.
  13. I have a problem. when i try to enter to the A Path Beyond server, the game opens but i just get a black screen. The game works perfectly fine but i just can't see anything . I haven't played in a while because of this
  14. Recently we've actually had an easier way to track map balance than scrounging through server logs. It's been 2 weeks since then so we have a fair bit of data to work with so I figured I'd share it and get some discussion going on how the maps are balanced and how they should change. This could easily have gone in the patch balance thread but this is a big post that will probably get drowned out in a page or two so I figured it should be put in a new topic. Unfortunately I haven't had much time to play recently so I don't have many insights on how the maps are balanced myself. So feel free to speak if you have something to say about certain maps or disagree with my assessments, especially if you actually have been playing a lot! So, ever since the map balance tracker was put into play on the 11th February, here's the rundown of games: Allied victories: 241 (51.39%) Soviet victories: 228 (48.61%) We have to look a little deeper than that though: There's been a lot of games played that are smaller than 3v3 - in that case the matches become much more about player skill than how Allies/Soviets/the map is actually balanced, and is very prone to imbalances from one team having one more player than the other. Every game of Seamist that lasts the full 20 minutes actually gets counted by the system even if no players are ingame, so that's a lot of faux Allied victories right there! There's a couple of games that ended by "server shutdown" - a bit of a misnomer, this is when a map ends early due to a vote or moderator skipping it. This typically happens too early for a match to be considered favourable to either team. Games on Rock Trap and Forest of Illusion are not indicative of normal gameplay in the slightest. On RT the only difference between the teams is what rifle you get and on FoI there's no difference at all, victory just comes down to whose team has the better players, which is not what we're looking at. It's possible spawn locations might be off so those maps actually are imbalanced but again they are not part of normal gameplay so I don't really care. There were a handful of games on Hostile Waters which I'm discounting as it was in a beta state at the time. So I've chosen to ignore all games with less than 6 total players, games that ended by shutdown, and games on RT/FoI/HW. 4v2 games and the like are still counted, as this is usually indicative of endgame ragequitters (you can't have 4 people on one team without there having been 3 or 4 people on the OTHER team at some point) or spies. Narrowing the games down as such, we're left with: Allied victories: 101 (45.91%) Soviet victories: 119 (54.09%) Base Destruction victories: 109 (49.55%) High Score on Timeout victories: 111 (50.45%) If we're being even more stringent and discounting Fissure/Wasteland due to not being AOW maps, that's 89 Allied (45.88%) and 105 Soviet (54.12%) which is almost the same ratio so who cares. And a bit more of an in-depth look at each map: RA_AS_Seamist 10 Allied (71.43%) 4 Soviet (28.57%) 14 Base Destruction 0 High Score This map kinda has an Allied bias built into it from the nature of the objectives so I'm not sure what can really be done here - maybe Allies need less reinforcements? RA_Bonsai 5 Allied (35.71%) 9 Soviet (64.29%) 8 Base Destruction 6 High Score Oh no spy roof flares are such a big problem on this map where Soviets win noticeably more??? There's definitely the known issue of the Radar Dome spy zone not working - this is fixed next build (until then, just jump in the basement, cause the spy zone is actually floating an inch off the ground). I think I'll also deepen the water around the Allied dome hill as that is definitely not an intended base entrance. RA_CamosCanyon 14 Allied (70%) 6 Soviet (30%) 9 Base Destruction 11 High Score You know what's funny is that if you go through this whole list you'll notice that most of the maps are Soviet-biased to some degree, be it marginally or significantly. But one Allied-biased map comes along and suddenly there's a furore about it. Hmm. This map at least has already had a discussion about its imbalance though, and I'm kinda leaning towards the idea of adding a pillbox/flametower on the ore hill, because it would discourage early rocket attacks for both teams, and when vehicles come into play that one defense would pose much more of a problem for the Allies than it would the Soviets. RA_CoastalInfluence 5 Allied (29.41%) 12 Soviet (70.59%) 8 Base Destruction 9 High Score Oh no arty spam is such a big problem on this map where Allies rarely win??? Of course, flooding vehicles across that bridge is also pivotal to most of the Soviet victories too. The coast is barely even a concern. This map needs a considerable reworking to be honest. Something I was thinking of doing was turning the arty spam peninsula into an island with two bridges leading to it, so you can stop vehicles from getting onto it period. Kind of like this area on Red Alert's original Coastal Influence: Problem then is that Volktillery can still be a thing. I'd probably get rid of the dock too and make it hard for (Soviet) infantry to actually get onto the island, stick a bunch of destructible hedgehogs around the ends of the bridges on the island so you can't just flood arties/v2s across it before anyone has the means to destroy the bridges, and downgrade the coil to 2-3 flame towers. In the upcoming version Destroyers/Missile Subs will destroy bridges a fair bit faster and I'm thinking of decreasing the bridge's hitpoints period so they will go down faster. RA_Complex 6 Allied (42.86%) 8 Soviet (57.14%) 10 Base Destruction 4 High Score Not sure this warrants an in-depth look really, more games will have to be played here to determine if there's any real imbalance. This one surprised me a bit though due to the intentionally bad Soviet ore silo placement. RA_Fissure 2 Allied (18.18%) 9 Soviet (81.82%) 1 Base Destruction 10 High Score Given how many of these victories are high-score based, I feel like a big factor in the Soviet bias here is because flamethrowers actually do sort-of noteworthy damage to building exteriors, and thus can rack up more points than the Allies, who have to use rocket soldiers for this which are useless against infantry. And I'd rather not decrease flamethrower building damage any further than I already have because then they'd see even less use on normal maps. They are getting a splash nerf next version though. RA_GuardDuty 5 Allied (33.33%) 10 Soviet (66.67%) 11 Base Destruction 4 High Score This surprised me quite a bit too, I often see the Soviet base getting overrun and Artilleries spamming the Refinery across the river. But I can see how Soviets can be favoured here too, what with V2s doing pretty much the same thing as Artillery but without the need to figure out a trajectory, and Flamermobiles sneaking around doing the combined work of both rocket soldiers and grenadiers. Maybe Flamethrowers should go up to Tech Level 3 (removing them from this map) or Soviet rangers should be dropped entirely? What do you guys think? RA_KeepOffTheGrass 5 Allied (41.67%) 7 Soviet (58.33%) 3 Base Destruction 9 High Score Taking a look at the victories list over time this has evened out a bit recently (it was more Soviet-biased a week back) possibly due to the MAD nerf. Aside from that, obviously base destruction is at a low due to the huge size of the bases, that's just how it is. RA_PacificThreat 4 Allied (33.33%) 8 Soviet (66.67%) 6 Base Destruction 6 High Score Oh no thieves are such a big problem on this map where the Allies rarely win??? No seriously I'm pretty confused by this too. Granted, over a week ago, naval was heavily biased in the Soviets' favour, but that's not as much the case now. Maybe air's also a problem and longbows should be stronger against subs? Cause now that I think about it, there's not much point in actually getting a longbow on this map. Though in the upcoming version they'll hit buildings a little harder. RA_Pipeline 9 Allied (60%) 6 Soviet (40%) 8 Base Destruction 7 High Score Not as imbalanced as I'd expected honestly. It's actually teetering on my cutoff point for "this should be played more because it's not clear if there's really an actual imbalance yet". A few people have asked for Soviet rangers on this map so that Soviets are on equal ground with regards to the vital task of fielding engineers, but that would just create even more problems, as all of the oil pumps (except the one by the allied base obviously) are actually a little closer to the Soviet base than the Allied base to compensate for their lack of a fast transport, and once Shock/Volkov rangers get onto the field the Allies might as well just give up - this is why the only AOW map with Sov rangers happens to also be the only one where top-tier infantry aren't available. RA_RidgeWar 7 Allied (53.85%) 6 Soviet (46.15%) 6 Base Destruction 7 High Score Looks like the recent changes have evened things out a bit maybe? Don't really know what else to say here. RA_StormyValley 9 Allied (56.25%) 7 Soviet (43.75%) 8 Base Destruction 8 High Score Not sure this warrants an in-depth look really, more games will have to be played here to determine if there's any real imbalance. RA_Under 3 Allied (20%) 12 Soviet (80%) 3 Base Destruction 12 High Score So wait, who was it who said Phase Tanks should go up to Tech Level 4 because they're soooo good on this map, the most Soviet-biased AOW map thus far? In the upcoming version I've removed the flame tower overlooking the dock (not the one next to the silo, the one behind that) which should make Allied navy a bit more fearsome. Aside from that, idk, maybe the recent naval rebalances should swing things in the Allies' favour a bit too (of those 3 Allied victories, 2 of them were very recent). Maybe the coil also needs to go but then what to do with the PP? Surely getting rid of the Gap as well would just help the Sovs even more. And I'm pretty anxious about doing anything that would involve rewriting the visibility system (i.e. removing/adding main buildings). RA_Wasteland 10 Allied (66.67%) 5 Soviet (33.33%) 5 Base Destruction 10 High Score Another funny one because normally I see Soviet victories due to Allies getting a mech for their medium tank and proceeding to feed a massive point advantage to the Soviets. Maybe the money crates should go so there's no early Tanyas? RA_Zama 7 Allied (41.18%) 10 Soviet (58.82%) 9 Base Destruction 8 High Score Oh no spy roof flares are such a big problem on this map where Soviets win slightly more??? Not sure if any changes are needed here tbh. Maybe bring the Gap Generator forward a bit? Again, feel free to say how you feel about this, share your experiences, what you feel could be done about each map, or if you think I'm wrong about something.
  15. https://www.youtube.com/watch?v=korN59Y1TGI Ignore the gameplay and just look at the FPS in top right corner. Around 12 mins is when the frame rate starts to drop. And around 15 mins is when the fps starts to half. It tends to happen when looking at one base from another. The framerate can become constantly around 30 - 40 in bigger games around the same times. inb4 hurrdurr I play at 3 fps stop crying. Having the game run at 60 and then have the framerate half makes battles rather unplayable(more of an annoyance). I just want to know what could be doing it and if there's anything I can do to stop it because it happens every game at almost the same time each time. P.S. I'm not playing on a toaster I have a gtx970 and fx 8350 so it's not my hardware.
  16. Since the Kapitan currently has less dps vs. Officer (I know it's intended to compensate for weaker Allied infantry), in the interest of fairness can we let the Kapitan run a little faster than the Officer? I mean, those trench coats look pretty heavy. If you really want to make things interesting you can lower the Kapitan's health by a tiny amount too and boost his speed a little more. Soviets want speed to catch those fast Allied vehicles/infantry while Allies want more firepower/survivability vs. heavy Soviet armor/infantry!
  17. What kind of soldier are you, what vehicles do you like to drive, or what are your most used units in APB overall? Vote and discuss why! If you're unsure about your preferred units, you can check your ranks page for what units you've purchased the most. Personal Preference Allied Infantry - Captain Versatile, lethal against infantry and small buildings, and not completely defenceless against vehicles Soviet Infantry - Shock Trooper Effective against anything Allied Vehicle - Medium Tank Well armored and armed, the Medium Tank gets the job done Soviet Vehicle - V2 Launcher It's a nuclear missile on wheels. What else could you want? Aerial - Longbow Always wins against the Hind, and is faster Naval - Don't know, I rarely use boats
  18. Hey everyone! I haven't been active for a few weeks years and decided, why not see what's going on with APB? And lo and behold, everything moved. So, what's new since... Oh I don't know... 2012? Anyone remember me? Seriously though, I've pieced together a tiny bit of it. Does anyone play APB any more? Server is empty. What happened to Chronojam?
  19. Let me start off by saying... Awesome Job! I am not sure where to post a suggestion for the stats/ranking page. (So if this needs to be moved...I understand) So my suggestion would be to have a menu under the server info tab Labelled Player count stats. The page would consist of a menu with different days and hours and it would list player counts. The reason being Every now and then I hear someone ask when is the most popular time to log on. (Log on possibly twice a week so I couldn't answer that) But I was thinking this page could; statistically speaking.
  20. Long time no post/talk, some people might remember my name, some may not. I have always liked APB and have always figured it could be redone in Garry's Mod. So far I have come up with this. The server as is, is playable, but because I am unsure if advertising is allowed or not you can find that information in the video instead of me posting it here. The hardest part will be adding vehicles, but it can be done.
  21. I'm considering getting rid of the friendly fire because MAD Tanks just don't get enough use, and every time someone uses only 1 or 2 of them, all they're really doing is hurting their own team's tank rushes. It feels like something the original developers did just for the sake of sticking to RA (which as we all know did not have much thought put into its balance). I can always drop its health down to 300-350 or reduce its speed a little or something along those lines to compensate. What are your thoughts? Be sure to post as well as poll if you have any input on why this is a bad idea or how to do it better.
  22. There are some players who sometimes play the game when nobody else is online, and keep destroying the enemy base to get lots of free points and recommendations. I call this exploiting, because it is not properly playing the game if you can just destroy the entire enemy base without being obstructed by any enemy players. It's not that big of a problem, but players can exploit the ranking system with it. What are your views on these players, and should something be done with them?
  23. I have a question. "MP-Gaming" ranking system is still work on new APB or not?
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