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Found 199 results

  1. 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 sp
  2. 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 tar
  3. 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]
  4. 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
  5. 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]
  6. 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)
  7. 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?
  8. 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?
  9. Why fissure is not a playable map now? Why artillery medal is buged since 1912?
  10. I am a fan of the command and conquer
  11. 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!
  12. Red Alert: A Path Beyond Update Hello everyone - apologies for being almost completely absent the past few months save for answering one or two forum/IRC queries, but I kind of needed a break. Have a Christmas present for your patience! General Wrecked Medium Tank prop has been redone completely by @Ice using the Delta Medium Tank as a base. Fixed some unwrapping issues with the wrecked Light Tank prop. (again by Ice) Some minor improvements to the Wrecked Heavy Tank prop and texture. (again by Ice) Updated to a much newer scripts build; now we ca
  13. Heya, Raap here, aka the guy who promised some sort of APB contributions but failed to deliver 1/3rd of it. How is things around here these days, and does APB stil have an audience? Despite how I left things during a 'heated moment', and despite an attempt to finish up my last contribution in august was just not working out due to a long excuse-train of reasons I don't believe are worth mentioning, I can't help but feel this nagging feeling of having some unfinished business. So I wonder, is there a point for me to consider making the time available to finish the Hostile Waters revam
  14. Hi all, What are the recommended system requirements of all W3D hub games? I'm using windows xp and remember reading somewhere that the minimal OS was vista... Before I upgrade to vista I wanted to known if that was true. 32-bit os or 64-bit?
  15. Version 1.0.0

    35 downloads

    This is a texture pack that changes the colors of the bullet tracers used in Red Alert: A Path Beyond. Allied tracers are now green, while Soviet tracers are a deeper, more vibrant red - Pretty much a throwback to the old tracer colors as seen in Beta/NW and parts of Gamma.
  16. So this is an extremely minor issue that won't affect gameplay at all and is mostly about aesthetics, but I'm going to bring it up anyway. I was showing a friend of mine APB who had never played it or Renegade before and when telling him about how the technicians and engineers work, I started thinking that the repair tool is kinda ridiculous. Engineers already have the golden wrench, so I was thinking it would be really easy to replace the repair tool with a non-golden wrench. Now, I do realize that swinging a wrench at a MCT to repair a building doesn't really make that much more sense tha
  17. Does anyone know if the setting is broken or something? I can't seem to actually get it to work even if i turn it on in-game :/
  18. Hello, one question please. There are a list of all achievements and how are they unlocked? Thank you
  19. In continuance of my (now fixed) discovery of terrain in CanyonRiver; Was I supposed to be able to get here? It doesn't really provide any tactical usage, sadly, but it didn't feel very intentional. Looks like I can see some end-map glitches? On that note, guess the map
  20. Red Alert: A Path Beyond Update [blurb]In which the "old style" Grenadier is given a new lease on life, mid-tier infantry eat their Wheaties, and the Medic is cut down to size AGAIN[/blurb] Infantry Health All non-Volkov infantry take slightly more damage from direct rocket/tank shell hits (0.3 -> 0.333) Health of most infantry has been increased across the board, the main exceptions being free infantry and ones that already have 100+ health: Flamethrower and Spy are up to 60. Thief is up to 80, but no longer has armour.
  21. I made some weapon sounds by remixing sound effects from various games, to be used in another project of mine, and decided to test them in APB. Also a few vehicle sounds as a bonus. What do you think of 'em?
  22. Red Alert: A Path Beyond Update [blurb]Medic and Volkov cut down to size, Sergeants more suited for center-mass shots, new building props, two more bot-friendly maps, and Militant Force! What more could you ask for?[/blurb] General Mines and non-main structures are no longer subject to the splash cover system (only relevant for arty/V2/C4/nukes vs mines, and nukes vs non-main structures). Because of this, nuke damage to these objects is reduced again. Simplified collisions on dead vehicle and trilight props, should be much harder to get stuck against these. Esc
  23. Should Yaks be added to Ridge War?
  24. View File Deep Red and Green Bullet Tracers This is a texture pack that changes the colors of the bullet tracers used in Red Alert: A Path Beyond. Allied tracers are now green, while Soviet tracers are a deeper, more vibrant red - Pretty much a throwback to the old tracer colors as seen in Beta/NW and parts of Gamma. Submitter Pyryle Submitted 06/06/2017 Category Custom Textures  
  25. I personally have never really loved this map, but I used to like it a lot more before the mammys were removed. I have never seen the Soviets win against a competent Allied team without using a flare. We had 4 V2s hit the WF at once... only to have an engineer golden repair it. The Allies have the vastly superior base since it is much tighter and has better defenses with a pillbox/turret combo pretty much ruining an attack route for the soviets. Then, they have the front of their base well defended with a more spread out combo that is much harder to attack undetected than the soviet flame towe
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