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  1. 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.
  2. 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]
  3. 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.)
  4. 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?
  5. 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?
  6. Why fissure is not a playable map now? Why artillery medal is buged since 1912?
  7. I am a fan of the command and conquer
  8. 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!
  9. 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 can debug crashdumps again. Bots driving vehicles on the server now actually show their turret rotation properly to clients, so they will no longer appear to fire a projectile in a completely different direction from you and still hit you. I only just learned about this script-fix less than a day before the patch was meant to go live so I haven't been able to do anything with it yet; for the time being it'll make Camos Canyon bot matches less awkward, but you can expect to see bot functionality added to a few more of the less-complicated maps in future. Infantry Grenadier Projectile velocity up (50 -> 60m/s) Medic Self-healing now starts after 5 seconds instead of 1. Health down (100 -> 90) MP5 ROF down (12.5 -> 11.25) Captain/Kapitan M60/PKM damage to MCTless buildings down by 6.25% (0.2 -> 0.1875) M60/PKM damage to base defenses down by 16.67% (0.15 -> 0.125) Portable Stinger (misc. event weapon) Range down (180 -> 135m) Reload time down (2.5 -> 2s) Projectile damage down (120 -> 70) Splash damage down (30 -> 25) Splash radius down (14 -> 12m) Projectile velocity down (200 -> 50m/s) Rifle Soldier M16/AK-47 damage to MCTless buildings down by 6.25% (0.16 -> 0.15) M16/AK-47 damage to base defenses down by 7.4% (0.135 -> 0.125) Spy Fixed oversight where he could establish radar relays while his own Radar Dome was still up, which caused his dome to stop working after the relay's timer expired. Sniper Fixed rendering issue with Allied Sniper where his bandolier glowed in the dark, so he should be harder to spot now. Added snow camo variant for both teams courtesy of Ice; click the gold arrow on the purchase icon to switch what camo you're buying. Volkov Anti-tank cannon range down (90 -> 85m) Vehicles Ranger Damage to MCTless buildings and base defenses down by 6.25% (0.2 -> 0.1875) Tesla Tank Fixed alt camera being too high - it was sharing the Mammoth Tank's alt camera which got moved up when the Mammoth was resized. Buildings Refinery Improved collision on the rails in the stairwell. War Factory Construction magnet doesn't block camera movement anymore. Missile Silo Launch animation is slightly redone to be less silly from the basement view; the missile smoke doesn't clip through the wall of the basement quite so much, and a new missile will not materialise right in front of onlookers' eyes. Maps RA_NorthByNorthwest Brought back from the dead! Map has been shrunk slightly. Bases are now backed up against the map borders. The spring on the central hill is now a much more defensible position to infantry, surrounded by rocks/vehicle wrecks/bunkers that prevent vehicle access. To compensate, the hill is not quite as heavily forested as before, so compared to Gamma it shouldn't be as painful to move vehicles around the edges if you control the area. The corner hills are now much steeper than before, and are only accessible from certain ramps. Added 3 neutral Supply Truck spawn points. Tech Level set to 2. New Delta jukebox: Depth Charge (initial track just like in Gamma), Creeping Upon, Re-Con, We Will Stop Them Added a Missile Silo, an Ore Silo (as usual), and an extra Service Depot. Less defenses in total, but since the bases are assailable from less angles than before and the walls are a little more helpful than before, bases are still pretty well defended. Somewhere there is a fidget spinner new neutral building to explore, courtesy of @CMDBob, with a randomly spawning crate that can be of great use to you. Whereas KOTG's crate focuses primarily on weapons, NBNW's crate focuses primarily on defense and reclassing - it's not recommended to pick one up if you're comfortable with your current class. It can even give you some infantry units from higher tech levels or from the other team, or maybe even something beyond all that! RA_KeepOffTheGrass Crate now spawns every 90-150 seconds (like the new NBNW crate) instead of a fixed 120. Crate can no longer give radar invisibility or medic kits. Crate can now give limited M16s, AK-47s, Shock Rifles and Colt .45s. Crate now has a 1/4 chance of changing you to a Captain or Rocket Soldier (or the Soviet equivalent). This will reset your inventory, making it much less likely for crate abuse to turn a character into a walking arsenal, but at least you still have a useful field class. RA_Metro More destructible hedgehogs have been added, this time to the bridges. Now you need to clear them if you want vehicles to attack at all. Added concrete walls to the east of the north Soviet silo to make assaulting it from the bridge more difficult initially. Soviet WF construction death zone no longer pokes slightly out of one of the sides of the construction pad. Bots can't buy vehicles anymore - they wouldn't know how to handle the hedgehog blockades anyway. Bots can't buy Tanya or Volkov anymore - they shouldn't be available to them due to tech level. Moved the silos around: Soviet north silo is now moved outside the map border fence. You can still repair it from this position, but it's harder to do so while under attack as the area from which your tool can reach it is fairly limited. Most importantly it is now much more protected from almost-b2b arty fire. Soviet south silo is now slightly further from the WF, on the other side of the drainage grate. Some cones have been removed to make it still feasible to mine. Allied south silo is moved all the way back to the war factory, so it can't be attacked from behind the bridge anymore. Allied north silo is moved back slightly, giving attackers from the hospital/restaurant side a better angle of attack against it. RA_Pipeline Removed a barrel that was clipping through a concrete wall. Sandstorm particles no longer move in the opposite direction of the Barracks flags. RA_RiverRaid Added a vehicle blocker to the upper tunnel so Rangers can't get in. RA_Siege Fixed a bit of the castle wall filler mesh that was poking out into the real world. RA_Zama The lower-elevated parts of the map have been heavily deforested; the large forest between the Allied base and the river has been turned into more water (bringing it a bit closer to the actual Red Alert version of Zama), and the large forest between the Soviet base and the village has been turned into a rocky valley.
  10. 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 revamp that got stuck in a development hell? I'm speaking of this thing here: https://drive.google.com/file/d/0B7fULGRONJ7dNldqVHVRQVhRSGc/view I put a lot of work on various art related things earlier this year to finish it but I just wasn't able to pull through, and unfortunately there is still a lot left to be done unless I trim down the development scope a lot (like axing the completely untested underground railcart system). So, TLDR: Do people still play APB?
  11. 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?
  12. Version 1.0.0

    189 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.
  13. 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 than pressing buttons a a flip phone, but I do think it would be a little more intuitive to new players. I also think it might drive home the point to new players who have played Renegade before that repair tool doesn't work the same as in Renegade (although this is admittedly hardly an issue anymore). Plus it is more RAlistic, as in Red Alert you repair buildings by clicking the wrench icon and then clicking on the building. And also the repair tool doesn't really fit in the the time period, since Red Alert is supposed to take place in the '50s and a repair tool is some pretty advanced technology. The only downsides I can think of are that this may cause some confusion with the mechanic wrench vs. the technician wrench, and also nostalgia for the repair tool and 56K sound effects. So what do you think. Should we keep the repair tool as it is or replace it with a wrench?
  14. 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 :/
  15. Hello, one question please. There are a list of all achievements and how are they unlocked? Thank you
  16. 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
  17. 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. All 60-health infantry are up to 70. All 75-health infantry are up to 80, except the Sniper who is up to 90. I'm sure this will be seen as fairly controversial so I'll give you my reasonings ahead of time so you don't need to ask first. Engineer Golden Wrench power down by 12.5% (except when capturing) Flamethrower Death explosion now hurts health of other flamethrowers. Mechanic No longer automatically heals armour of occupied vehicles. Officers M60/PKM damage multiplier to building exteriors down (0.15 -> 0.1), DPS -33.33% M60/PKM damage multiplier to no-MCT buildings up (0.1875 -> 0.2), DPS +6.67% M60/PKM damage multiplier to heavy vehicles adjusted (0.4/0.4 health/armour -> 0.45/0.3), DPS -10%. M60/PKM damage multiplier to mammoth vehicles adjusted (0.275/0.275 -> 0.3/0.2), DPS -12.7%. However in both cases they handle heavily damaged (no armour - heavily into combat or tripped an AT mine) vehicles better. Rifle Soldiers, Medic (weapons share same warheads) MP5 rate of fire down (15 -> 12.5). DPS to infantry -9.1%. AK-47 secondary rate of fire down (10 -> 9) AK-47 secondary inaccuracy down (3.75 -> 2.75) M16 Trishot ROF up (1.5 -> 2) "Spray" damage penalty (used by AK-47 secondary and MP5) to hard targets reduced (-16% -> -10%). For AK-47 this changes nothing; for MP5 this means its DPS to hard targets is only -2.6%. M16/AK-47/MP5 damage multiplier to MCTs up (0.18 -> 0.1875). DPS +4.17% for M16/AK-47, +1.5% for MP5. Rocket Soldiers Soviet one is no longer called the "Grenadier"; he's back to being an RPG Trooper and having a Makarov as a sidearm. Shotgunners Remington slug damage vs vehicles is now always the same as dragonsbreath damage. TOZ flechette damage vs vehicles is now always 50% higher than dragonsbreath damage. (Previously these both had different anti-armour settings to dragonsbreath.) Remington/TOZ dragonsbreath damage multiplier to light/air vehicles adjusted (0.5/0.375 -> 0.6/0.3), DPS -6.7% to all the armoured ones, but +20% to Supply/Demo Trucks. Remington/TOZ dragonsbreath damage multiplier to heavy vehicles adjusted (0.375/0.25 -> 0.4/0.2), DPS -11.1%. However in both cases they handle heavily damaged (no armour - heavily into combat or tripped an AT mine) vehicles better. Remington/TOZ dragonsbreath damage multiplier to mammoth vehicles lowered (0.25/0.15 -> 0.25/0.125), DPS -11.1%. Spy Fixed bug where radio commands were showing up in the wrong colour. Grenadier Retooled into a budget anti-tank/anti-building-exterior/anti-infantry splash unit, available to both sides and does not require a Barracks. Against vehicles, its damage varies. Against light vehicles, its damage is similar to the Flamethrower, but against heavier vehicles it's a little better and against mammoth vehicles it's a LOT better, but still nowhere near the power of proper anti-tank units (2 grens take a little longer to kill an ore truck than 1 RS does, but it takes 4 flamethrowers to kill it in that much time). It's a much stronger anti-tank unit than the Captain but also riskier. Against building exteriors, its DPS is slightly better than a Flamethrower, though it has no MCT bonus (not that it's safe to try using it against most MCTs anyway). This is its main area of expertise, and while the RS does it better due to more damage, range and survivability, the Grenadier does it cheaper and defends itself better against infantry. Against infantry, its damage potential is the same as the "RPGrenadier"'s frag grenades, except now it's available in infinite supply. This is a little worse than the flamethrower in DPS and lacks the flamer's perks of afterburn damage, cover penetration, safe CQC use and an easy arc, but is still worlds better at splashing than the LAW/RPG are. Its low price of 150 credits and high movement speed give it a place at the start of the match and during desperate times if your money is low or you lack a WF and need to move fast. Before the overhaul that turned the Grenadier into an "artillery infantry", Soviets didn't really have much of a reason to buy them because Flamethrowers cost barely more than them. Should be a bit of a different case now that there's a 300 credit gap between the two units, and buying a Flamethrower before the first dump pretty much prevents you from buying ANY vehicles for a while, whereas a Gren lets you buy some vehicles and if you cause enough havoc you can even afford a HT. Range is not as ridiculous as before; it can only throw as far as a Shock Trooper can shoot. So it can't outrange base defenses, rifles/captains/flamers, or any vehicle. As a result it should also be easier to detect. Its main downside is a lack of armour - this renders it very vulnerable to splash damage, both its own and that of enemy tanks. This means that smart positioning is very important when dealing with enemy tanks and artillery since you can't just eat up splash damage like an RS can, trying to use them as a CQC splasher like the Flamethrower is not recommended as you'll be hurting yourself more than you hurt them, and Medics can't solve either of these problems with their armour cache. It also lacks a sidearm, so it MUST maintain some distance from infantry in order to hurt them safely. Vehicles Light Tank No longer has strongpoints/weakpoints, putting it in line with other light vehicles. Minelayer Adjusted suspension a bit, shouldn't get stuck on Refill Pads anymore. AP mines actually kill medics now. Ranger Damage multiplier to building exteriors down (0.15 -> 0.125), DPS -16.67% Damage multiplier to no-MCT buildings up (0.1875 -> 0.2), DPS +6.67% Damage multiplier to heavy vehicles adjusted (0.4/0.4 -> 0.45/0.3375), DPS -10% (see Officers) Damage multiplier to mammoth vehicles adjusted (0.275/0.275 -> 0.3/0.225), DPS -12.7% Tesla Tank Damage up (210 -> 240). DPS +14.3%. Can now kill Longbows in two shots! Damage multiplier to buildings down (0.2 -> 0.18), DPS only +2.9% Damage multiplier to stealth vehicles down (1.5 -. 1.375), DPS only +4.7% Aesthetics Added ambient sounds for MCT/new computers in base buildings. Buildings Power Plant Fixed some fences that did not have collision. Fixed a bug that was causing players' weapons to aim strangely when indoors. Ore stuff Molten ore warhead changed from SplashFire to Fire, so it can actually hurt flamethrower infantry again. Silo now has a vehicle blocker on top so helis can't touch its molten ore and get perma-damaged. War Factory Old props no longer overlap with new ones in certain Soviet interior layouts. Maps On all air maps, C4 will now disappear when placed at very high parts of Tesla Coils, Gap Generators and Ore Silos (or floating near said parts, so no C4-Longbow foolishness). RA_Bonsai Removed Allies' WF turret. RA_GuardDuty Raised some of the blockers around the hills. Most of the dirt roads are now bifurcated ala RA/various other maps. Shrunk a couple of trees that were frequent Yak suicide spots. RA_Metro Soviet service depot is more accessible from the Barracks/War Factory sides. Soviet service depot has a miniature concrete wall between it and the bridge, short enough that repairing tanks can shoot at enemies on the bridge, but tall enough that it's very difficult for Allied tanks on the bridge to line up a shot against the SD itself, and impossible for caps/rifles without breaking the wall, making it harder to destroy the SD. Unfortunately, this makes it less accessible from the front, but from what I've seen the Soviet SD rarely survives long enough for Soviets to even use it, so what difference does it make? Removed barricades in front of the Soviet Barracks; their existence was vestigial thing from the Beta version - albeit updated with a more modern appearance - but they really just get in the way of Minelayers. Exposed Allied truck-side silo a bit more. RA_Pipeline Sandstorm particles are 50% smaller. Fixed missing texture on spare pump parts. RA_RidgeRacer Hopefully fixed the map timer (should be 5 minutes) RA_Zama Fixed out of bounds zone not counting as a no-beacon zone.
  18. 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?
  19. 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 help screen remade and updated by A4R91N to include a rundown on all of Delta's base structures. Infantry Saboteurs C4 charge time down from 1 to 0.25 seconds. (Not zero because zero means desyncs if you happen to have it equipped and are holding fire on a vehicle when you eject from said vehicle.) Clearing charges now have the same charge time as C4, for the same reason as above. Tanya C4's "Kiss it bye-bye" is now played globally. Repairmen Repair Tool now uses handgun character animations, allowing bots to use them properly and giving a slight range increase since they're held further forward. (Less importantly it's also more true to the first-person animation.) Medic Health up (75 -> 100) Auto-heal is reduced (3 -> 2.5) Auto-heal now only activates after 1 second of not taking damage. So concentrated fire, burn damage or scuba diving will prevent it from taking hold. Medic kit no longer heals infantry armour. Medic kit now has a 1.5-second charge time and an 0.5-second cooldown, instead of no charge and a 2-second cooldown; this means you can no longer rapidly swap between the kit and MP5 to fire the kit at up to 4 times faster than its intended refire rate. Medic kit no longer has a one-time use insta-heal. Added the "Armour Cache" signal flare (weapon slot 3); this causes friendly infantry within 25m to become uncrushable, refills their armour, and upgrades it to take 2/3rds less damage from mundane explosions (excluding AP mine) and become unstrippable. This flare provides its effect for a minute before expiring, and can be disarmed in half the time it would take to disarm a C4, so placing it anywhere near enemy spawn points is not recommended unless you're just using it as an emergency one-off armour refill. Shotgunners Dragonsbreath afterburn damage up (2.5 -> 4). Dragonsbreath afterburn now works against Flamethrowers and Volkovs. Fixed armour penetration on TOZ flechette shot which was accidentally 37.5% instead of 50% like the other shotgun rounds. (Volkov's "armour" had the correct setting here but that kinda never comes up... ) TOZ flechette shot damage to infantry down (80 -> 75), though with the above fix this is only a "nerf" to unarmoured infantry. Dragonsbreath armour shredding up (50% -> 75%). Slug and flechette armour shredding up (25% -> 100%). Thief Fixed bug where his stealing script would still play out if he died while inside a stealing zone. Volkov KovNade splash radius up (7 -> 8 ) KovNade splash damage down (15 -> 12.5) KovShotty damage down (60 -> 50) Vehicles Yakovlev Yak-9P Kills against Yaks are now recorded properly on the kill feed. Buildings Various buildings have been updated with new props from CMDBob's technology centre - computer consoles, mainframes, chairs and shelves. In most buildings this means extra cover, but in some they replace older props so it just ends up being an aesthetic thing. Tesla Coil Now detects infantry at 120m instead of using the anti-vehicle range (150m). Aesthetics The music track "Militant Force" will now play over the endgame scoreboard, overriding the map jukebox. Technician's flailing animation now works when running with "handgun" weapons and C4 and flares. Technician no longer does his flailing animation when running with large two-handed weapons. Repair Tool's screen glows in the dark. Makarov uses its old first-person animations again as the Beretta ones introduce some awful clipping. Added some new purchase quotes: Sergeant (Carville): "Moving to intercept" Starshina (Topolov): "Za Rossiyu" (For Russia) Captain (Esling): "There is still much to be done" Kapitan (Kukov): "Take the fight to them" Missile Silo basement now has a window into the missile tube, with a shutter that closes during launching. Performance Airfield's runway lights no longer eat up a huge amount of draw calls. Oil pumps use less draw calls and no longer have performance-hungry multimaterials. Bots Bots in the "engineer" group actually do their job now. Sort of. Instead of basically just being worthless pistol defense bots, they will head to a friendly MCT and use the Repair Tool on it endlessly, until the building is dead at which point they may move to another one. At a later date I plan to refine this so that they only repair buildings that NEED repairs, but I haven't had time to figure that part out yet. Bots in the "engineer" group may now spend their money on Engineers for extra survivability instead of only buying Technicians - not like they're ever going to spend it on vehicles or offensive infantry. Small-arms infantry bots will now "ignore" buildings - that is, if these are the only targets in their range, they will shoot them but will move forward at the same time in hopes of finding better targets. Allied bots can now buy Medics; however they do not know how to use their medic features intelligently so they just use them as a CQC commando. Infantry now treat MCT rooms as their "objective" - they will try to reach these areas if no other targets are getting in their way. Once they do so they will shoot the MCT. Infantry preferences are now set on a per-map basis: On small, cramped maps, they will buy more Sergeants, Medics, Flamethrowers and Tanyas, but no Snipers. On open, vehicle-heavy maps they will buy more Captains and Rocket Soldiers, but no Sergeants or Medics. On maps that fall somewhere in between, they get a good mix of everything. Maps RA_CanyonRiver Removed rocks that are completely underwater or hidden in marsh-grass since you really have no way of noticing and avoiding them. RA_Fissure Removed "Militant Force" music track. RA_LunarParadox Auto-healing on superboats down (10 -> 5). Chrono dustblowers collide with Service Depots properly. SPAM Site no longer announces that it is "under attack" when a spy temporarily destroys it. RA_Metro Bots can now be enabled. Same method as usual. On this map they will buy rangers. Base radar markers are present now. (Not that the map was particularly complicated before, but their absence was causing bots to derp out.) War Factory spy zone no longer needs the spy to jump to activate. Fixed the long silence after "Eaten Alive" music track. RA_Pipeline Fixed some misplaced barrels at the Allied pump. Fixed rainbow door. Added a collision safety net between the walkway and top of the oil silo so you can't fall down. Moved dead Allied turret near shore slightly to reduce stuck issues. Shorelines are now lit properly. RA_RidgeRacer Both types of cars are a little slower than before. This leaves them easier to control since high-speed driving doesn't go well with lag in this engine. The Soviet ones are still faster and more slippery than the Allied, but should be less slippery than before - while the Allied ones should do a much better job than before of sticking to the road and being able to take corners at their full speed. Time limit for each checkpoint has been raised to 70 seconds to be more in line with the slower pace of the game. RA_RidgeWar Removed external SDs and the defenses near them. Added additional AA defense on the far east side of each base to compensate (near Soviet Refinery and Allied Conyard). RA_ToTheCore Out-of-bounds border no longer bleeds into the basement of the Allied Construction Yard RA_Under Naval structures are now snow-capped. Deepened water around Allied base. RA_Wasteland Bots can now be enabled.
  20. Should Yaks be added to Ridge War?
  21. 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
  22. 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 towers. there are only 3 soviet flame towers, and the one on the hill I have never actually see fire at anything. So effectively, the soviets have this giant spread out base with 3 separate ways to get into it with many blindspots, and poor offensive capabilities. The Allies have phases, and GREAT anti infantry so using infantry when tanks fail is rarely an option when they can just insta kill your whole squad with an APC/Ranger/Phase. It leaves your only option for victory as a soviet to have Russian James Bond sneak in and nuke the base. If the allies even have one competent engineer with a ranger, their base is nigh invincible. If anyone has any other things they have noticed, please speak up because I don't have a great inner understanding of the balance of this game but I know for the fact the Tesla Tank is NOT a counter to the phase or the constant med/phase spam the Allies can muster.
  23. So for some reason the thought ran through my head: what if we returned infantry combat to being more rocket-tag-ish like in Beta, by improving headshot damage? How would we go about this without nerfing infantry into the ground? Right now here's how the damage of every small-arms weapon (plus the Flamethrower for kicks) lines up against regular infantry, sorted by headshots vs armoured health. Grey = needs 10 or more shots to kill a regular inf (armoured rifle infantry, naked techie). This is only for body shots, thank god. Cyan = needs 4-9 shots. In the case of headshots, these things might as well be airsoft guns, especially the PKM. Green = needs 3 shots. Yellow = needs 2 shots. Orange = needs only 1 shot to kill regular infantry. (with shotguns this is with all pellets) Red = can kill any infantry in 1 shot. And here's how everything would line up if the global headshot multiplier got raised to 5, a bunch of weapons had their armour penetration values adjusted, and a couple had less/more base firepower: An explanation of armour/base damage adjustments: Since captains and shotgunners have a harder time of getting headshots due to their accuracy, they don't have a penetration penalty to compensate for all this (so they can still bodyshot decently against armoured infantry) - on the other end of things, the pistols are very easy to headshot with due to their accuracy and hitscan nature, so they have the harshest penetration penalty and thus their headshots are not much better than before - unless they're facing naked infantry who die with ease. Higher armour strength in general means that bodyshots are less desirable (except with the captain/sergeant) which could somewhat compensate for the beefier headshots. APC's 6 -> 7 is completely unrelated to all this and is a balance change coming in the next patch to compensate for some other changes, don't worry about it. Hind's 7.5 -> 6 would be a thing that would happen if this headshot multiplier change went through; firing from above gives it a better chance at unintended headshots, and machineguns all piercing armour better means it essentially has a higher damage than before against normal infantry if its base damage is left untouched. And it really doesn't need help against infantry. So a base damage reduction (compensated by increased multipliers to hard targets to even its damage to them out) really shouldn't hurt it. Snipers' 50 -> 60 would happen if the armour/HS change went through, because it's difficult for them to get headshots; since they use the same warhead as the other "can only hurt infantry" guns they share the same armour penetration capability so I can't just leave them with 50 damage and their old 50% penetration at the same time. Pillbox's 9 -> 10 would happen if the armour/HS change went through, because it doesn't intentionally go for headshots. (It shares the assault rifles' warhead which is why it happens to have a weaker armour penetration settng.) It already sucks versus vehicles, this extra damage point probably won't change that much, and if it does, it can just reload slightly slower as its alpha strike matters more against infantry than it does against vehicles. The big question here would be how to do all this without making infantry worthless again - or whether I should even go through with this at all - and that's why I opened this discussion. So talk away! Something I could do here: making the "neck" hitbox just act like the body (1x damage) instead of the head (5x) so headshots are harder to pull off. Unlike helmets everyone has the same neck box so this affects everyone equally, and somewhat nerfs tanks against infantry since their low ROF makes a failed headshot pretty punishing. I brought up an "aesthetic change" in the video thread; this would be that if the headshot overhaul happened, I would give head hitboxes a new material that would have a more satisfying headshot sound effect attached to it, instead of the current generic flesh impact sound. (Which would get pretty silly if I did that with the current system where Tanya takes 12 PKM headshots to kill.)
  24. As promised @NodGuy, a Steam tutorial. Was going to PM you, then thought why not a thread for others to use. Disclaimer - Red Alert: A Path Beyond is not and will not ever be available on Steam. As much as we all would want it, we cannot forget copyright and all that. Okay! So if you have me, Silverlight, Pushwall, or ChopBam as friends on Steam you may have seen us playing Red Alert: A Path Beyond from the Friends List. In this tutorial I will show you how to do this. Step 1. Add a Non-Steam game to your Library Probably your easiest step, I hope. Just open your Steam account and find your Library tab. And then find + ADD A GAME... and then select Add a Non-Steam Game... Step 2. Locating your APB game.exe Once you select Add a Non-Steam Game... you'll come across this. Select Browse... and search for wherever you placed your W3D Hub Launcher. My preferred method is simply finding your shortcut and opening the file location; Find your games folder; Open apb-release; And select game Of course, you can also find it by going this other route: OS (C:) >>> Program Files (x86) >>> W3D Hub >>> games >>> apb-release >>> game.exe Once you have done that, your game.exe appears in the list of programs to add and is checked off. Select Add Selected Programs and done! Step 3. Renaming game.exe and connecting to the server. You now have APB in your Steam library, though as you can see it is using its file name. Not only that, if you start it from this shortcut now you will only launch single-player LAN mode. Here's how to change that. First we right-click on game and select Properties. You will then come across this. Here we are going to want to change two things; the Title and the Target. 1. Where it says game, delete that and type in Red Alert: A Path Beyond. Silverlight and the others prefer the full Command & Conquer: Red Alert: A Path Beyond title. Whichever you prefer is fine. 2. In the Target: copy and paste this at the end after the quotes. +connect 178.162.193.144:9016 +playername YourNameHere +multi Important: Note the YourNameHere in the Target and change it to your ingame username. Can't have several people all trying to connect under the same name. What you should come out with is this. And in your Library you now have Red Alert: A Path Beyond! You can now hit Play and join the server right from your newly created Steam shortcut! And your friends will see that you're online too! End Tutorial And that concludes this Steam tutorial! As it is a Non-Steam game your playtime will not be tracked, but when you hop ingame you do get the Steam overlay. Just hit Shift+Tab and it opens. You can then take screenshots through Steam and chat with your friends while playing! Thank you for your time. I hope this tutorial becomes of use to you and I'll see you ingame!
  25. I have Ideas to improve either to fissure, forest of illusion, or rock trap. Idea #1 how about player controlled cannons? They would have limited health and might be something for those who are not good at infantry combat to do. (Remember cannon or turret; not pill, not flame, not m60, nor machine gun.) Idea #2 (fissure only) capturable oil pump? It allows some who don't like infantry combat to instead go for a moneymaker. what do you guys think?
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