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  1. Ok, so I'm brand new to this game, so forgive me if im wrong but shouldn't skirmish / multiplayer practice have bots to fight? I mean that's kind of an inherant component of skirmish mode.... I'm at a total loss, all the servers are completely empty and there's nothing to do in skirmish mode....so.....what gives?
  2. Red Alert: A Path Beyond Update General Raised all non-Volcano maps' flight ceilings to 100m (helis) and 150m (planes) to match Volcano. Fixed projectiles spawning behind the turrets of certain units if your camera was nudging another unit while you fired. Fixed projectiles with enlarged hitboxes clipping through solid objects if fired right next to them. Mostly this means no more worries about depth charges going through subs at point blank range, as hardly anything has been using this logic due to how broken it was; it might get reintroduced for more things at a later date. Fixed burst-fire logic; mashing the fire button doesn't eliminate the cooldown between bursts anymore, so now we'll actually start using burst-fire logic on some weapons again! Fixed tracking weapons not displaying a lock-on indicator against units that were between 80-100% of your maximum range. (This will also stop MiGs from arbitrarily locking onto parts of boats that you aren't aiming at.) Fixed bots having wide turning circles in certain vehicles, which would often get them stuck in forests. Fixed issue that was causing players to get kicked by the anti-cheat if they joined the server while the post-match scoreboard was up. Stealth effect for mines is less of a burden on performance. If you load a map before the server does, and end up with a temporary black screen in the process, you will now see "Gameplay is pending / please wait" in the middle of the screen as a reminder that you should just wait. (This is a vanilla renegade feature but it got broken by HUD changes in APB Gamma) Infantry Weapon ready time (after coming out of a sprint) and weapon switch time (swapping between different weapons) have been decoupled so we can now set them separately. For reference, originally the ready/switch times were 1.5 seconds for Volkov's handcannons, 1 second for tools, and 0.5 seconds for all other weapons. Ready times are mostly unchanged from before, the only exception being that Volkov's handcannons now take 0.5 seconds to ready just like other weapons. Switch times have been cranked up though, mostly lining up with the weapons' first person animations. It now takes 1 second to switch to a pistol/grenade/tool, 3 seconds to switch to a rocket launcher, and 2 seconds to switch to any other weapon, including switching between Volkov's handcannons. For the most part this is just flavour, as most classes only have one weapon (excluding tools) so they're either never switching at all or only switching while they aren't in combat. All it really changes is Rockets/RPGs, Medics and Volkovs - Rockets/RPGs in combined arms maps where they have to switch between their AT/AA launcher (so no more doubleshots), Volkovs have a tradeoff where they're now better at coming out of sprint but worse at changing to their other cannon on the fly, and Medics take longer to return to their gun after healing but have slightly better healing. Fixed infantry weapons displaying their muzzle flash when you switch to first-person view. C4 Countdown display is no longer affected by area lighting. Countdown now correctly displays the timer in seconds instead of minutes. Countdown is now also visible on the screen of the C4 itself. Takes 1 extra second to explode. Rifle Soldier M16 secondary fire is now an actual 3-round burst with each shot fired separately, instead of firing the 3 rounds instantly like a shotgun. Unlike the Gamma variant of this, rapidly mashing the mouse will not increase its fire rate, and unlike the "shotgun" iteration it won't refuse to fire if you try to use it with only 1 or 2 rounds left in the magazine. Both basic rifles' secondary fires are now perfectly accurate when standing, instead of merely having 1/3 as much inaccuracy as the full-auto fire. Officers Firing while crouch-strafing now has the same level of accuracy as crouching, instead of having accuracy about halfway between crouching and standing. Flamethrower Fixed surface flame/smoke plume lasting longer than the sound effect. Firestream has 80% less particles and their size does not blossom as much near the end of their life cycle, so it inflicts much less framerate damage. Fixed firestream particles not lining up with where the actual projectiles were going if you fired while strafing. It'll actually be feasible to lead your target now. Projectiles now have generous hitboxes; they're 0.25m wide, though they still have no height or length. Their width makes it MUCH easier to achieve direct hits, so even with the following debuffs, the weapon should be much better than before at handling infantry: Now bursts its entire magazine in one click. Range down (90 -> 75m). Projectile velocity down (100 -> 75m/s). Direct damage to infantry down (40 -> 25). Splash damage down (30 -> 15). Medic Takes 50% more damage from fire-based weapons (Flamethrower and Flame Tower). Removed the 1-second charge time from the Medic Kit and added it to the cooldown instead, as the increased swap times add enough delay. Increased heal duration from 5 to 6 seconds. Engineer Removed the 1-second charge time from the Shovel and added it to the cooldown instead. Vehicles Various anti-tank vehicles Splash damage against infantry increased slightly, about 10-20%. (For the Mammoth this only applies to the cannons) Artillery/V2 Splash radius increased about 10%. Phase Tank Now fires in 2-round bursts, firing 2 rockets in 0.125 seconds and then having an 0.5 second cooldown between bursts, instead of having a constant 0.3125 seconds between each rocket (so its DPS is unchanged). Cruiser Can no longer be occupied by both teams at the same time. Rear gun's traverse limit has been reverted back to 135 degrees, so that its shots don't hit the cruiser itself now that projectile hitboxes actually work properly. To compensate, the main gun's traverse limit has been increased from 150 to 157.5 degrees. Submarines The "view of the sky is blocked while submerged" feature has been reinstated as it no longer covers the map in big black bubbles of doom. Now it'll be harder to spot enemy units from afar while submerged. While submerged, enemies will not be able to see your target box if they happen to mouse over you, making you harder to spot at a glance. Hind Now fires in a 5-round burst; unlike the Phase/M16 there is no downtime between its bursts so its behaviour is basically the same as before for standard use, it just looks/sounds less silly when you tap fire. MiG Now uses burst-fire logic for its double rocket firing, so it will always fire both rockets; previously it would fail to do so under rare circumstances. Tweaked physics; actually added roll stabilization and raised aileron damping so it levels out more by itself, so you should be less likely to clip the runway with a wing when landing. Buildings Turret No longer fails to detect enemy units if its barrel is clipped into a wall. Now tries to hit infantry with splash damage just like Flame Towers do, instead of hitting their faces with death. Flame Tower No longer has a ridiculous amount of trouble hitting swimming infantry. Maps Hostile Waters To compensate for Allies having a basic boat that can hit ground targets and Soviets not having that, and also an air unit that doesn't kill the pilot when it dies, Soviets now have a flame tower behind their airfield (with very limited coverage, but it's something) and Allies no longer have a turret on the NY. Allied Pillbox is moved to be a bit more between the SD and NY, so it provides less coverage against frontal landings into the CY/MS but still protects against incursions into the NY. SAM sites on this map have 175m range instead of 150m to further discourage using longbows as easymodo transports. North by Northwest Fixed holes in the map near the Soviet base. [blurb]Reinforcements have arrived. And by reinforcements I mean long-awaited bugfixes.[/blurb][thumb]thumb_apb.g.png[/thumb]
  3. Soviet MiG-29 Update Hello everyone! I'm excited to bring you another update on the MiG. Fabian has been working very hard to detail the MiG to be one of the best looking models we've ever had in Red Alert: A Path Beyond. He still has more to do, but we're too excited to share progress with you! Check it out below! The MiG is currently going to be a hard counter to the Allied Cruiser in the future. The team has been doing a lot of discussion on how to handle and balance it. We think everyone will love it once it's finally in-game. Stay tuned for more exciting changes coming soon! [blurb]Check out this exciting new update on the MiG-29![/blurb]
  4. When there is only a few players, the maps are always restricted to AI-bot maps. It gets boring real quick and then players leave, leaving no one to seed a game. Can we get rid of the automated map selection where if there is less than 4 players it defaults to an AI-bot map?
  5. Is this on? What? It is? Brilliant. So I just talk on this, or... oh, okay. Welcome to the APB Honourable Mentions thread! You have voted for the top three players who have participated in the Games Night. Without further ado, let's give a shout-out to: @Pushwall! Thanks to your team skills, piloting skills and ability to adapt to the situation, you collected 4 votes. Congratulations! @Dghelneshi! Your being a great teamplayer and consistent hard work has not only earned you a $5 Steam Card for a runner's up prize, but also an honourable mention at 4 votes. Reach round with your arm and pat yourself on the back! @Silverlight! Although people don't talk a lot about your game skillz, a lot of emphasis was placed on your tactics and planning helping to win the day multiple times, enough for you to sit with 3 votes. A job well done in my opinion! Though we may not have much to award you with, know that your efforts have not gone unnoticed. Great job to you three! With luck, I hope to implement this more often, so while you may not win any gifts you will get recognition for being fantastic players. I'd also like to thank everyone who participated in the Games Night; you are helping breathe life into this community!
  6. Should we remake the map or not? Opinions in the community seem to be pretty divided on the issue. Some say it wasn't a good map, others loved it for the nostalgia. With a remake, we can fix some of the smaller issues, but some say the biggest issue is that the overall design is bad. A lake in the middle, with naval combat. Run around the edges of said lake to reach the enemy base with tanks. Original RA map: Rough concept: There are all sorts of screenshots and memories floating around that I don't have the time to scrounge around and find, but I'm sure you guys get the idea. Vote now!!
  7. I just want to ask if this is doable (coding-wise) and worth trying? I feel C&C mode favors defenders, especially on larger maps with easy to access gem. Since even if attackers skillfully take down the defenders half way to base, the defenders will just respawn right away and buy the best units they can to defend the now half-health attacking force. This type of game play reward skills less. Only surprise and concentrated attacks can succeed since buildings are not easy to take down. While there is nothing wrong with that, this makes larger maps and maps without cover not fun to play. Would implementing a reasonable respawn time and/or vehicle build time hep solve this problem?
  8. Red Alert: A Path Beyond Update General Taskbar now shows the title as "Red Alert: A Path Beyond" not "Renegade". Replaced a bunch of lower-quality RA music tracks with higher-quality versions. New font rendering. Improved error message for when the game crashes, giving easy access to the crash dump file and instructions on what to do with it. Gap Generators (both mobile and stationary) Fog is now a little more lenient. (2-16m for infantry -> 5-30m, 11-40m for vehicles -> 15-40m) Being under an enemy gap field no longer darkens your screen (the black fog is enough of a hindrance anyway) Infantry Infantry now swim on the surface of water. This is mostly for the sake of looking less silly than the original "iron boots" water, so swimming is still harmful and doesn't let you access much more than you used to be able to. Here's how infantry work when in deep water: Since they're on the surface, they are easier to notice and for naval units to crush. Uncrushable infantry become crushable. They cannot sprint, jump, or use weapons. They are slowed to 65% of their original speed (same as crouching infantry, half as much as sprinting infantry). They can crouch to dive just under the water surface, but this slows their movement speed even further, limits their sight range, and will cause instant death if done for too long. Your screen will turn red if you are running out of time. They can reach and enter LSTs and abandoned boats a fair distance from shore much more easily now; however, naval vessels outside the "landing safety zone" are still inaccessible. (If you don't see the 3 green arrows, you can't get in.) They will not receive any damage for the first 10 seconds of swimming; after that they will receive 2.5 damage per second (was 6.25 starting instantly). So now swimming times are greatly improved; a Rifle Soldier can swim for 30 seconds instead of 8, and a Tanya can swim for 70 instead of 24, but that's assuming nothing shoots them, and the slower movement speed means they can't travel THAT much further than they used to. If they end up deep underwater due to driving a vehicle into deep water and losing it, they will die instantly. This was already the case with subs but now extends to any ground vehicle. They receive an extra +50% damage from Tesla weapons' direct hits, and +100% from their splash damage. Flamethrower Added dispersing flame/smoke visual effect for projectile impacts. Vehicles Water damage for ground vehicles works a little differently than before; if you're only slightly deep enough to start receiving water damage, the damage received is a lot weaker than it used to be, so you aren't too harshly affected if you can back out quickly enough. However, if you go about 1-2 metres deeper than that so your vehicle is fully submerged, the damage received is a lot heavier than it used to be, so fully submerged vehicles are likely done for (as are their drivers). Gunboat Acceleration/deceleration reduced; now takes about 3 seconds to reach maximum speed instead of 1.5, making it a little harder to change direction to dodge Soviet naval weapons. Destroyer Reload time up (3.25 -> 3.5) Damage multiplier to air units down (1.25 -> 1) Range down (160 -> 140m); can no longer outrange tesla coils Max speed up (10.5 -> 11m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 3. Cruiser Minimum gun tilt raised (0 -> 2.5 degrees up), giving it a bigger close-quarters blind spot. Max speed up (8 -> 9m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 4. Attack Sub Attack Sub range down (140 -> 130m) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Missile Sub Max horizontal speed up (11.1 -> 11.5m/s) Max vertical speed up (3.9 -> 4.6m/s) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Longbow Damage multiplier to naval units down (0.8 -> 0.7) Yak Damage multiplier to helis up (1.5 -> 1.6) Damage multiplier to naval units up (0.7 -> 0.8 vs health, 0.35 -> 0.4 vs armour) MiG Missile mechanics reverted mostly to the original release, where you had to acquire a lock-on to reliably hit, but now the rockets are somewhat more reliable at this as their turn rate is higher than before and their error ratio is lower, so the missiles do not require nearly as much height as before - you can fire at tanks while being only slightly higher than Siege's fortress walls and still hit the tanks instead of the ground. This should make it much easier to maintain a lock on your target - don't forget to use the alternate camera (press F) when "bombing" to give you more vision on your targets. Delay between salvos down (1.5 -> 1 second) Range down (110 -> 100m) Missile velocity down (100 -> 50m/s) Missile no longer has an enlarged hitbox Damage to various targets changed: Vs heavy vehicles (75 -> 80) Vs mammoth vehicles (60 -> 70) Vs aircraft (100 -> 90) Vs boats (70 -> 80) Vs cruisers (110 -> 120) Vs infantry (5 -> 50) (the lack of "proximity" means they will almost never hit infantry anymore anyway) Buildings Upgraded a bunch of older building textures (mainly in the Refinery) courtesy of Kicken. Power Plant Removed the generic big crates on the ground floor and instead added coal piles, shovels and shaftcarts around the furnaces. War Factory New model for main door. Maps Bonsai Added pillbox covering the beach behind the Allied Missile Silo. The little "dip" behind the Allied Refinery can no longer be accessed from water. Guard Duty Added flame tower covering the Airfield river bank. Removed rope ladder on Allied cliff. Added water sounds to river (previously there was just the ONE sound at the bridge). Made the deep parts of the river deeper so that it's more impassable to vehicles. Hostile Waters Tweaked terrain around Missile Silo and Gem Silo so they are easier for naval units to hit. Moved existing Tesla Coil closer to Sub Pen; added second Tesla Coil to cover Missile Silo. Starting credit bonus is now +1400 instead of +700; only a bit of donation will be necessary to get cruisers out of the gate right away. Pipeline Fixed oil silo terrain seam. Seamist Fixed Tesla Tanks getting stuck in War Factory. Stormy Valley Fixed floating well. [thumb]thumb_apb.b.png[/thumb][blurb]More naval combat rebalancings! Also, swimming and less obnoxious gap generators.[/blurb]
  9. Does anyone else feel Heavy is the worse tank here? I know it's got slightly longer range than the med and slightly greater DPS vs buildings (+6% just like its +6% price), but it has the same DPS vs vehicles (edit: vs Mammoth armor, it's actually worse. It takes 2 seconds longer vs the Med to kill a Chronotank). The real kicker is its slow firing rate makes it misses much more often vs med. That combined with its slower speed, turret turn speed, firing rate, turret limitations, makes this tank all around worse. I really don't see how it's a "heavy" tank at all!
  10. I still can't believe we are at this point, that we have functioning Chronotank, Migs, Yaks, Cruisers! Thanks a million to all the devs whose hard work make it happen. So what else is left? Chronosphere, Iron Curtain, dogs, Badger Bomber, spy planes, para-troopers. That's all right? Are we finally close to the finish line as far as full unit implementation is concerned?
  11. The new boat models are a great step in the right direction. I'd say the new Gunboat model is perfect, no further work needed as it looks fantastic to me. The Destroyer needs to be re textured, but the model itself looks good. The cruiser I realize is a downsized model, the original being like 4 times the size you see in game. If possible, edit it's texture so that all those now miniaturized details on it, like the orange life saver rings mounted on the sides, the windows etc, all those miniaturized details: remove them all, and no one will think twice while glancing at the cruiser.
  12. Hey guys, I was digging through the server statistics to find some information on what works well in the current gameplay meta and what should be avoided. Turns out, Siege and Hostile Waters are the least played maps (especially HW), the only maps less played are not in the default rotation but admin-triggered special maps. So while I won't be able to do major reworks on these maps, I cannot help but feel the need to ask, given that these were my contributions, what the problems are within the gameplay on these maps today? For Siege I already know that most rounds end via time-out. This is very unpopular but unfortunately it is how the map was designed intentionally. How has the game been since Pushwall added the extra bridges? The data here is hard to read as there is no patch filtering available. Did the extra route make the map more enjoyable and less meat-grindy? Whatever the answer, know that I will not create tug-o-war style maps again given their lack of popularity. And how is Hostile Waters nowadays? I noticed it is barely being played, despite having received more revamps than most maps in the history of APB (YES! I BEAT FOI'S RECORD!?!?). I brought it back from the pre-Beta days based on a LOT of requests when Delta launched, I redesigned it from scratch, and overhauled it twice afterwards. It uses experimental gameplay and graphical effects and all of this creates a very non-standard gameplay - could this be the simple fact that non-standard gameplay just isn't enjoyed enough by most people? Or is it something else? Anyhow, just trying to figure out where I went wrong with these maps. I might be edging towards repeating mistakes if it turns out that most people dislike anything that deviates from the core gameplay, so better for me to take the hint early and avoid doing it a third time. Thing is, my aim is typically to deviate - and perhaps my aim is off. Let me know!
  13. As you may have noticed in the recent update, a Kennel was teased. Of course, a Kennel would also mean dogs being included. This was quickly covered up on account of it being meant as a joke before getting to the real update. The Kennel icon alone did spark some interest, though we did not intend for that to happen. This is not to say dogs in APB are impossible. Chrono Tanks, MiGs, and Cruisers were impossible before, and yet here we are. What it really boils down to is how can we best implement dogs into APB? After some internal discussion, we have thought it best to ask you, the players, for your input. If you could put dogs in the game, how would you define them? What role would they play? How do we ensure the dogs do not overlap the flamethrower/starshina too much? How would we encourage field use since dogs cannot reasonably damage buildings? How would the attack work? Should dogs even be playable or be AI-controlled bots? These are the questions we're asking, and we would like your response. And yes @des1206 we can easily give the dog a bark on the alt-fire. [blurb]Dogs in APB. A possibility, though we would like your feedback first. More details in the thread.[/blurb]
  14. I've edited my stream from last Saturday/Sunday games to highlight some of the great naval battles we had, enjoy!
  15. http://download.ccassault.com/museum/music/solomusic/Meltdown.mp3 Background is nonsense. Music is... I think not =D
  16. [blurb]The update everyone has been waiting to see![/blurb][thumb]thumb_apb.7.png[/thumb]Hello everyone! Welcome to the late night update! The update you've all been waiting for the past few weeks! I'm your host, Coolrock-o! I bring you an exciting new showing of what's been in the works for the past few months. Let me tell you, it wasn't easy getting this all ready for the fans that have been sticking around all these years. Be happy that Pushwall is here, otherwise none of this wouldn't be possible! I know I have a lot of you on the edge wondering what this is all about by now, so let's get to it! MiGThe MiG is finally finished, and will be added into the game come the next patch. More details will be released in the developer blog! For now, I have a very nice render to show off the final product. This should be a nice flash back for anyone familiar with the Red Alert cutscenes. Model by @Sir_Phoenixx | Texture by @Fabian| Render by @Dghelneshi With such a flashy new MiG being added into the game, which threatens the Allied Navy, we decided that it was also time to overhaul the naval units. Let's face it, the older models have served their purpose! Gunboat While the best looking of the two ships, we still felt that this ship needed a new look to match the other detail wise. Here's a look at the new Gunboat! Again, more details will be given once the developer blog is released. Model & Texture by Omegavision | Render by @Dghelneshi Let's jump right into our last update for the night! DestroyerThis has to be one of the biggest improvements to a vehicle this game has seen in years. Hands down one of the best looking vehicles currently in the game. This will be your go-to when protecting your fleet from incoming Yaks, MiGs, and Hinds! Model & Texture by Omegavision | Render by @Dghelneshi Along with all this happening, the Soviets also need to see an update also. Currently a WIP, but I wanted to share this with you guys anyways! Missile SubSorry for the picture quality, but it's the best I have for this sneak peak. Hope you guys don't mind! Model by @Kane000 This one won't be ready for a while, but it'll be coming with hopefully a new Attack Sub later this year! With all that said and done, I hope you guys enjoyed this little teaser. I swear I'm forgetting something though Oh that's right! How silly of me! Cruiser Model & Texture by Omegavision | Render by @Dghelneshi IT'S HERE NEXT PATCH! GOODNIGHT EVERYONE!
  17. I just want to bring up a helpful advice that all land-attack seacrafts (Destroyer/Missile Sub/Gunboat) are actually really good against tanks. For the Destroyer/M.S, not only do they out-range every land unit except the V2/Strela/Redeye (yes they outrange Volk and Tesla Tank), they do damage equivalent to a mammoth tank, and their missiles track so they don't miss. The gunboat is even more effective in terms of damage. It has shorter range but has the DPS of a phase tank. Players should consider using ships to counter land units more going forward.
  18. 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
  19. Hey Guys, this is my second attempt at making a map for A Path Beyond. My first attempt ended sadly when my first computer (JC9000) bit the bucket, that computer ran faithfully from 2002 till a few years ago, oh well. I am getting back on the bike and trying again. This time with a more power computer, and many many back up saves. So like all good maps, I needed some concept art. Anyways, then after drawing inspiration hit me! Allies and Soviets fighting over a gem site. Its a start, but then I realized this map would be a worse sniper disaster since the least liked map of all time of APB Camos Crossing (not made by Raap by the way) Lastly Camos Crossing was so bad it never made it past version .9935 So then I thought... add more space, more rocks, some platforms and this could be doable. Yet I felt the straight line fighting might get boring/tawdry. So back to formula on ways to avoid this. Then Inspiration hit me... why not bend it into a Y-shape. Keep one bridge, and add some lower elevation/ledge spots. Then to prevent more sniper abuse add rocks and a cave. This^ is a more cleaned up version. I figure I should add a cave, and sniper towers, and crates, and have one of the lower ledges a lot lower with a cave entrance. The lime green is the "kill zone" / falling to death area. Anything outside the lime green could be flat trees or just more grass not sure. The above is all I have at the moment to show. I will soon fire up 3ds max 8 again and make this map. But before I do, any thoughts or input into the design? Lastly this will be an on going development so don't expect anything before Christmas.
  20. For those who have played Siege a decent bit, what do you think of the different roles these two Soviet air units occupy? Do you feel one eclipse the other? Or do they complement each other?
  21. Hey guys, I figured that it is time for a new thread since this is no longer an "uncategorized" project! This is an upcoming Red Alert: A Path Beyond core gameplay level, and for the first time, this is a mission set on US soil. But as I do not wish to spoil everything in advance, I will keep the remaining information such as the background plot close to myself until release... But here is what I CAN share! The level features a large number of 4096x4096 diffuse textures, created from real photography and edited by myself. All photography was paid for, as I could not have taken them myself given that I live in Europe! The level features a lot of experimental graphical effects, the bulk of which could not have been rendered in older versions of the W3D engine and game tools. The level geometry uses some of the most complex meshes that W3D can presently support. Everything you see is still a work in progress! Here is a video demonstrating some of the environmental effects, such as periodic overhead dust storms, persistent distant dust storms, full screen colour filtering, full screen dust particle animations, and some decrepit old windmill, because reasons! [NOTE: Unfortunately, YouTube murders the image clarity a lot, so the smaller details are hard to spot, but in-game these will be much more visible!] As always, let me know what you think, if you have suggestions, or whatever. Post words!
  22. Red Alert: A Path Beyond Update General Stealth shaders have been re-enabled, and there is now an option to disable them if they are hindering your performance (Extended Options -> Effect Shaders Enabled) Infantry Grenadier No longer available to Allies No longer available without a Barracks Price down (200 -> 160) Mechanic Health down (70 -> 60) Speed up (7 -> 7.5) Rocket Soldiers LAW back to being non-tracking and 100m/s LAW/RPG splash damage up (22.5 -> 25), radius up (6 -> 6.5m) Spy Soviet players will see a Soviet flag when targeting him even when he is inside a vehicle. Shotgunners Inaccuracy down (3 -> 2.5) Vehicles If you kill a vehicle that has the "instant pilot death" property (planes and naval units that aren't beached), you now get credited for killing its pilot and passengers. Chrono Tank Can now be purchased on Tech Level 5 maps for 2400 credits. Acts as a tank destroyer (it stands a better chance than a Medium Tank when facing down a Mammoth Tank) and a building harasser (while its anti-building power is merely on par with a Medium Tank's, shifting lets it evade base defenses and take attack and escape routes that other vehicles cannot) Press Q to open the overhead map, then left-click on a destination to chronoshift there. You can only shift to places that are within 250 metres of you (this range is shown by the white circle around your map icon) and are free of any obstacles, and after shifting you will not be able to shift again for another 30 seconds. APC Points value increased (75 -> 100; now equal to Light Tank) Minelayer Fixed 2 AT mines leaving heavy tanks on 1 HP. MRJ Price down (1200 -> 600) MGG (and variants) Windows no longer have the opposite shader settings that they should, so now they actually reflect like other windows. Phase Tank Price down (2000 -> 1600) Is now visible on radar. Gunboat/Destroyer Now have the same property as subs/LSTs, where being in open waters prevents the pilot from ejecting and causes the pilot to instantly die when the vehicle dies. Bobbing animation now includes them rocking from side to side slightly (1 degree) Gunboat range up (105 -> 110m) LST Radar dish is animated again. Lowered target bone so that flame towers aren't so prone to missing against it. Should no longer explode and instantly kill you if you eject while not fully inside a beaching zone. Attack Sub/Missile Sub When surfaced, they should no longer explode and instantly kill you if you eject while not fully inside a beaching zone. (They'll still kill you if eject when submerged though. So don't.) Attack Sub range up (110 -> 120m) Attack Sub projectile speed down (75 -> 50m) Hind Band-aided the terrible unwrap on the tail rotor. Yak Fixed scaling; it is now half its previous size, and comes to about the same length as a Heavy Tank - which is more accurate to the real-life Yak being about the same length as a T-80. Physical collision box now covers a little more of the wings - though due to the size reduction it still has a smaller collision area than it used to. Health down (300 -> 250) to compensate for the reduced size. Has its old "lenient in-flight hitbox" again to compensate for the reduced size. Homing weapons now home in on the tail of the Yak instead of the nose, so they are better at catching Yaks on the retreat. Build limit up (2 -> 3) since they take up less space on the runway. Maps Reduced random field rocks on various maps Complex Tech Level downgraded; only T3 vehicles are available, but T5 infantry are still available. (Do you really want to see Allies getting Chrono Tanks on a map that's already biased in their favour and would let them do base-to-base warps?) Keep off the Grass Removed the wall near the Soviet OT route/CY. Moved Tesla Coil out to where that wall used to be. Removed Flame Tower from WF side. Moved Refinery Flame Tower closer to the empty field for reasons. Soviet resource field downgraded to ore. (It takes about as long to make a trip as it does on Camos Canyon anyway.) Allied OT now takes a little longer to get ore, to help keep it on more even footing with the reduced Soviet economy. Ridge Racer Ranger physics redone; now heavily based off the standard gameplay Ranger (less flippable), main difference being it has less drag and a less restricted gearbox. Instead of just the original two Allied and Soviet ranger colour schemes, you now have 8 - the 4 standard Ranger camos, 3 of Pyryle's classic colour schemes, and hot pink. Technicians no longer receive damage from falling (a common source of accidental deaths when jumping through the portals due to how fall damage works) or from the finishing-line wall of barrels. Moved the walls backwards at the final turn to make it less obnoxious and less likely to result in pile-ups if multiple people race. Jukebox changed to the old theme song of Fissure: RenAlert Jam. Ridge War Fixed VIS error on roof of Allied storage shack. Seamist Allies now get an additional Light Tank when the 5-minute chinook drop happens. Tesla Coils downgraded to Flame Towers like in older versions of the map. Added environmental sounds (surf+birds) [blurb]EVA: Chrono Tank ready.[/blurb] [thumb]thumb_apb.2.png[/thumb]
  23. Is there someway for you erase achievements because I have no recollection of doing the following: For King and Country Knight in Foreign Armor Mobile SAM Elite Soviet Defender Let's Make A Steal Dominatrix
  24. 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
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