Popular Post Pushwall Posted June 19, 2016 Popular Post Report Share Posted June 19, 2016 Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! And stay tuned, because more updates are coming soon! Changelist DAMAGE Gunboat cannon damage to submerged subs down by 33% (0.375 -> 0.25); this is to compensate for depth charges being manually aimable now Gunboat cannon damage to buildings up by 12.5% (0.12 -> 0.135) Gunboat cannon damage to concrete (bridges/walls) up by 50% (0.12 -> 0.18) Grenadier damage to buildings up by 5.5% (0.32 -> 0.3375) Longbow damage to submerged subs down by 33.33% (0.15 -> 0.1) MAD Tank shockwave damage to bridge segments up by 100% (8.5% -> 17%) INFANTRY Fixed missing killstrings for limited-ammo versions of M16/AK-47. You will now get hurt if you rub up against the coiled razor wire fences. Repair Tool now takes 5 seconds to disarm C4 (was 4). Golden Wrench now takes 2 seconds to disarm C4 (was 1.06). VEHICLES Gunboat's depth charges have returned to being manual weapons; they can now be aimed in a 270-degree angle from the stern of the ship. You must press Q to alternate between the deck gun and depth charges. Unfortunately, due to the way the turret switch script works, the pilot of the Gunboat is no longer visible. Depth charges are no longer homing. All naval units can now be entered from beneath, in case you fall into the water at the sub pen dock, or eject from a boat in shallow water (such as Pacific Threat's strait). Missile Sub's muzzle bones have been raised a little above the actual launchers, making it less likely to home in on the ground when aiming at inland structures. Missile Sub now fires 6 missiles in a salvo; reload time has been increased to match, so damage over time is unchanged, but it has to stay surfaced longer to let the whole salvo loose. Destroyer/Missile sub projectile velocity up from 75 to 100m/s. MRJ health up from 200 to 300. Mobile Gap Generator forward speed up from 11 to 12m/s. LSTs now refill the occupants' ammo, C4 and armour like a Supply Truck does. BUILDINGS Non-tunnel Construction Yard now contains the ramp from the tunnel version, which connects the MCT room and the side area on the ground floor. Concrete Wall health up from 125 to 150. Destructible hedgehogs now have an invisible collision box in the middle, so they should be easier to hit or attach C4 to. Added short grates extending out of the dock platforms of the Sub Pen, so it should be impossible to drown when boarding a freshly-bought LST. AA Gun and SAM Site no longer have physical collision on their rotary parts, as that caused infantry to get stuck on them. Pillbox's reload time reduced from 2.5 to 1.25 seconds. Pillbox projectile velocity up from 375m/s to 750m/s. Pillbox and Turret no longer have projectile extensions; they will have a bit of a harder time hitting infantry but will have less trouble shooting around cover. Pillbox bullets now originate from inside the bunker rather than outside, so they don't have a "blind spot" right next to the bunker. AESTHETICS Mammoth Tank now has an updated model/texture with camouflage variants! Gamma's stealth shader has returned. Fixed a bunch of textures with missing mipmaps. When the jukebox rotates, it prints the track's title and artist in the chat. Higher-quality music files for Workmen Remix, Mud Remix, No Mercy Remix, Scrin, Techno Babble, Asteroid Belt, Dream Sleep, Fire Ice, RenAlert Jam and Drone Instrumental. New sounds for Hind/Longbow/MP5/M60 firing, Hind reloading, and MAD tank detonating. Texture updates for Soviet Barracks flag, Refinery bib, Barracks lockers, War Factory water drums, civilian house stucco, APC desert camo, and some metal textures, courtesy of Aprime. Muzzle flashes for Longbow/Destroyer/Phase Tank/Hind/Missile Sub should now be in the right place. Destroyer now makes use of all 6 of its launchers (still has to reload every 2 shots though) Destroyer's turret model has been upgraded to the SAM site model. AA Gun now makes use of all 4 of its barrels (still has a delay between every 2 shots though) Chinook's rotors spin the right way now. Hind's gatling gun now spins while firing. Fixed missing sinking state for Missile Sub. Sinking states of naval units will now persist until they hit the ocean floor or 60 seconds pass (was 5). Helipad signal flares actually have the signal flare model now. Flame Tower now has a sound effect for its pilot lights. Flame Tower, SAM Site, Gap Generator and Tesla Coil now give off smoke and flames when damaged. Gap Generator now stops animating in low power. Domination Mode team markers no longer bob up and down when rotating. PERFORMANCE Fixed a bunch of excessive meshes and multimaterials on wrecked defenses/silos/refill pads/vehicle props. MAPSRA_AS_Seamist: Removed thieves. Allies have 1 less refill pad, service depot and AA gun. Removed some rocks that were restricting Soviets' ability to leave their base. Reshaped the Allied hill slightly; there is now very little room to climb it from inside the base, and driving off it into the base will also require some care. Allied income down from 4 per second to 3, condensed into 1 silo which is a little further back than before. Moved dome pillbox back slightly. Moved helipad AA gun over to just behind the silo pillbox. RA_Bonsai: Repaired the broken bridge near the Allied War Factory. RA_CamosCanyon: Shrunk the rock in front of the forward Flame Tower to its original size. RA_CoastalInfluence: Added a plateau to the middle of the island that prevents artillery/V2 arc shots. They will have to get closer to hit buildings. Added a pier on the south end of the lagoon, which is connected to the south side of the map through a tunnel; this is another potential LST dropoff/cover spot/sniper spot/anti-sub rocket spot. Re-added the pier that used to be on the east side of the island, giving Soviets LST access to the island. Removed a pillbox and a turret from the land route, but moved the remaining defenses closer together and closer to the base. Spread out flame towers on the land route so they don't cover each other quite as well. Switched Naval Yard spawn zones around, so LSTs spawn close to land and boats spawn in areas where they can steer more freely. Moved hedgehogs away from the bridge to make them less easy to destroy. Added water ambient sounds. RA_Complex: Tech Level reduced to 4. Added projectile blockers over the central mountains, so artillery/V2 cannot hit buildings from safety. Gem fields downgraded to mixed. Bridge is no longer destructible. Moved Allied silo over to the PP shack. Jukebox changed; removed Techno Babble, added Voice Rhythm. RA_Fissure: Out-of-bounds platform behind Allied barracks actually falls when approached now. Made part of the upper central platform destructible; this will block off the lower central area when destroyed. You can still cross the upper area as there is a bridge over the rickety platform. RA_HostileWaters: Side/rear iceberg defenses have been moved back into the bases. Soviets get an extra rear flame tower. Capturable structures no longer have functional SAM sites. RA_PacificThreat: Added a Turret and a Flame Tower on top of the naval buildings, protecting against gunboats/subs taking the short route and covering the silo near the naval factory from infantry attack/theft from that direction. (The turret does a much worse job of infantry protection, but it also doesn't get outranged by caps and has a much wider angle of attack) Fog thickened from 200/300 to 100/300 (same as Stormy Valley). Added water ambient sounds. Jukebox changed; removed Arazoid, added Workmen. RA_RiverRaid: Removed some trees. Removed rear pillbox/flame tower. Added blockers around the broken bridge to prevent arty/v2 from perching on them for easy base attacks. RA_StormyValley: Reshaped the mountains. The narrow "lake route" (i.e. the most direct route between the 2 bases) is now inaccessible to ground vehicles. Widened the chokepoints between the ore fields and the "construction site route". The hill separating the "gem route" and the "construction site route" is now home to a series of vehicle/infantry paths that connect the two routes and allow infantry to snipe from atop the hill. Added an infantry tunnel connecting the "gem route" and the "lake route". Added a Radar Dome where the Refill Pads used to be. Improved defenses in most areas. Moved Service Depots that were near the Soviet War Factory/Allied Barracks over to the Soviet Helipad/Allied Refinery. Added a bunch of concrete walls to the bases, protecting the Helipad, Refill Pad, Ore Silo and Barracks from attacks from certain angles. Spy zone for barracks is now in its proper location instead of where the barracks was in Gamma. Oops! Removed hard-to-see barbed wire from Soviet barracks. Removed a Refill Pad from each team. Improved brightness. Added more ruins to the town. Added a drivable MCV and forklift to the construction site. Church now contains a $250 team money crate... with some safeguards. Purchased Allied helicopters now come in from off the map. Jukebox changed; removed Scrin, added Techno Babble and On The Prowl Redux (another Scott Peeples remix). RA_Under: Removed rear Service Depots. Added an extra Turret to the front of the Allied base. RA_Zama: Removed some rocks. 8 Quote Link to comment Share on other sites More sharing options...
Voe Posted June 19, 2016 Report Share Posted June 19, 2016 Nooo complex needs tanyas and volkovs D: They're an integral part of that map! Just remove the demo as a map gimmick. Like the thief on fissure. 1 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 19, 2016 Report Share Posted June 19, 2016 You've been quite busy I see, Pushwall! 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 19, 2016 Author Report Share Posted June 19, 2016 Well it's not all me - I have to thank Synaesthesia and Generalcamo for the mammoth, Killing_You and Generalcamo for the sounds, and Aprime for the texture updates. 2 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 19, 2016 Report Share Posted June 19, 2016 (edited) Of course. But that doesn't devalue your work to keep this project running smoothly. Edit: Good work on the Stormy Valley update, here is a few things I noticed after a quick rune-through: - The guard towers still use the proxy model as their model, and not actually function as a proxy. - The mud near the lake uses too high scaled UVW coordinates, making the texture look very blurry. - Consider making the edges of the lake transparant, it looks very unnatural right now (a common problem with water in APB). - The mountain tunnel lights bleed through to the top of the mountain, I suggest replacing the lights with the small tunnel lamp ones. - The trap church windows do not display correctly from outside. - The weapon kill messages used by the church trap could get renamed to instead refer to the object using it? For clarity in the kill message. - There doesn't appear to by any crate in the church... - The fucking church, man. - Not map related but the chain fences absolutely MURDER you in seconds, it seems overkill. - Not map related but the Mammoth Tank is now the Mountain Goat (it can climb quite steep terrain). Not sure if you can consider this a bug really since it actually improves the handling, but just something I noticed. Edited June 19, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 19, 2016 Author Report Share Posted June 19, 2016 - The guard towers still use the proxy model as their model, and not actually function as a proxy. If they weren't proxies they would be untextured and have no collision. What do you mean? - There doesn't appear to by any crate in the church... ??? - The weapon kill messages used by the church trap could get renamed to instead refer to the object using it? For clarity in the kill message. It's the same way other bot kills are handled (like OT technicians and base defenses) and doing otherwise requires a new weapon preset for every single bot. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 19, 2016 Report Share Posted June 19, 2016 - The guard towers still use the proxy model as their model, and not actually function as a proxy. If they weren't proxies they would be untextured and have no collision. What do you mean? - There doesn't appear to by any crate in the church... game 2016-06-19 13-57-38-99.png ??? - The weapon kill messages used by the church trap could get renamed to instead refer to the object using it? For clarity in the kill message. It's the same way other bot kills are handled (like OT technicians and base defenses) and doing otherwise requires a new weapon preset for every single bot. Inspect the guard towers and compare them to other maps, they are a low LOD model. The crate isn't there, which likely means that the trap can move over it and pick it up. You might need a scripting solution for AI generated kills then, to broadcast them like normal kills with a "user" included. Also, On Hostile Waters, the Allied base, the light facing the Radar got moved to a place where vertexes were not drawn to support it, resulting in light bleeding. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 19, 2016 Author Report Share Posted June 19, 2016 Inspect the guard towers and compare them to other maps, they are a low LOD model. So that's LOD's fault then. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 19, 2016 Report Share Posted June 19, 2016 Inspect the guard towers and compare them to other maps, they are a low LOD model. So that's LOD's fault then. I'm not sure, that particular model state only seems to be preset on that map (maybe 1-2 more maps). It doesn't change LOD state no matter where you point your camera. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 19, 2016 Author Report Share Posted June 19, 2016 The crate isn't there, which likely means that the trap can move over it and pick it up. Well that's just another incentive to fight the trap head-on instead of trying to lure it into walls, isn't it? Jk that'll be fixed. 1 Quote Link to comment Share on other sites More sharing options...
Mojoman Posted June 19, 2016 Report Share Posted June 19, 2016 We just need perfect balance where everything kills everything else in 1 shot. And then have 0 input and server lag.It'd make your job a lot easier Pushwall! 0 Quote Link to comment Share on other sites More sharing options...
delta Posted June 19, 2016 Report Share Posted June 19, 2016 Destructible hedgehogs now have an invisible collision box in the middle, so they should be easier to hit or attach C4 to. When the jukebox rotates, it prints the track's title and artist in the chat. Removed hard-to-see barbed wire from Soviet barracks. Removed some rocks. 0 Quote Link to comment Share on other sites More sharing options...
des1206 Posted June 19, 2016 Report Share Posted June 19, 2016 (edited) RA_AS_Seamist: Removed thieves. May I ask why? It took me a good amount of practice to learn how to use the thief effectively on that map. Edited June 19, 2016 by des1206 0 Quote Link to comment Share on other sites More sharing options...
harvester Posted June 19, 2016 Report Share Posted June 19, 2016 RA_Bonsai: Repaired the broken bridge near the Allied War Factory. I"m gonna miss that broken bridge. It always amuses me everytime I play that map, I always see an empty stuck vehicle at the bottom of that broken bridge. I remember one time we were Allies planning an early truck rush and the passengers were spamming chat/radio telling the driver stop as he drove onto that bridge and spoiled the rush. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 19, 2016 Report Share Posted June 19, 2016 RA_Bonsai: Repaired the broken bridge near the Allied War Factory. I"m gonna miss that broken bridge. It always amuses me everytime I play that map, I always see an empty stuck vehicle at the bottom of that broken bridge. I remember one time we were Allies planning an early truck rush and the passengers were spamming chat/radio telling the driver stop as he drove onto that bridge and spoiled the rush. Trap bridge. Honestly those bridges are in need of a remake, they are some of my earliest brush-up map props and it shows. I got enough on my plate currently, though... 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 19, 2016 Author Report Share Posted June 19, 2016 RA_Bonsai: Repaired the broken bridge near the Allied War Factory. I"m gonna miss that broken bridge. It always amuses me everytime I play that map, I always see an empty stuck vehicle at the bottom of that broken bridge. I remember one time we were Allies planning an early truck rush and the passengers were spamming chat/radio telling the driver stop as he drove onto that bridge and spoiled the rush. Yeah it's always funny when you see it but then you realise it's a newbie trap that's just there to make newbies rage. That's not what I'm about tbh. We just need perfect balance where everything kills everything else in 1 shot. And then have 0 input and server lag. It'd make your job a lot easier Pushwall! That's no fun though, I like being yelled at for bad balance, please don't kink-shame RA_AS_Seamist: Removed thieves. May I ask why? It took me a good amount of practice to learn how to use the thief effectively on that map. Because allies aren't supposed to be able to cripple the soviets on this map. The soviets have a hard enough time as it is. 1 Quote Link to comment Share on other sites More sharing options...
SarahNautili Posted June 20, 2016 Report Share Posted June 20, 2016 I have to say, I appreciate the removal of the newbie traps. Also this entire changelog looks good and I'm looking forward to seeing the effect on Stormy Valley and Coastal Influence. 1 Quote Link to comment Share on other sites More sharing options...
Death_Kitty Posted June 20, 2016 Report Share Posted June 20, 2016 OMG!!!! Stormy Valley looks gorgeous now! Great job push! I love the new barrier on the bridges (river_raid) and the coastal changes. What I don't get is: "Gamma's stealth shader has returned." What does this mean? and why the tier decrease on complex? 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 20, 2016 Author Report Share Posted June 20, 2016 "Gamma's stealth shader has returned." What does this mean? The superior stealth shader from APB Gamma is now in Delta. Scripts 5.0 didn't support it previously so we couldn't have it until now. and why the tier decrease on complex? OP demos. 0 Quote Link to comment Share on other sites More sharing options...
MPRA2 Posted June 21, 2016 Report Share Posted June 21, 2016 Checked it out on SP coastal Influence. Havent been able to check out any other maps, as I dont have the time to do much this week. Gotta get ahold of the Auto Appraiser tomorrow and go to wherever my Jeep is and get all my personal items this week. Really like the layout, and the vehicle updates. The mammoth skins look amazing too. Cheers to the man who made those. Good job to you guys over on the dev team. Hope to play online with you guys sometime in August. 0 Quote Link to comment Share on other sites More sharing options...
Alstar Posted June 21, 2016 Report Share Posted June 21, 2016 ^same issue. When i played yesterday in KOTG i had insane fps drops when inside of gap gen. 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted June 21, 2016 Report Share Posted June 21, 2016 Stealthed vehicles seem to cause a frame rate drop with this shader. 0 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted June 21, 2016 Report Share Posted June 21, 2016 (edited) To be honest, I liked the previous stealth effects more than gamma's, as it didn't cause insane FPS drops. Edited June 21, 2016 by ganein14 0 Quote Link to comment Share on other sites More sharing options...
SarahNautili Posted June 21, 2016 Report Share Posted June 21, 2016 I'm pretty surprised y'all didn't tie the new shaders to the shader detail slider at all. Especially since everybody isn't fortunate enough to have a computer that can handle the shaders well. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted June 21, 2016 Report Share Posted June 21, 2016 (edited) Eh, I suppose we should be happy that water shaders still aren't a thing yet. I haven't noticed an FPS drop myself, but if I recall correctly, the Gamma stealth shader was reportedly not very optimized/poorly implemented. I might be remembering this incorrectly, though. AFAIK, mines also use this shader, which might make it a bit over-used. Food for thought; Can we set the shader effect/type/quality per model? This way we could have the best looking "light distortion" effect exclusively for Phase Tanks, and a different version for Gap Generator effects, which makes sense since Gap and Phase technology is supposed to be different, so why have them look the same? Gap "stealthing" could just be a plain transparant grey color filter (so you can see the models full geometric detail, but just with a transparant grey, single color effect). Mines could then have another lower demanding effect. Edited June 21, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
SarahNautili Posted June 21, 2016 Report Share Posted June 21, 2016 (edited) Yeah, that's what I mean. The scripts guys didn't tie the shaders to that shaders slider, so even with it set to lowest like you do, it doesn't seem to do anything, when it should at the lowest setting just flat out disable the gamma shaders. Edited June 21, 2016 by SarahNautili 0 Quote Link to comment Share on other sites More sharing options...
JigglyJie Posted June 21, 2016 Report Share Posted June 21, 2016 AFAIK, mines also use this shader, which might make it a bit over-used. I remember in Gamma where mines used to have a texture but got removed shortly afterwards. In Delta the texture returned so I assume it's safe to say it's been fixed. How did it get fixed and could this be applied here for the people who have fps problems? As for the topic, no frame rate issues here other than the one in Hostile Waters right before the match ended, which EVERYONE felt. 0 Quote Link to comment Share on other sites More sharing options...
Aprime Posted June 26, 2016 Report Share Posted June 26, 2016 (edited) Well it's not all me - I have to thank Synaesthesia and Generalcamo for the mammoth, Killing_You and Generalcamo for the sounds, and Aprime for the texture updates. You're being nice. Mine all date back to BHP. Edited June 26, 2016 by Aprime 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted June 26, 2016 Report Share Posted June 26, 2016 A contribution is a contribution, and they're all appreciated. 0 Quote Link to comment Share on other sites More sharing options...
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