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Pushwall

APB 3.0.7.3 Changelog

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Pushwall   

:allied:  Red Alert: A Path Beyond Update       :soviet:

Improved aesthetics and the new map, Siege! Get the APB 3.0.7.3 update!

Changelist

 

GENERAL

  • Charge-up weapons (C4 and Demolition Trucks) now show a progress bar when charging, just like Signal Flares do. Sorry for springing charge-up C4 on you guys before and forgetting to put it in the changelog (oops) but this should make it obvious now.

INFANTRY

  • Limited-ammo Dragunov crate now correctly gives 10+10 ammo instead of just 10.

VEHICLES

  • Light Tanks and Ore Trucks are now treated as "heavy vehicles" by the AI. Essentially this means that Pillboxes and Flame Towers will be less likely to shoot them when they could be shooting infantry or unarmoured vehicles instead, and the reverse is true for Turrets and Tesla Coils.

AESTHETICS/PERFORMANCE

  • Ranger has a smaller muzzle flash, making it easier to use in first-person mode.
  • Reduced duration of smoke particles for dead buildings, powerplant/refinery smokestacks, ore truck exhausts, and shooting "fire pipe" surfaces (such as the WF pipes and flamethrower's fuel tanks).
  • Tons and tons of rendering refinements.

MAPS
 
New map added: RA_Siege by Raap! See these two threads for more information on the project.
FCOp1pY.png

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The title bar of the game now says Renegade instead of APB, though not sure if it might have always been doing that.

 

Were new tracers added in this update?

bfxLY9.jpg

 

Sometimes they glitch and come from the center of the screen.

Edited by KevinLancaster

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Pyryle   

Sometimes they glitch and come from the center of the screen.

I know what you mean. It only happens in first person and is easily reproducible when firing from behind cover (e.g. trying to exploit defenses). Doesn't really bother me, however.

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Raap   

I did a quick run around on siege, seems the water is missing the proper texture (it's almost black water, instead of dark green).

 

Beyond that, good to see it finally be ready for live gameplay.  :)

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Pushwall   

Were new tracers added in this update?

Rendering updates broke the old ones.

 

Sometimes they glitch and come from the center of the screen.

Welcome to the W3D engine...

 

post-10859-0-51438300-1481951813_thumb.png

 

This happens when there's something blocking the line of fire of the off-centered guns, like if you are standing very close to a wall. If it was fixed it would make first person worthless.

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Raap   

The source of the black water issue is traced down, it happened in this latest release and not in internal builds due to rendering changes on the engine. It's not a "bug" in rendering, it's just a change to the way things are rendered and in the case of water, some different settings are needed, but I wasn't aware of those changes being required for this patch, since I wasn't informed.

 

So the water will likely be corrected by Pushwall in a future update - sorry for the eye-pain until then. Fraydo's screenshots show how it was supposed to look like.

Edited by Raap

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Raap   

I didn't even notice black water. I just thought it was dark and accepted it without questions.

 

Well since I worked on it, it did stand out instantly to me, especially since it no longer smoothly transitions into the shoreline effect.  :)

Edited by Raap

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Jarza69   

I noticed that the game is now limited to 60Hz? Before this latest update it was running at 144Hz as it should but now I can only get it run at 60Hz...

Anyone else having problems like this?

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ChopBam   

By hertz you mean frames per second? Try editing engine.cfg to change vsync to false. Unless I'm totally misunderstanding you and 144hz is your monitor's native refresh rate..

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Jarza69   

I have disabled vsync, and the game is running 200fps+ but the monitor runs only 60Hz for some reason. But the game was running at 144Hz before this latest patch!

And I am used to have 144Hz at all games so this feels very laggy now :DDD

Edited by Jarza69

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ChopBam   

I have disabled vsync, and the game is running 200fps+ but the monitor runs only 60Hz for some reason. But the game was running at 144Hz before this latest patch!

And I am used to have 144Hz at all games so this feels very laggy now :DDD

There are some code improvements coming soon that should help with this.

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