Raap Posted January 10, 2017 Report Share Posted January 10, 2017 (edited) Edit2: FYI there is actually already a vehicle hidden somewhere in Siege, And you know just as well as I do that it's useless for what we're talking about and shouldn't count I actually made it get to a different location once. But yes, it doesn't really impact the transport vehicle matter. Edited January 10, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Ice Posted January 10, 2017 Report Share Posted January 10, 2017 (edited) I approve of MBT's no longer being able to transport passengers, for the simple reason that it should, in theory, result in more non-tank vehicle usage (Ranger, APC, etc.) and thus more variety of vehicles being used. It's annoying when a team spams tanks and nothing else. Edited January 10, 2017 by Ice 0 Quote Link to comment Share on other sites More sharing options...
AZ-Stalker Posted January 12, 2017 Report Share Posted January 12, 2017 recent rubberbanding troubles have been so troubling The troubling troubles are real. Good thing it was troubleshooted. 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted January 12, 2017 Report Share Posted January 12, 2017 recent rubberbanding troubles have been so troubling The troubling troubles are real. Good thing it was troubleshooted. 1 Quote Link to comment Share on other sites More sharing options...
NoSoldier Posted January 12, 2017 Report Share Posted January 12, 2017 (edited) And maybe increasing the armor of the supply trucks a tad could be a thing to think about as it encourages people to buy st's. But early st rushes... meh... still... good job with the troubleshooting. I had trouble with that. Edited January 12, 2017 by NoSoldier 1 Quote Link to comment Share on other sites More sharing options...
SilverShark Posted January 12, 2017 Report Share Posted January 12, 2017 What's with the Destroyer's damage output? We just played a match on Hostile Waters on the server, where I used a destroyer. Only 4 rockets were enough to destroy a sub or base defence? 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 12, 2017 Author Report Share Posted January 12, 2017 Armor.ini is a very fragile creature. The destroyer's warhead somehow became invalid just by adding a tabbed comment on it (which is there to help out modders) even though every other warhead is perfectly capable of working with a tabbed comment attached. Nevermind I'm an idiot, thanks Saberhawk 0 Quote Link to comment Share on other sites More sharing options...
NoSoldier Posted January 12, 2017 Report Share Posted January 12, 2017 it seems to be the same case with the missile sub 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 12, 2017 Author Report Share Posted January 12, 2017 They use the same warhead. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 12, 2017 Author Report Share Posted January 12, 2017 Just put up a hotfix on the launcher (not really worth its own thread): Destroyer/Missile Sub warhead works properly now. RA_CanyonRiver: Fixed rainbow trees. RA_Siege: Destroyed scaffold bridges should now properly reach their final death state. Destroyed scaffold bridges no longer set off an invisible nuke; mine-clearing event now only hits mines and has a much smaller radius. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 12, 2017 Report Share Posted January 12, 2017 (edited) RA_Siege: Destroyed scaffold bridges should now properly reach their final death state. Destroyed scaffold bridges no longer set off an invisible nuke; mine-clearing event now only hits mines and has a much smaller radius. This should fix some of the performance complaints on Siege as well, since the net result of the damage state not transitioning properly, was a minor 300 or so draw calls bonus, along with persistent particle effects. For what it's worth, this issue never existed in my own local tests. We'll have to dump the cause on the pile of mysteries that can seemingly occur when files change hands. Edited January 12, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 12, 2017 Author Report Share Posted January 12, 2017 For what it's worth, this issue never existed in my own local tests. We'll have to dump the cause on the pile of mysteries that can seemingly occur when files change hands. Actually it's not related to different development environments at all. Check your PMs, I don't think anyone else here wants to gaze into the abyss that is the bridge code 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 12, 2017 Report Share Posted January 12, 2017 (edited) We discussed it yes, but it doesn't change the fact that something changed somewhere past the point of when I tested the mechanic, to which I can confidently state that the cause was displacement magic. Ya gettin'? Edited January 12, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 12, 2017 Author Report Share Posted January 12, 2017 Oh you mean the mine-clearing. In that case, here's the magic. Also since I guess your cannon ammo/explosion presets are temps, you'll have to check their warheads too because the armor.ini got reorganised recently. Once again armor.ini is the bane of our existence. Except the change back then was intentional and I gave you a fair warning about it 0 Quote Link to comment Share on other sites More sharing options...
Popular Post MartinMb Posted January 12, 2017 Popular Post Report Share Posted January 12, 2017 *RESURRECTS* I see the APB is still alive! Time to download this. Also, hallow everyone! 5 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 13, 2017 Report Share Posted January 13, 2017 *RESURRECTS* I see the APB is still alive! Time to download this. Also, hallow everyone! Long time, no see! Welcome back! 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted January 13, 2017 Report Share Posted January 13, 2017 Martin! Its been too long! Welcome back 0 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted January 13, 2017 Report Share Posted January 13, 2017 Oh hey I know you. 0 Quote Link to comment Share on other sites More sharing options...
MartinMb Posted January 13, 2017 Report Share Posted January 13, 2017 Thanks comrades! Nice to see you all alive lol. So there still are big red texts on these forums hem... 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted January 13, 2017 Report Share Posted January 13, 2017 All the cool kids have big red text. 2 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 13, 2017 Report Share Posted January 13, 2017 Just an FYI: The server once again fails to report server status to the launcher. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 13, 2017 Report Share Posted January 13, 2017 Just an FYI: The server once again fails to report server status to the launcher.I noticed why it happens, the IRC server loves to disconnect everyone or individuals sometimes, and when it drops the server bot out, it wont show up on the launcher anymore. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 13, 2017 Author Report Share Posted January 13, 2017 I noticed why it happens, the IRC server loves to disconnect everyone or individuals sometimes, and when it drops the server bot out, it wont show up on the launcher anymore. This happens even while the bot is there though. I have to stop it and start it again to get the server to show up. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted January 13, 2017 Report Share Posted January 13, 2017 I noticed why it happens, the IRC server loves to disconnect everyone or individuals sometimes, and when it drops the server bot out, it wont show up on the launcher anymore. This happens even while the bot is there though. I have to stop it and start it again to get the server to show up. The bot rejoins automatically but it doesn't resolve the launcher communication. 0 Quote Link to comment Share on other sites More sharing options...
MartinMb Posted January 13, 2017 Report Share Posted January 13, 2017 All the cool kids have big red text. So I must be so freaking cool now. 1 Quote Link to comment Share on other sites More sharing options...
MPRA2 Posted January 14, 2017 Report Share Posted January 14, 2017 OH BOY! Another update....... welp...... guess it gives me a reason to force me to stop playing World of Warships/ARMA/Battlefield, and come back to APB to ragequit once again.....I cannot stay too long, as its not a good idea to leave Kongou Dess without use for long periods of time........ 0 Quote Link to comment Share on other sites More sharing options...
Popular Post SilverShark Posted January 14, 2017 Popular Post Report Share Posted January 14, 2017 6 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 14, 2017 Report Share Posted January 14, 2017 (edited) I'm not sure what's more disturbing, the fact that W3D network code didn't push you into the water, or the audio modifications... Anyhow, this is why naval transports don't carry vehicles (properly) in APB, it's a concept that the bases aren't balanced around. Edited January 14, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted January 14, 2017 Author Report Share Posted January 14, 2017 I'm not sure what's more disturbing, the fact that W3D network code didn't push you into the water I think they're not getting pushed into the water because it's flat terrain which means the worldboxes of the vehicles are also flat. Since unflattening the water runs the risk of getting boats stuck due to their rigging, it looks like we may ultimately have to return to ye olde method of having fuck-you invisible walls in the water. Once the scripts team makes a collision group that collides with ground vehicles but not with naval/beaching/air units, that is. Anyhow, this is why naval transports don't carry vehicles (properly) in APB, it's a concept that the bases aren't balanced around. If I were to add vehicle-carrying LSTs (which we currently lack coding/scripting for anyway) the vehicles would have to be unable to function while being carried. Tesla Tank LSTs would be far superior to both types of submarine, MGGs being able to impact naval combat would enforce use of TTLSTs even further since TTs are now the de facto counter to MGGs, and MRJs being able to function on water while outside of V2 range, even deploying and continuing to float around once the LST leaves... yeah... And even then Under would need some work as that one is definitely not balanced around it. Many of the beaches are meant to be outright inaccessible to vehicles to prevent B2B artillery abuse while conveniently also providing more mine-free places for Allied infantry to land. 0 Quote Link to comment Share on other sites More sharing options...
NoSoldier Posted January 14, 2017 Report Share Posted January 14, 2017 (edited) Keep in mind that it already took us over 5 minutes to get there. If it would have been a bigger group of players this wouldn't have been possible. In my opinion it's neglectable as it's only doable on this map. It's actually pretty simple to fix. Also, I still just love ktrs's reaction. Edit: PM'd you about that. Edited January 14, 2017 by NoSoldier 0 Quote Link to comment Share on other sites More sharing options...
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