Mapping & Mod SDK v2 - RA:APB Gamma
Jan 1, 2013 SDK 0 commentsUpdated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

1 comment by Chronojam on Apr 25th, 2013
We recently had a little staff get-together to start to put together a bit of a new to-do list. It's pretty long, but that's not surprising considering all the things we've got planned. Also, you might have noticed our main site and forum have been updated so that the APB theme OWA made is available to everybody. It's a bit of a classic look based on the old grey theme we once had. The style makes a lot of things easier to read, but people who use certain exotic colors to post on our forum might still have unreadable text. Speaking of that, the player count displays on the forum and front page are all fixed up as well, and no longer have the eye-searing yellow background!
It's not a whole new set of buildings or anything, but a few changes are being made to the existing buildings by ChopBam for some usability enhancements. We actually didn't have most of the building interiors available in a "modern" format, so it's always a challenge to convert things back to a 3ds Max file to make these changes. One of the updates is some simple "you are here" indicators for Missile Silo elevators.

See that picture? That's right, you can actually target and shoot the large doors present on most buildings. Took us long enough :) The elevator honestly was not the biggest problem the Missile Silo had. The more glaring issue that people more or less get used to is the fact you can't damage it by shooting the large silo door on top, which is perhaps even more evident with the War Factory garage doors, or just doors in general.
That was one of the bigger issues on our to-do list, and importing/converting our older models into a more modern format was one requirement for these fixes. They used to be largely in GMax formats that are not supported by modern tools, and are not particularly easy to convert. In a few cases we simply did not have the original models on hand, either. ChopBam's got that under control now.
We've already talked about the changes for infantry taking damage from tanks. Here's what it looks like in practice. Note that the damage and infantry health levels aren't final, but this should give you a good feeling for how it will work. You might want to view the first video on YouTube with annotations enabled for an explanation of what's going on.
As you can see, direct hits from a tank are more lethal than before, and tank shells travel faster, although the rate of fire is lower and there is a slight arc to each shot which can make aiming with the Heavy Tank in particular a bit trickier. Splash damage is pretty much a minor threat to infantry who still have armor even for shells landing at their feet, but once gone (at about 75% health) a soldier will take high damage even from explosions that are several meters away.
A few people who've been hanging out in our TeamSpeak channel have had a chance to see us working on this, since we periodically will do live streaming of tinkering around with settings. We're still adjusting a lot of these changes, but the second video demonstrates the current extent of the ballistic drop for the two main tanks. While it's harder to land shots, hits do a lot more damage.
One of the other changes proposed is the ability to control explosion wall penetration for each weapon. This way, things like grenades, flamethrowers, or light rockets won't be much of a threat if you've got some cover to hide behind, and taking cover behind a barricade of some sort will be even more useful if you're fighting against a tank on foot. However, heavy weaponry such as the V2 Rocket or especially the Demolition Truck will be less impacted. Saberhawk's working on that change, and it's now in place.
That should give us additional options for explosive weaponry, like perhaps making the Mammoth Tank's rockets once again damage buildings (but not penetrate walls). Originally they were made unable to harm buildings simply because it was too easy to damage the building and kill every player inside at the same time.
Stay tuned for more updates.
Updated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...
(OS X) For Mac gamers, this is the RA:APB 2.1.2 full game client Wineskin. Thanks for Darklord42 once again for preparing this special wrapper for our...
(Windows) Latest client version for RA:APB, enabling you to connect to a server and play the game. Included are all game data files, stock maps, and frontend/launcher...
----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...
----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...
----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...
Highest Rated (8 agree) 10/10
i haven't even played it yet, but i still give 10!
Mar 14 2011, 11:18pm by BionicleManFanatic
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wher do you get the public releas?
i think u put it in the data folder in the renegade folder
how do you install this mod? it comes in .rar and when i unpack it it becomes .pkg what do i do with it then
Tight video, keep up the good work.
First of all, this isn't C&C Reborn. You're looking at Red alert: A Path Beyond right now.
Second, the "Features single and multiplayer" is referring to what we expect to have when we are done with this modification. Right now, the mod is still in beta stage (.9935 beta is what is being played right now) and all people who download it are effectively beta testers. The multiplayer balancing will be completed first, and single player is expected to be added later on. Single player was earlier mentioned as being one of the features set for version 1.0 (which is also when the mod is no longer considered to be in beta stage) but there hasn't been much discussion internally about a single player missions for some time, so I'd say single player missions before 1.0 is a near impossibility.
But, there is something else that has been discussed and could show up before 1.0. I'll just say NeoSaber is eager to flex his AI writing skills and leave it at that. :P
it looks wicked nice vidio
whens it coming out
Nice video, keep up the kickin' work, man.
i am back from atrip en i now somthing a bout CHRONOWARS if any budie nows when it is coming online(LEASHED)
mail me AT INO145@hotmail.com
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You guys are going to turn that ugly green tiberium into golden ore, right? Along with ore trucks and stuff? And don't tell me the ore will inflict damage on units!