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Several blogs, from August, were not posted here, you'll have to check out the site if you want to see them.
APB will run on Windows 7 (tested on RC build 7100). LevelEdit will also run, but you should disable visual themes and run in XP SP3 compatibility for best results.
Be sure to verify your registry settings; a common cause for APB to not work is a video render device key with an extra " " on the end of the renderer name, and a common reason for LevelEdit to crash on load is an invalid path to your APB installation.
We're not really trying for "FPS shotguns" like you have in every other game with five-foot-range 00buckshot in a double barreled gun. Instead, both of our pump-action single-barrel shotguns have two uncommon ammunition types that serve a good purpose.
The primary mode for each is an incendiary round, good out to 40 meters. It is useful against people, light vehicles, the internal (no-armor) structure of heavier vehicles, and most buildings. The damage is based on how many pellets hit, but as long as at least one strikes you have about a 90% chance to cause a set amount of lasting burn damage.
The Allied secondary mode is a very accurate single slug that is effective out to around the range of the M60 & PKM, and it will one-shot-kill any soldier with a headshot, and it's reasonable against vehicles still.
The Soviet secondary mode is a cloud of death for rather close ranges, with a large cone of fire but no incendiary effects. It is useless against vehicles and buildings, but at closer ranges it will do a one-shot-kill as long as you hit the torso with most of the pellets.
If you are concerned about the shotgun appearance, a quick reminder: our shotguns aren't shooting buckshot, they are actually shooting a combination of zarconium and phosphorus. They are incendiary shells which is why you take lasting burn damage from them. You can check out some real ones firing at Youtube.com and in related videos.
This notice has been added to the original blog posting as well.
It's more of a branch off Renegade's W3d, which was off what earlier games like Earthbound used, than off SAGE itself. SAGE has gone through several incarnations/upgrades from Generals to Battle for Middle Earth through RA3: Uprising, so I agree that it doesn't make much sense to now keep certain things including us there since there's so many years and release builds between each, but that is just how the categories turned out. All W3d or SAGE projects are in the SAGE group.
We're not the advanced RA3 era SAGE but we're not stock Renegade era W3D either. It's something custom in between. I hope this answered your question!
Try asking for help at our forum, www.apathbeyond.com/forum
They whistle as they come flying in now, too. Admiral-165, that probably was another 155mm shell like this in Fallout 3.
This one shouldn't
You sure can
Yep, we're redoing a lot of the stuff related to unit health.
My poor Longbow
Yeah there are a lot of balance changes coming. The fact the M60s shoot so far as actually a mistake.
When you start the launcher, create a new name for yourself. The official server IP recently changed, so in the news browser at the top you can find instructions regarding how to change the old entry. Then, just select the server and hit join game; this will launch the combat sim and instantly connect to the server.
Eventually. We were working on the ants heavily a while back but got sidetracked with more pressing matters. There is still some animation work to be done.
If your video card supports it, you will certainly see them in-game on all vehicles and for the water (as of a couple versions ago). My video card does not support it, so do not expect to see any in screenshots I personally took.
For Luna directly, no. But possibly later in an alternate version or future moon setting. The problem is, it's hard to balance things out.
Crank up the 16x antialiasing and whatnot then =P The next version has widescreen support, if part of your $4k is the screen itself.
We'll give you the minelayers and the shotguns. It's up to you to lay the ambushes.
(real answer: Tanya's rate of fire has been subtly reduced in a way. And you can now lay 80 mines that are stronger, and detect infantry from farther)
I am not sure if you noticed, but this year both Released and Upcoming categories for Indie Games were combined into a single running. Some people are upset about that, but it's how things happened. Last year, Upcoming ones were barely recognized... so this is hardly unfortunate!
Congratulations, AR guys. You make us proud.
You people are as bad as YouTube commenters.
Yep, they slowly get larger as time gets more critical :)
I think those have already been fixed; good eye though!
Maybe I'm just confused or not looking hard enough, but according to the images and text, "They are converted from C&C Renegade."
Basically, Volkov is going to have to make a choice:
Does he want to sit far outside a base, tossing in his 'tillery rounds? The risk there is that he has long gaps while he is reloading; the enemy can react fast, and it might be hard to time his attack with teammates to overcome repair crews. He's also a fairly obvious target for enemy snipers, although his self-healing counteracts most hits short of a headshot.
Does he want to run inside the base, infiltrate a building, and then defend his C4 charge? It's not enough on its own to kill a building, so while he's waiting he needs to keep shelling it from the inside if he wants to finish the job. But he's got to balance firing/reloading his artillery rounds with firing/reloading his anti-personnel weaponry.
Hopefully it will make things more interesting!
You might want to find out if this is kosher, taking assets from an EA developed/published game and putting them into the mod for a Rockstar developed/published game.
Also, I do not recognize that Nod soldier from Renegade.
Taken from Wikipedia--
Listed in 1UP.com's Best Free Games of 2008
Mod DB 2007 Indie Game Of The Year Second Place
Featured in Games for Windows: The Official Magazine issue in January, 2008
PC Gamer Mod Of the Month in December 2007 issue
Command&Conquer.com interview with lead producer "Chronojam"
Featured in PC Zone issue in November, 2007
Featured in Electronic Arts' "Command & Conquer TV" episode in October, 2007
Featured in Game Informer in October, 2007
Featured in eGames.de in September, 2007 (review and interview)
Interviewed by Planet Command & Conquer , September, 2007
2006 Games Convention posters, video, and demo in cooperation with Electronic Arts (posters, trailers, demo)
Mod DB Top 100, 2006
Mod DB Top 100, 2005
Mod DB Mod Of The Year, 2004 (Level Design)
Apparently you had plenty of chance to hear about it, in print magazines and online publications, plus on ModDB's Top 100 for the past four or so years :) There are some flaws and older content that needs to be updated, but most sources agree it's well worth the download.
Steam and Xfire both had a directx conflict or something of the sort, I forget the specifics. Xfire got it worked out though, if you want to use it.
The first one's free. Hell, they're all free! I can't wait to get the next version Gamma out to you guys, we're getting close. You're going to love it if you've been following along, we're essentially taking everything that made Beta fun and kicking it up a notch; plus some small eye candy boosts.
What OS are you using, and what kind of user privileges do you have? Please register on our forums at www.apathbeyond.com/forum and post in the Tech Help section, some nice people will hopefully get you squared away.
To get you started right away and bypass the launcher (assuming you have installed to default paths) you can paste the following entire command (complete with quotation marks!) into Start>Run after replacing YOURNAMEGOESHERE with your desired username:
"c:\Program Files\Bluehell Productions\Red Alert - A Path Beyond\renalert.exe" +connect 184.108.40.206:9999 +netplayername YOURNAMEGOESHERE
Do you have version 1.2.0 installed? The official server IP recently changed, please connect to 220.127.116.11:9999 instead now.