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Good catch. It's not going to be a big deal since this one is temporary due to the new model.
Well, we've always got the option to revise it, but after an internal discussion with the test team we decided we were creeping closer and closer to getting maybe too simmy, with increasingly specific hit locations, shell drop, talking of making shell damage change based on range, etc.
We were starting to make damage change based on things like shooting the engines vs the different rotors of a helicopter, and thought, maybe we should step back for a moment :)
Snipers are coming back in a larger update we're working on! Basically, the older version of the engine had a hard cap on projectile speeds -- 399 meters per second. Anything faster instantly hit. That made it really hard to balance snipers, we wanted them to have to lead their target but 399m/s was way too slow.
The new changes we're working on mean that snipers now fire a really fast (but not instant-hit) bullet instead. We've broken the 399m/s speed limit we once had.
Tank camera views have been overhauled again, I should post some pictures. We now have better camera control options (before they had to orbit a model's origin point) and can add several alternate cameras to vehicles, sort of how soldiers can use third or first person.
Tech levels helped address a number of concerns, for sure, but we'll see how this plays out. They could return in a limited capacity, or in another form.
We've actually got a newer installer available that was intended for use by those with .NET4 problems. Try this slightly different one out:
People who love to bunnyhop are going to be very, very disappointed and will probably slam the "disagree" button hard when they see next week's update :)
It's OK for people to agree/disagree, but unfortunately the ModDB system hides posts by default if they are disagreed with enough. Since not everybody wants to make a post to say they agree/disagree they just use the +/- buttons.
What is the nature of the error? Was there a message, or did the program not start, or were you unable to launch the game? Did your browser not allow you to execute the application? Do you lack admin privileges on your machine?
Basically "Doesn't work" is not a helpful statement since we have hundreds of people who've had it work.
Look at the smoke, too :V
Mostly for special circumstances, not something you'll build and put out.
If it doesn't play well, we'll make adjustments accordingly. One thing that all the post-RA1 real time strategy titles had was the ability for your veteran forces to self-heal, which became important for taking small retreats to heal up and avoid losing all your momentum (and investment) after combat. By RA2, cultivating and protecting elite units (with their self-healing and superior weaponry) could be vital to surviving the mission. We'd like to capture some of that.
I've just posted a news update; in addition to not being able to see infantry coming from the sides, they'll be able to hide off radar to ambush after you pass.
That is 2.2.0
Right now in testing, four
It'll take a couple minutes, the original file's around 570mb. Definitely worth the wait though. Actually, it just finished.
Same for Apocalypse Rising, if that wasn't evident.
When it's time for the Reborn client release, it will say "Reborn" at the top instead :)
This SDK is sufficient to get started on designing maps and custom content for TS:Reborn however! It's what I use internally, just with a different set of data files.
Correct, we've made several adjustments based on feedback (including yours). There's no good place on the front for the star, so we compromised.
What the ****, all of the links were stripped somehow into dummy "nofollow" links? I've got no idea how long it's been like that, I've fixed the download link in the post. Thanks for calling this to our attention.
We'll be more interested in talking timing once we kick the new APB build out; we're doing some final internal testing there but APB 2.1 is essentially ready for mirrors.
The next copy of TSR you'll see will have vehicles :) And many of those new features we've talked about are already done. I'll post more news within a week with some of the new modelwork for things.
I guess there can be bots if we add them, but aren't humans more interesting to play against?
That bridge begins the round fully intact :)
They were all removed so that they could be re-added differently on a per-map basis.
This is for servers, so please do not think of putting it in your APB 1.4.0 client data folder.
Airborne unit lost :)
Do you mean Android? Both, and it's amazing if you have access deeper down. You could grab the SDK and give it a go.
They do if you hit dirt, the sand effect is not ready yet.
Well that's how RA1 was so we're aiming for that.
So download it :)
It really is worth it. The tank shells are modeled out and textured too, from time to time you get a view of a huge Mammoth shell flying past you with a big ol' red star stamped on it. And it's impressive :)
Exactly. We've got another one we're working on, too, that will completely fall apart.
It's not entirely final yet; we actually want to make sure the bases for all the defenses are "thick" or otherwise set for placing on slopes.
You got it.
Absolutely. There are also two internal access hatches if you own the War Factory, so you can easily get in and out without being shot at the entire time.
Not really, there is no recoil from firing longer; it's all built into the static cone of fire.
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.
Yep, we're redoing a lot of the stuff related to unit health.
I think those have already been fixed; good eye though!
Aye, that's why it's very important to us to have these stats over a long period of time. Otherwise it can be hard to tell.
On the most imbalanced map, Bunkers, the Allies still win a solid third of the time. They WILL lose 99% of the time that they don't destroy the Soviet Ore Truck; too many players are of this mindset that they can just sit back and relax!
This is the ancient video from November 2006, a fact that should be quite obvious from the straight-trajectory V2 rockets that have popcorn for smoke :) For some reason Moddb has been unable to properly display the newer video we had ready in November 2007, but we have word they're trying to solve this issue.
Please download the new, November 2007 trailer at Moddb.com if you are actually at all interested in seeing what the game looks like. A lot of the vehicle handling, graphics, and gameplay enhancements that were not present in the 2006 version are visible in the newer trailer.
If you are interested in previewing a lower-quality version of the November 2007 trailer, please get it at Youtube.com but we highly encourage you to check out the full-quality version.
Still working on it, but something else is coming out very soon to hold you over.
The original draft of this was red, but the decision was made to have him a little more unique visually.
We've batted such an idea around, but it wouldn't be in our first release.
It was probably warning you since our HTTPS certificate had expired a few days ago, although we already have a new one.
Please swing by our forum for technical help
Please visit our forum for technical support, but a possible cause is a bad resolution or shader support while trying to play fullscreen; attempt to play in a window. But, swing by our forum for more detailed help.
We've got some long term plans that we're filling out. We're testing some of the gameplay changes on the W3D side of things to see how players react and how it works in practice.
They won't be *defending* exactly, but base structures will be auto-repaired by a crew of AI controlled Technicians. That should free players up to defend and counterattack instead of spending time fixing buildings.
Check this out for thoughts on repairing:
Not as far as I can tell. Swing by our technical help section on the forum and we'll try to figure out why you can't connect.
(11:53:28) (BHPAPB) Host: (Chronojam@IRC): Test
(11:53:33) (BHPAPB) @ChopBam: Fail.
(11:53:33) (BHPAPB) Host: (Chronojam@IRC): Server seems up, yeah?
(11:53:39) (BHPAPB) @ChopBam: Server is up.
(11:53:42) (BHPAPB) Host: (Chronojam@IRC): Somebody was just saying on ModDB that it's down
Yes, the goofy map that never seemed to be much use.
Please check out our forums at Bluehellproductions.com for technical help
Nice shots indeed
I've sketched out a couple, with AI machine gun fire to keep you from running across the top too long. For right now, the closest you will come is something like Antlion, but it's not quite trench warfare.
Correct, it was fine how it was in past circumstances. But, we're aiming to make some significant changes to the tanks, icluding making them more vulnerable to infantry and with less built-in situational awareness.
It's being physically shipped, it's not a virtual machine
Yep, we decided to leave that in there instead of yanking it away. If I'm not mistaken we left it rigged up so that it "works" to a certain extent. Its tracks/wheels had some issues that we started fixing up last night.
A nice retrospective :P The team's been busy over the holidays and such so we haven't posted much but we actually have a pile of naval-related work that got done before the break. We would like to get it back in, with more fun and less imbalance this time.
That won't help you then, the game itself requires a pair of EXE files to launch and requires two EXE files to install.
Servers are ready and stable.
Quick note, our server hosts (all of whom live in another time zone than I) are still working on getting the servers updated. Huge props to ModDB for authorizing the 2.1.2 Full so quickly, they've become quite fast and it caught us off guard.
I didn't expect this to get authorized so quickly. Standby while we migrate the servers to the new version.
Just a quick update, the build system and SVN used by the engine guys have been down for around a week. Without that, we can't really produce new internal versions.
Very impressive. I remember the hunt for the steel crates back in elementary school, so we could get that final bonus as Nod.
It's a unified launcher shared by all of our projects. If you're trying to download Apocalypse Rising, I'm sorry to say that it is still only available to our internal testing team.
This is not necessarily representative of the ease at which you can destroy a Heavy Tank.
That's a good way of putting it. Don't expect a "Renegade reskin," there will be some fresher ideas at work. There are some neat things we wanted to try in APB or AR that wouldn't fit there but would make sense in this setting, too.
The M24 fits the bill in terms of size, firepower, role, movement, and general shape. The Pattons were actually medium tanks (around three times the Chaffee's weight) with much more powerful main guns, and much more armor.
After very careful deliberation, a decision was made to allow Nod to keep the higher-tier plasma-shooting footsoldier they had in earlier releases (with minor redesigns). This will allow them to fend off heavily armored GDI units when their single final-tier Cyborg Commando is unavailable. Otherwise, they would need several veteran Rocket Soldiers available. He's been renamed the Confessor instead of his old name, Kerubim.
I have fixed the file, but am waiting for it to be authorized by ModDB staff.
The upload looked bad, I've fixed it
As a consolation prize so that you can play Gamma vicariously, I've instructed the testers to start gathering some extra video during their testing. In a couple weeks we can put together a new video montage so that you'll have a better feeling for how Gamma plays out, even if we are currently not allowed to give you a copy of the game itself.
Sorry to be such a tease.
I'm not being sarcastic, if any of you have access to a recording studio and are willing to read just a couple hundred lines --or know somebody else who fits the bill-- just toss me a PM and we'll discuss getting you started.
If you're not keen on hearing invisible tanks driving around and don't mind never finding a sniper again, sure. If announcements bother you, there is a toggle for just those, just as there is a slider for music and in-game sounds. It's really, really dumb to mute your game.
Camos Crossing is being tested with the addition of three Artillery and three V2 Launchers and possibly AI or respawning ore trucks. If it does not work out to be fun, it will be scrapped.
The click-per-shot mode will likely not be in CF.
It is big, and animated too.
It's sort of a silly map we're trying just for fun, inspired by the silly expansion "lunar" map. RA_Luna has you jumping around in low gravity, collecting your crates back before the Soviets can get them.
Crank up the 16x antialiasing and whatnot then =P The next version has widescreen support, if part of your $4k is the screen itself.
I unfortunately got less of the attack than I had hoped recorded there, but yes, I already had taken a few shells and was at critical health when the final shots whizzed up and lit me on fire, giving quite a kick to the screen.
These might seem little minor features, but they add a lot of feel and personality to the fights that was definitely missing.
Although I wish they wouldn't label our 2006 video "fresh" XD
Congratulations to all our fellow winners and runners-up!