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He's pretty bad against infantry, especially at mid-range.
Yeah, we could. Never really thought about it though.
No problem, I hope you have fun and enjoy the game.
Hey guys, Red Alert: A Path Beyond 2.1.1 is out now! So is the fan project mapping-and-modding SDK, with all the tools and docs we use when we work on APB, Apocalypse Rising, and Reborn.
I've put them in the downloads section.
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.
That sounds like the right installer. Looking at my own installation, it's 1.15 GB (1,239,464,315 bytes). The launcher constitutes 1.91 MB (2,007,040 bytes) of that. Could you check your folder properties and see how much space it's taking?
You aren't on some kind of restricted user account on your computer are you? The launcher contains some extra bits to request permission (UAC stuff) to check certain things. I wonder if it's being blocked somehow.
I've uploaded a copy for you to Bluehellproductions.com -- you'll have to rename it to apblauncher.exe (without the 211) if you want the shortcuts to work again.
Which mirror did you use? What was the filesize of the installer you downloaded? I've never heard of this happening but perhaps nobody else has mentioned it yet and there's a bad file out there somewhere.
Please check the main folder where the game is installed and see if the launcher's located there; the path will be similar to:
C:\Program Files\Bluehell Productions\Red Alert - A Path Beyond Gamma 2.1.1\
The file you are looking for is apblauncher.exe; note that if you have a 64 bit Windows, it'll be in Program Files (x86) because that is where 32 bit applications go.
Phase Tanks are very difficult to see, but not invisible and certainly not undetectable!
While you cannot see them until they are quite close, you can hear their engine rumbling as they approach, and they appear as a faint blip on your radar. If you sense a Phase Tank in the area, check your radar for a hint as to its heading, and start firing in that direction; when a Phase Tank is hit by weaponry it will glimmer, so don't hesitate to spray around with a rifle or machine gun if you're on foot.
Base defenses are merely much more alert than your average player who will let a Phase Tank drive right over them :)
Ah, alright. Yes, sounds like you just don't support it.
A couple of reasons, really, including simple distribution of labor. There are less guys focused on Apoc Rising, they're generally younger and trying to manage a university schedule so they have less time, and AR needs more new things in general... more code developed and tested, more art assets completed.
Plus, time spent working on an unannounced side project.
If you are wondering why actual posts and progress updates are made less frequently, it's because we simply cover a lot of substantial engine development, performance improvements, staff changes, and shared asset development (such as some explosions or trees) in the A Path Beyond news.
When performance improvements for sound playback were announced for APB, those immediately apply to AR; when we revamp how watercraft and submarines are handled in APB, it automatically has an impact on AR; when we take on a new testing team, they're testing AR, too; the fixes to make base defense AI more flexible that APB featured in recent versions were developed for Apocalypse Rising initially, as were adjustments to how the game assigns points and credits.
The text disappears when you have FXAA enabled? That's very strange; please let me know your video card make and model, plus your driver version. Then, update your video card drivers and reboot to see if that helps at all.
It's out now!
It's up! You can now download it at Moddb.com
I've deleted some of the old files available for download and, hopefully, marked all the old versions obsolete to avoid confusion.
zee you are not helping.
"The file you are trying to view (v 2.1.1 Full Client - RA:APB Gamma - apbgamma211release.1.exe) uploaded by Chronojam is currently awaiting authorisation. Authorisation can take a couple of days during which time a site administrator will check the file"
We need to wait for one of the ModDB staff to approve the download for this particular site. If you don't want to wait, go to our site at Bluehellproductions.com to find alternative mirrors.
It's intended for people using three or more monitors for a wrap-around view that gives you extra peripheral vision without having to turn the mouse to move your central focus.
Okay we're also going to get it on other mirrors too before we make it all live, sit tight.
Also I may have accidentally deleted the copy here, moving it over again. Hang on.
2.1.1 is awaiting approval for download here. Get ready~
2.1.1 features a redone Light and Heavy tank, as well as redone audio, plus most of the visual effects such as explosions have been redone.
For 2.2, we've got a new Medium tank model being finished, newly remade Naval Yards and Submarine Pens, the return of the seagoing units along with maps to accommodate them, and perhaps a few more things.
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.
After a certain amount of time spent interacting with the enemy structure, the building will go offline. So, a War Factory will no longer be able to produce units, which gives attackers a huge edge and also stalls any kind of assault. You could also cut the enemy Radar, or shut down base Power.
The Engineer cannot be engaged in combat to hack; he must hide somewhere and use his terminal to conduct his special form of attack. There is no "ammunition," and an Engineer could quickly run out of a hacked building to go hack another building-- or stick around to reinforce his sabotage on the current target. Buildings left alone will slowly auto-correct themselves.
To be honest, I tend to prefer the original design where the Radar has the ugprade pods, too.
What's the population like? I had no idea.
A new build of APB is in final testing right now, keep an eye on our Moddb.com page. I also just put up a bunch of new pics of the Heavy and Light tank.
For some reason, tons of people have been downloading the old versions. We're talking, I'm seeing current downloads of the 1.3.1->1.4.0 patch we put out two years ago. The thing is, there are no servers running 1.3, or 1.3.1, or 1.4, or 2.0 anymore.
Several people are still downloading this; please stop downloading this version unless you're simply curious.
Glad you guys like it.
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.
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.
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.