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Multiplayer Practice is not actually implemented; play a LAN game but set the player count to "1"
Good question! Try downloading it again. You weren't silly and decided to install it OVER an older version, were you?
I guess there can be bots if we add them, but aren't humans more interesting to play against?
It is possible and we've set it up, but we're not sure we like it. They were tried earlier but removed.
We had a couple issues crop up in the final internal build. We're currently reviewing another build that just went up to ensure every issue that turned up has been stamped out appropriately.
Some of the problems, luckily, may have been caused by accidentally using the wrong versions of certain assets. A few are scripts related it seems.
We had planned to release terribly soon, but something came up. It's being delayed a tiny, tiny bit longer.
Just a small notice, not worth a news post yet, but I will probably be cleaning up some of the video and images so if you see anything you really like you should grab a copy for now.
*If* we end up adding aircraft anytime soon, and *if* we give them to the Allies, I believe we had discussed giving them a Mirage.
We've got things that are a lot more important that we want to tighten up first.
If you can't get Renegade to run, that's too bad, but you don't need it to play A Path Beyond... so don't worry!
Anyhow, APB is primarily developed on 64 bit Windows 7.
To help with the sense of scale, look at the rectangular green missile silo hatch towards the bottom of the image.
If you look closely, there is a grey hutch immediately next to it (northwest corner of the silo). That will safely allow two infantry to walk inside while standing shoulder to shoulder.
Besides, you'll be too busy shooting people to stare at the ground.
It looked a little bit out of place, we wanted to cut back the performance concerns, and that one did not look as big once we sized it down a little bit more.
We've played around with adding aircraft like that, some older videos here at ModDB can show tests from a while ago. They were put on the back burner for a while though because we wanted to solidify the rest of our gameplay first.
We've pulled out most of the naval warfare maps for the next release actually, so that we can overhaul it entirely. After we get that how we want it, aircraft would be a logical next step again.
I own surprisingly few games suitable for modding.
Alternate fire, it helps judge distance and denote targets.
At some point, yes, but specific code revisions that are deemed "required for naval" have been pushed back a bit.
Basically, some more-important stuff came up, so we had to take the focus off naval, although we have a good idea how the new naval play will end up feeling.
Straight answer: Not on release day.
Remember that the Gap Generator itself can't hurt you, it relies on defenders alone.
Try asking in our technical help section on the forum if your buddies can't help you figure it out, there isn't a lot of info here to go off of.
One of the aims for the new version we're working on was to make infantry combat more fun, and we've tried several things along the way; we tried adding a basic sense of inertia so that tapping A/D leaves you nearly at a standstill, adjusted ammo counts and reload speeds, gave many of the instant-hit weapons downsides or adjusted the unit's own stats, and played with base speeds and gravity.
The inertia stuff and walking slower backwards than forwards was cut in the end, but most of the other stuff stuck. Heavier weapons like the M60 and PKM now are carried by slower infantry, and a lot of the maps have been redesigned to offer far more cover for infantry and vehicles :)
Yeah. There are some tree clusters that *never* get detailed, designed so that we can put them up on hills in the distance without impacting performance.
If you look very closely in some of the recent videos, now and then you will see detailed trees in the background deteriorate into a lower detailed version automatically. There's a slider in the configuration options that lets you have a rough control over this automated process. It's great for thicker forests like on The Woods Today, because trees further back are obscured anyways.
Yep, it's less wide, but taller because much of it will be sunk into the ground. And like you found out, it'll be in Gamma.
The leafy ones were sort of an experiment in style to try to go for an appealing low-poly option that we could spam everywhere.
You can see them in a more lively version at:
Rest assured it plays well :)
Do you get any specific errors?
I'm not going to just steal the game :(
That bridge begins the round fully intact :)
"Red Alert: A Path Beyond is an exciting, free first person shooter based on Westwood's classic real time strategy, Command & Conquer: Red Alert."
We did tell you, in the first sentence :)
Ah, you don't need Renegade installed to play :)
Probably not, I don't know much about that game and I'm not sure if any of the team owns it.