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sith_wampa

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That's right, it's true, and we show off some sexy new palm trees and I backpedal about thief changes because everybody was flipping out at the ones I suggested last week.

 

The shock from 1.2.0->2.0.0 is going to be just as severe as going from .9935->1.0.0

 

By the way, anytime you post about APB stuff at CNCNZ, feel free to hotlink our images. It's okay here.

Edited by Chronojam

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I'll be doing a quick mod round update post sometime soon so I'll include this news in the update.

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The shock from 1.2.0->2.0.0 is going to be just as severe as going from .9935->1.0.0

Very cool stuff, and does you saying this mean the release is near? :)

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The shock from 1.2.0->2.0.0 is going to be just as severe as going from .9935->1.0.0

I'm exited! RELEASE NAO! :dance:

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Very cool stuff, and does you saying this mean the release is near? :)

It's getting very close. A lot of the code changes are shaping up into their final form for the release but that's held us back a bit, as different parts of the code really have different clearance levels, so to speak. We're not comfortable giving the testers some of the critical code that's not completely verified as stable or working yet, but we cannot test all of the "normal" changes easily without this. And our mappers really are kinda in limbo as far as some things like all the new plants; they can kinda toss them on in but not the "normal" way, as the new set of presets and models for trees, barricades, and everything else is not available to them right now since we're still fixing stuff up there.

 

So it's getting near, yeah. Basically, what's next is working with Jonwil to ensure the code is final and we've squashed all the old bugs (we're actually already making notes of what's for the version-after-this regarding superweapon changes!). Then, we put this out to testers with some prototype style maps to test the functions. On a limited scale I've already done some of that with new "rescue" scripts and the new naval changes. Then, we've got to hook everything up properly, verify all the balance changes planned are implemented, and have them basically shoot everything, with everything, everywhere. Then the maps, where things can go wrong easily. I don't expect to get the balance perfect again right off, as we're making some LARGE changes to infantry combat in particular and giving many units secondary abilities. Once things seem right, we'll pack it up, hand them installers, and have them run through it again.

 

Somewhere along the way I need to have J_Reborn make us a proper FDS package since we haven't had one since 9935 really.

 

And for next-version-after-that, the buildings. We're actually going to do an emergency retrofit of the elevators for the war factory and refinery for this upcoming release. And we actually have a tester working on a new missile silo, plus one of the Reborn guys was working on and nearly finished a new Service Depot.

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You mean the elevators will work better this round? :P:)

 

What is the estimate, 1-3 months?

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This all sounds awesome man...I haven't played since .9935, but I think I'll be playing more now with all these improvements :D

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Yes, I liked the parts about the elevators in the WF and Ref. Also I like the changes to the silo and thief.

 

Chronojam, do you think it will be ready before RA3? Because I fear that if it isn't released by then then all the crazy devs will be playing RA3 and not working on APB, which I understand, but I want this update. :D

Edited by sith_wampa

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You mean the elevators will work better this round? :P:)

 

What is the estimate, 1-3 months?

I would hope so but sith_wampa is right, if it's not out before RA3 we're all going to spend four months playing RA3 instead of working on it.

 

The new vehicle models need texturing still but I wasn't originally considering them part of this release. The new Turret, Tesla Coil, and AA gun are all going in though along with fixed up elevators that should function a lot better. The new foliage and that kind of thing are going in now as well, along with many new, and fixed-and-returning maps. Let me quickly try to remember...

  • Complex is coming back with some balance adjustments, for some good, fun frosty action
  • Bunkers has been "opened up" while the main tank paths are "tightened up"; destroyable blockers will let you open up new routes as the game goes on, but give chokepoints against early vehicle raids and give infantry a strong role.
  • Bonzai is coming back with some graphical AND performance enhancements, as the water was atrocious before and it tended to lag
  • Pacific Threat is coming back with new-naval and balance/graphics enhancements. There will be less of an emphasis on killing/saving the Soviet ore truck now, and more emphasis on tank clashes in the middle with naval support able to fire into the melee.
  • North By Northwest is coming back and might feature an alternate "domination mode" gameplay variant set in the spring if we can get it working to our liking.
  • Fissure is still a horrible map when it comes to showcasing APB's gameplay but will stay in the release anyways because it has a large fanbase
  • Excavation (AKA Fission) is the new improved Fissure with more tactical gameplay and better scenery, less meat-grinder action though
  • Coastal Influence is a fresh map with new-naval and hopefully some good naval vs land interaction, plus a Zama-style bridge; Zama's bridge is being strengthened by the way.
  • To The Core is a wide-open, grassy map that should capture the tank battles of Woods Today while appearing more like its RA1 roots than some other recreations, with good cover for infantry and tanks alike
  • Partium is a bit of a Renegade-y map in terms of gameplay but looks great and some adjustments to it should make it play okay as a bit of a "fast action" tank map.
  • Pipeline, which we've been showing off recently, is a graphically appealing map which happens to be the first official desert-terrain scenario we've offered. Lots of space to roam around the dunes.
  • Camos Canyon is a map very early in development, a pretty basic base versus base bangup on rather fair terrain that offers no clear advantage to either side.
  • Seamist, the kill-that-Dome assault map, has been restructured a bit to have more pleasing surroundings and to fix up some blocker issues. The timer notifications have also been fixed up and at the very end, some far-off cruisers actually do shell the Soviet base.
  • ChristmasSpecial, a small all-fun, low-plot capture-the-presents map from last December will likely be stuck in with the release as well.

 

All the maps are going to have an info/objectives page we have to make, and a plot/background story we have to write up.

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That's alot of work to have ready in a month. As for Seamist, I think that map needs radical changes. Maybe an island with some goodies on it and War Factories or something.

 

These new modes 'domination' and 'capture the presents' seem interesting. Maybe eventually they can be incorporated into all of the maps.

 

Will this be an entirely new install like the beta is from .9935 or is it a massive addon?

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Entirely new install. The current launcher will likely prompt you to go download it. I think that even a "patch" version will be quite large because of the new maps/models/textures/music going in. We've also cleaned up and organized our files a bit so that we can hopefully have one mix file dedicated to translations with different language versions of all spoken phrases and strings. We still need to finalize the scripts for all the units and do the voice work. The new EVA is pretty much set, we just need to finish the editing. The new launcher might need some EVA sound bytes too so we'll record those if it needs them.

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So interesting to read about this mod and what you guys are doing. I really can't wait for the release. D: Gimme it nao! :P

 

Just to humor myself... are there many "deathmatch" maps for APB? I remember hosting a server for a few guys on APB with 2 maps that were small (the one I remember was multiple floors, could go out to ground level, was a round area), no vehicles allowed. It was great fun, even though it was kinda laggy. Constantly on your toes as enemies were everything.

 

I think I might try that again when the new release happens :P

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Well deathmatch alone can get kinda boring; but now, we've got control over the map timers so that's not a real problem. You can have a five minute fast-action meatgrinder in between hour long showdowns. We might make a couple intended for just fast and mindless killing, limited to just a few minutes.

 

Most maps have at least the barracks and a source of income:

  • Camos Crossing is set on an island, you've got nothing more than a barracks, some pre-killed defenses, and a refinery. You've got a single player-controlled ore truck, along with a few supply trucks to move your men.
  • Wasteland is set in a frozen wasteland, you've got a barracks and a silo. A small force of tanks, a supply truck, and your team's artillery unit are ready at the start but that's all you ever get.
  • Fissure is a meatgrinder map, with a barracks and unreachable/unrepairable but still very vulnerable silo for each team. There's a ramp and platform above, two paths to the sides, and the killing zone in the middle.
  • Excavation is a sort of reimagination of Fissure. It's bigger, more scenic, more tactical. You've got more cover and more room to move, so it's less about spraying shots down the middle and hoping to get lucky.
  • Forest of Illusion is a "spooky" map set in a dark dead forest with a graveyard and ghosts and a run-down church, at night. You sometimes spawn in strange places like on top of your barracks or in a tree, or out in the middle of nowhere. In the new version you won't have radar either. Barracks-and-silo map.

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Is Camos Crossing the one with the big hill in the middle? That one was really fun :)

Edited by F15pilotX

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Forest of Illusion is a "spooky" map set in a dark dead forest with a graveyard and ghosts and a run-down church, at night. You sometimes spawn in strange places like on top of your barracks or in a tree, or out in the middle of nowhere. In the new version you won't have radar either. Barracks-and-silo map.

I always loved that map. These changes seem interesting.

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That'd be fun if you spawned on top of someone who spawned on top of the barx...totem pole :P

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The new version has been released to our internal testing crew for balance assessment and bug spotting. There are a few new surprises.

Make me an honorary testing member... ;) also... WTF? :P

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Although we generally stick to our RA1 roots as best as we can, we thought it might be hysterical to give the tesla tank the ability to discharge a massive amount of power all at once to deal with swarming infantry... it then takes a while to fire a normal shot off afterwards.

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Although we generally stick to our RA1 roots as best as we can, we thought it might be hysterical to give the tesla tank the ability to discharge a massive amount of power all at once to deal with swarming infantry... it then takes a while to fire a normal shot off afterwards.

That's good because in RA a tesla tank could easily zap infantry that were standing right next to the tank, but its obviously harder to do in a FPS. Its a good decision methinks. :nod:

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