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Mardi 30 septembre 2014  
 
Patch 1.17.1 (607)

Changes and Additions

    Chat

      Changed the default chat channel to District.

Bug Fixes

    Weapons (RFP-9)

      Pistol Silencer now correctly adjusts hard damage and recoil on RFP9-SD.

    Vehicles

      Fixed an issue where you would be unable to save customizations to the Packer Vaquero or Toreador with the "Toreador Headlights".

Please Note : There is still an outstanding issue with the spare wheel component with the default Enforcer Vaquero. You can currently get around this by selecting another spare wheel in the meantime before saving. We'll have a fix in place for this next Wednesday.

 
Tiggs


Mardi 23 septembre 2014  
 
Patch 1.17.1 (605)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 9 AM UTC.

Bug Fixes

Client Crash

    Fixed a rare client crash.

Front End

    UI

      Fixed the issue that would cause "threat" text to appear twice on the character selection UI.

Daily Activities

    UI

      Fixed a UI bug that would occur if a user attempted to select a new Daily Activity, while they already had one active.

This release will also have the 2 new RFP-9 variants for Armas.

 
Tiggs


Mardi 16 septembre 2014  
 
Patch 1.17.1 (604)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 9 AM UTC.

Changes and Additions

UI

    Marketplace

    The following sub-categories now appear available to filter in the Marketplace.

      Accessories (Clothing)
      Accessories (Equipment)
      Accessories (Other)
      Armor Vests
      High Belts
      Loose Belts
      Shorts
      Glasses
      Sunglasses
      Boots
      Hats
      Bracelets
      Earrings
      Necklaces
      Piercings
      Rings
      Masks (Half)
      Skirts
      Hosiery

    Elective Spawning

    The following things can now appear on the elective spawn map:

      Prestige / Notoriety 5 Players
      Evidence Vaults
      Money Laundries

Weapon skins

    Adding skin support to the RFP-9.

Bug Fixes

Clothing

    High Roller

      Fixed a visual issue where the "Waistcoat & Tie Shirt" would show parts of the shirt, through the waistcoat seams.

Text

    Reward Mails

      Fixing a typo in the 'ALIG 762 R&D III' Armas mail.
      Fixing the mail subjects for the Shredder DF & EB.

    Clothing

      'Deity' clothing range now has the correct spelling.

Weapon Roles

    Flare Gun / Fireworks launcher now progresses the Gunslinger role.
    Snubnoses will no longer progress Gunslinger when used against Arrested players.

Achievements

    Repairing with blowtorch now counts towards the Grease Monkey achievement.

UI

    Inventory

      4th character slot now shows 'Usable' rather than 'Contents'.

Vehicles

    Charge Cisco

      Fixed an issue where you would be unable to save certain Cisco customization's.
 
Tiggs


Mardi 9 septembre 2014  
 
Patch 1.17.1 (602)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 9 AM UTC.

Headline Features

Shotgun Changes

Shotguns where once the de-facto short-range weapon, but the last set of changes they received left them performing less reliably than we'd like them to. While the previous changes addressed the unreliable nature of the pellet spread, we felt we could better still address the base accuracy or the accuracy changes that occur when a player moves and fires. To combat this, we've heavily changed the accuracy of all of the existing shotguns by improving where the center of the spread will land. We've also removed any movement modifiers that would previously have affected the accuracy while running or sprinting.

This means that shotguns will now always hit near-center, even when fired while running or sprinting . However, jumping and firing will still have a major effect on shotgun accuracy.

We've also taken this opportunity to change how the CSG and JG behave, as we felt they were a little too similar and we really wanted them to have their own distinctive flavor that better complements different play styles. To this end, we've upped the damage of the JG, while increasing its spread. This makes it a close-range monster. With the CSG, we've left it with a tighter spread which, when combined with the benefit of not losing any accuracy while moving, turns it into an excellent mid-range option that still performs well at closer ranges.

Performance Improvements

For the past few months we've been running tests, adding logging, analyzing data, going over client and server logs and reviewing network latency reports, all in an attempt to find out what the main causes of our performance bottlenecks are. Frustratingly, the answer is not entirely straight forward (we can't just blame Howard the server hamster, for example) as there are a range of potential issues in various areas of the game that could be causing problems. There are, however, a few systems that are primary candidates for potential performance hiccups. So - with 1.17.1, we've made changes to some of these systems that we believe should make a noticeable improvement to the game.

One of the primary candidates to optimize has been the garbage collection system - this has nothing to do with the Green Planet trucks and everything to do with how the game frees up memory by releasing objects no longer required by the game.

Here is a more technical overview of what we've been up to from the Engineer that has been handling the analysis and implementation:

    Lag Spikes

      We've been looking again at server performance in 1.17.1 and have been analyzing some of the spikes reported in server log files.
      A server ticks (updates) 25 times a second which gives it 0.04 seconds (40 milliseconds) to update the game world. Every tick we measure the time taken and if this is over a threshold then we have a spike (slow update) and we log additional information about the causes of the spike.
      Whether a spike affects your experience of playing the game depends on many different factors. Some will be noticed, others won't be, but the less spikes we have, the "cleaner" the server is and the more predictable its performance will be.

    The Two Primary Candidates

    A game server needs to do different amounts of work at different times, it does standard things all the time; for example, moving characters, simulating physics, and sending network traffic.
    The server will often have to do extra work, however, when a character enters a district, and during garbage collection. I've been looking at these two cases.

    Reducing Impact of Character Entry

      When a character enters a district, the district server needs to grab information from the database and then initialise itself with this data. After observing that this involved a lot of time reading files from disk (which is a slow process because hard disks are often the slowest part of a computer system) I've been able to reduce the impact on the server of reading these files.

    Optimizing Garbage Collection

    Garbage collection is the process which tidies up unused objects in memory. It currently runs every minute, at 40 seconds past the minute, and runs in two phases:

      The first phase is to identify which objects are no longer required. This needs to be completed in one step, otherwise memory could change and its analysis will be invalidated.
      The second phase is to tidy up the objects which are no longer required. This was taking longer than was desirable.
      For some time now, we've been adding extra logging to provide more information about the process of tidying up objects. From this logging I was able to identify which sorts of objects take the most time to tidy up. In fact - one type of object was taking up the majority of time. I've been able to rework some code so these objects do not always need to be created in the first place.

Improving server performance is an ongoing process, and there are still improvements we can make. We'll be continuing to work on identifying the points on the server where spikes occur and figuring out new ways to smooth these out.

High Roller Pack

The streets of San-Paro are prowled by menacing villains and trigger-happy vigilantes. With so many experienced killers on the streets, death is big business; and business is booming. The High Roller pack is designed for those who wish to carve a chunk of the wealth out for themselves.

    High Roller - Clothing

      Appearance counts for a lot in San Paro, and professionalism will help to put you head and shoulders above the others when it comes to landing that big contract. The High Roller pack delivers a range of clothing items that convey style, sophistication and class; while the additional ammo pouches and bandoleers will show that you’re a shrewd operator.

        Enforcer - Male

          Bakerboy Hat
          Shotgun Vest Config
          Waistcoat and Tie Shirt
          Patched Fashion Jeans
          Fashion Ankle Boots

        Enforcer - Female

          Shotgun Vest Config
          Laced Underbust Corset
          Fashionable High Waist Shorts
          Skinny Glossy Trousers
          High Heel Ankle Boots

        Criminal - Male

          Bakerboy Hat
          Shotgun Chest Rig Config
          Waistcoat and Tie Shirt
          Patched Fashion Jeans
          Fashion Ankle Boots

        Criminal Female

          Shotgun Chest Rig Config
          Laced Underbust Corset
          Fashionable High Waist Shorts
          Skinny Glossy Trousers
          High Heel Ankle Boots

      Note: If you don't already own a base vest required for the shotgun configs, then there will be bundle options available for you on Armas. The complete bundles come with them free of charge.

    High Roller - Weapon Set

      The Shredder Automatic Shotgun is a powerful and precise weapon that can provide extreme amounts of fire against enemy targets. It's the exception to the new shotgun changes above, being fairly inaccurate when moving, but it's high rate of fire combined with the tightest spread of any shotgun makes it a powerhouse when used in marksmanship mode.

        The Shredder series comes in three variants

          Shredder SB R&D III: The standard "Short Barrel" version of the Shredder. You'll be able to lease this version from Wilde, in Breakwater Marina.
          Shredder DF R&D III: This "Drum Fed" version will be included with the Armas High Roller bundles.
          Shredder EB R&D III: The "will be released at a later date - so keep an eye out for it!

    High Roller - Bishada Spectre Kit

      Nothing projects “success” like a flashy sports car. The Bishada Spectre is a car with definite racing pedigree; perfect for dashing between firefights and looking good while you do it. The enlarged air scoops, sizable spoiler and multiple exhausts indicate that this is a vehicle that’s designed to go fast. After all, it’s a cut-throat city and if you’re not fast, you’re last.

Other changes and additions

UI

    The required rank now takes into account the rating restriction of the highest modification applied to the weapon and displays it in the UI.

Missions (Hobby Hoods)

    Increasing the time of Stage 4 & 5 to 3 minutes on 'Hobby Hoods', so that these stages are consistent with the initial two stages. Also increased final stage from 9 to 10 minutes.

Weapons (VAS SW2)

    Renamed the VAS SW2 "Saxon" and "Union" from 'NFCP 3' to 'PR3'.

Bug Fixes

Tutorial

    Fixed an issue where entering an Open Conflict district would complete the event for entering a Fight Club district.

UI (Kill icons)

    The N-TEC 5 Stock now uses the correct kill icon.

Weapon Skins

    Fixing the Asylum and Joker skins so the logos do not have any artifacts and aren't blurred.

Text (Loading Tips)

    Correcting "HVR-223" to be "HVR-243", in the loading tip: "Sniper Rifle weighing you down? Armas has the answer! The HVR-243 Scout provides long range capability without slowing you down."
 
Tiggs


Mardi 9 septembre 2014  
 
High Roller Video Promo

With the release of 1.17.1 and the High Roller pack tomorrow, we sincerely hope you enjoyed our series of posts over the last few days and look forward to seeing you in game!

As promised, here's a preview of the video series showcasing the High Roller pack:





Be sure and check the High Roller pack on Armas, when it releases this Wednesday and remember, you can grab a leased version of the Shredder from Wilde, at Joker Affiliates store in Breakwater Marina!

See you on the streets of San Paro!

* Note: these are only previews, and contents will only be available in Armas starting Wednesday 9/10

- The Reloaded Team -

 
Jobs


Lundi 8 septembre 2014  
 
1.17.1 Release Date and The Bishada Spectre

Introducing The Bishada Spectre

The Bishada "Spectre" kit marks the last of our little teasers for the new High Roller pack. Our primary goal when designing this new kit was to give the Bishada components that would drastically change the silhouette for the vehicle, whilst also being more refined, elegant and visually punchier than the Mako kit. At the same time, we also had to ensure that the kit still complemented the large catalogue of existing components, in order to maximize the options available for customization.

As you'll see below, the Spectre kit has a bolder, more aggressive use of lines and shapes, which we believe will really shift the look of the base vehicle. Additionally, we've added components like the Renzo Aero S-X2 wheels, complete with distinctive text around the tyres that really add a unique character to the Bishada, and also a new set of police lights, complete with license plate readers for the Enforcers.

Here is a large resolution (1920x1200) version of the High Roller pack for your shiny monitors:

If you'd like a clean version of this image, then we've got you covered too:

1.17.1 Release Date

Now that we've completed our little set of teaser blogs for 1.17.1 and the High Roller pack, all that is left to do is tell you when you can expect to get your hands on it.

1.17.1 will be released on LIVE this Wednesday (10th of September at 9am (UTC))* with the High Roller pack being made available on the same day!

Remember, you'll also be able to lease a version of the new Shredder shotgun, ahead of it's Armas release, from Wilde in Breakwater Marina - so check it out and let us know what you think.

* We'll start the maintenance at 9am UTC and should have it back up and running in 2-3 hours.

Did we mention this was the last teaser? We've got one more for you! Join us once more tomorrow, when we'll share a set of exclusive videos showcasing the High Roller pack!

- The Reloaded Team -

 
Jobs


Dimanche 7 septembre 2014  
 
Shotgun Balance Changes and The Shredder Revealed

Shotgun Changes

Shotguns where once the de-facto short-range weapon, but the last set of changes they received left them performing less reliably than we'd like them to. While the previous changes addressed the unreliable nature of the the pellet spread, we felt we could better still address the base accuracy or the accuracy changes that occur when a player moves and fires. To combat this, we've heavily changed the accuracy of all of the existing shotguns by improving where the centre of the spread will land. We've also removed any movement modifiers that would previously have affected the accuracy while running or sprinting.

This means that shotguns will now always hit near-centre, even when fired while running or sprinting . However, jumping and firing will still have a major effect on shotgun accuracy.

We've also taken this opportunity to change how the CSG and JG behave, as we felt they were a little too similar and we really wanted them to have their own distinctive flavour that better complements different play styles. To this end, we've upped the damage of the JG, while increasing its spread. This makes it a close-range monster. With the CSG, we've left it with a tighter spread which, when combined with the benefit of not losing any accuracy while moving, turns it into a excellent mid-range option that still performs well at closer ranges.

Throw the N-FAS and the Shredder into the mix and you now have a better suite of reliably competitive options when you want to play with a shotgun.

High Roller - Shredder Shotgun

The Shredder Automatic Shotgun is a powerful and precise weapon that can provide extreme amounts of fire against enemy targets. It's the exception to the new shotgun changes above, being fairly inaccurate when moving, but it's high rate of fire combined with the tightest spread of any shotgun makes it a powerhouse when used in marksmanship mode.

The High Roller pack will come with the "Shredder DF PR3" (The DF stands for "Drum Fed"). There are also two other versions of the Shredder: the Shredder SB JT1 (Short Barrel), which will be available to lease in-game from Wilde in Breakwater Marina; and the Shredder EB (Extended Barrel) PR3, which will be made available separately.

Join us tomorrow, when we'll be sharing the official release dates for 1.17.1 along with the final piece of the High Roller pack: the Bishada's Spectre kit!

- The Reloaded Team -

 
Jobs


Samedi 6 septembre 2014  
 
Performance Improvements and High Roller Clothing Revealed

1.17.1 - Performance Improvements

For the past few months we've been running tests, adding logging, analysing data, going over client and server logs and reviewing network latency reports, all in an attempt to find out what the main causes of our performance bottlenecks are. Frustratingly, the answer is not entirely straight forward (we can't just blame Howard the server hamster, for example) as there are a range of potential issues in various areas of the game that could be causing problems. There are, however, a few systems that are primary candidates for potential performance hiccups. So - with 1.17.1, we've made changes to some of these systems that we believe should make a noticeable improvement to the game.

One of the primary candidates to optimize has been the garbage collection system - this has nothing to do with the Green Planet trucks and everything to do with how the game frees up memory by releasing objects no longer required by the game.

To give you a more technical overview of what we've done here, we're going to hand you over to the lead engineer who has been spearheading the development effort to improve performance, and has written an overview of the problems he's encountered and how he's gone about addressing them.

Identifying Lag Spikes

We've been looking again at server performance in 1.17.1 and have been analysing some of the spikes reported in server log files.

A server ticks (updates) 25 times a second which gives it 0.04 seconds (40 milliseconds) to update the game world. Every tick we measure the time taken and if this is over a threshold then we have a spike (slow update) and we log additional information about the causes of the spike.

Whether a spike affects your experience of playing the game depends on many different factors. Some will be noticed, others won't be, but the less spikes we have, the "cleaner" the server is and the more predictable its performance will be.

The Two Primary Candidates

A game server needs to do different amounts of work at different times, it does standard things all the time; for example, moving characters, simulating physics, and sending network traffic.

The server will often have to do extra work, however, when a character enters a district, and during garbage collection. I've been looking at these two cases.

    Reducing Impact of Character Entry

      When a character enters a district, the district server needs to grab information from the database and then initialise itself with this data. After observing that this involved a lot of time reading files from disk (which is a slow process because hard disks are often the slowest part of a computer system) I've been able to reduce the impact on the server of reading these files.

    Optimizing Garbage Collection

      Garbage collection is the process which tidies up unused objects in memory. It currently runs every minute, at 40 seconds past the minute, and runs in two phases:
      The first phase is to identify which objects are no longer required. This needs to be completed in one step, otherwise memory could change and its analysis will be invalidated.
      The second phase is to tidy up the objects which are no longer required. This was taking longer than was desirable.
      For some time now, we've been adding extra logging to provide more information about the process of tidying up objects. From this logging I was able to identify which sorts of objects take the most time to tidy up. In fact - one type of object was taking up the majority of time. I've been able to rework some code so these objects do not always need to be created in the first place.
      Improving server performance is an ongoing process, and there are still improvements we can make. We'll be continuing to work on identifying the points on the server where spikes occur and figuring out new ways to smooth these out.

High Roller - New Gear

Welcome to the first teaser of the High Roller Pack! In this installment, we'd like to showcase the new clothing items that come in the pack. As you can see from these pictures, the clothes convey an element of professional deadliness; a mixture of style and function.

First of all, we have some new pieces of wearable equipment that will help players intimidate their enemies. Enforcers will gain access to a vest with a multitude of spaces to store shotgun shells, while Criminals will be able to adorn themselves with bandoliers. Female characters will gain access to some very fashionable threads, including an underbust laced corset, fashionable shorts, skinny glossy pants and some high heeled ankle boots. Male characters will also be able to equip some stylish new attire in the form of a bakerboy hat, a waistcoat/tie & shirt combo, patched fashion jeans and a pair of very chic ankle boots.

Looking good has always been a priority for the residents of San Paro, and the High Roller Pack will give fashion-conscious players the chance to create trendsetting new outfits for their characters.

Join us tomorrow, when we'll be revealing the new shotgun and talking about the raft of balance changes we've been making to shotguns in general!

- The Reloaded Team -

 
Jobs


Vendredi 5 septembre 2014  
 
A General Update & 1.17.1

Welcome to the latest blog update for APB Reloaded!

Today we'd like to share the status of our ongoing development efforts, introduce you to the latest member of our design team, chat a bit about what you can look forward to in 1.17.1, and give you a sneak peek of the our upcoming content pack.

Over the next few days we'll be talking about the upcoming 1.17.1 release in more detail as we'll as revealing the content for the upcoming High Roller Pack.

Unreal Update

Many have asked how the Unreal update is going? - rest assured steady progress is being made. The technological progress of the update has provided us the opportunity to start defining the visual look of the game, in the upgraded engine. More visual material will be shared, as progress on the upgrade continues - so you'll be seeing less of this:

and more of this:

Overkill in the EU

Updating our EU servers to the "Overkill" hardware is progressing, as we're currently sorting out a few logistical issues. In the meantime, we've been making a raft of server optimisations that we're rolling out with 1.17.1 - be sure and come back for tomorrow's blog, where we'll go into more details on what we've been targeting.

Introduction to our New Designer

We are delighted to announce that industry veteran Ricardo Viana has recently joined the Reloaded team!

With 17 years of experience he has worked on such titles as Eternal Darkness, The Outfit, Company of Heroes and Army of Two. Ricardo has plenty of experience designing for third person action games, shooters and strategic gameplay. As fans of his games, everyone here is super exited to welcome him to the team and we're all really looking forward to seeing what exciting changes he'll bring to the world of APB:Reloaded!

1.17.1

We're currently hard at work putting the finishing touches to the 1.17.1 patch and we plan to have it in your hands very soon. More details on the content of 1.17.1 will be provided in future blogs leading up to its release - but as a brief overview, 1.17.1 will feature further performance enhancements, a broad range of changes to the shotgun weapons as well as numerous bug fixes and tweaks.

High Rolling

Before we sign off on this blog we'd like to give you a sneak peek of the next content pack we'll be releasing soon: the High Roller Pack. It features a new vehicle kit for the Bishada, new clothing assets, and a brand-new and totally unique weapon.

Come back tomorrow and we'll present some of the server performance changes we've been making in 1.17.1 as well as reveal the new clothing assets from the High Roller Pack.

- The Reloaded Team -

 
Jobs


Mardi 2 septembre 2014  
 
Patch 1.17.0 (598)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 9 AM UTC.

General

    Background system maintenance.

Client crash

    Fixed an issue with the scoreboard that could cause a client crash.
 
Tiggs

 

 

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