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  1. Thanks, I've only been learning how to design cars since recently. I don't know how do to better for now, and it was quite hard to keep experimenting with 7 decals.
  2. Gotcha, I'll do something else in the meantime then. I should mention this started yesterday, I just made a forum post about it today seeing as it didn't change EDIT : Yup, it's back now!
  3. Plain and simple, I'm no longer premium, even though I was a couple days ago, so now I'm limited to 7 decals in the editors. Did they stop handing it out?
  4. Very excited about this, I can only hope for a good resolution to APB's terrible impending fate.
  5. Here's the 10 key points of what I personally experienced during the beta, using a Ryzen 5 2600, an RX 580 and 16 GiB of RAM : Starting up the Beta is still much shorter than starting Live, effectively removing most of the annoying delay between when you launch the game's .exe, and when you actually select a district. Although this beta ran considerably worse than Live in Mission districts, performance was completely acceptable in Social and Fight Club districts, even at ultra settings. The game felt a lot nicer to me, with tracers greatly improving my threat localization time, and gameplay feeling smoother overall than Live. The lighting still isn't quite there yet. Shadows look a lot better but they also tank frames very heavily in Mission districts. It also feels like the contrast and colors are wrong, I had to set my ingame brightness to 2.5 for things to look okay, and even then there were plenty of areas where light was either way too dark or way too bright to begin with (Namely in social shops), as illustrated here : Materials and textures are hit or miss. Although certain areas are lacking, like the vegetation in Financial being clearly too dark, reflective materials like glossy leggings and car paints look a lot better. Specifically in Social, faces look considerably better in the Beta than they do in Live using the same body customization. That being said, player skin still looks a little too shiny to me overall. All the social kiosks appear to be fully functional (albeit a little glitchy). The persona and clothes kiosks will sometimes bring back the weird malformed character glitch after editing your character (Fixable by swapping outfits), and symbol projection still doesn't work as well as it does in Live, but it all technically works. Characters are a lot easier to get "right" in the Beta. In Live, it feels extremely challenging to make a natural-looking, cute character that turns out good in the game world aswell. Not only are some facial modifiers missing (e.g. cheekbones), but small details (e.g. lip color) show up far too strong in a lot of lighting situations, leading to unintended ugliness unless you're actively facing ambient lights. This was not a problem at all in the Beta to me, and getting my character to look the way I wanted it to was a breeze compared to unsuccessful weeks of trial an error in Live. I had a weird inventory glitch which gave me 18 regular, functioning 0-slot OCA's (among other guns); and the "Basics" tutorial is broken, letting you redeem permanent weapons multiple times. Female characters still use male character animations for idling (among other things) despite dedicated female animations being present in the game files, those being notably displayed while walking, and in the character info window. The current female idle animation makes characters in the world look like they have broader shoulders than what you see inside the editor. You can easily tell it's the male animation by just... standing next to a guy. In the E3 reveal of APB, you can see that female characters have distinctively different idles than males. I've seen a lot of people over the years say that girls in this game look very "masculine", this is the cause. Tree jumps are now gone in social... Although hiding in bushes is now possible I'd personally take a slightly more refined version of this Beta build over Live any day. There are some improvements here that I can now no longer ignore while playing in the Live game. (cough point 7 cough)
  6. They migrate the live database onto the beta servers, so the server already knows your characters.
  7. I'm in the beta, using the clothes editor in social as I'm typing this, you'll want to figure out if you've got a network problem on your end preventing you from communicating with the server.
  8. Live characters are available on the beta, it's why he says to use your live account and characters. It's creating new players, specifically in this beta, that isn't going to work. As he said, they've effectively removed the tutorial world, meaning you can't make new characters.
  9. Summary: 18 OCA's, 2 N-TEC's and 5 Stabba CCG's in my inventory Game Version: 2.1.834.943 Description: There are 18 0CA 626'es, 2 N-TEC's, and 5 Stabba CCG's, all 0 slot in my weapons list. I'm guessing it has to do with migration, since I can equip them all just fine. Just see for yourself (Vending machine ammo UI) : IMPORTANT EDIT : I've managed to give myself more N-TEC's by accidentally completing the Basics tutorial multiple times. I got the reward email twice, and selecting the same weapon twice gave me two 0-slot N-TEC's in my inventory, listed exactly like the other weapons. It's potentially something to investigate in relation to this. Steps to reproduce: 1. Go to a vending machine and select ammo type 2. Check list of weapons 3. Alternatively, open your inventory and select a weapon, they will show up there How many times have you recreated this bug: 3/3 logins since beginning of this beta, guns remained Expected results: I shouldn't have any of these extra weapons. _______________________________________________________________ Summary: Character shading looks odd in Character Info window Game Version: 2.1.834.943 Description: The character thumbnail in Character Info looks strange. Although the skin is fine, hair looks way too bright and casts no shadows on the face. In addition, you can see in this screenshot, on the pants, that there's a weird dithering effect going on between black and grey. I've seen someone experiencing this describing it as "DOOM-like colors" for their character. Steps to reproduce: 1. Join any district 2. Press J when spawned in 3. Observe the 3d character model How many times have you recreated this bug: 3/3 on all districts Expected results: The character should have equal lighting and shading on all parts.
  10. I know we said "Put the FPS counter away", but I'm getting 25-45 FPS in mission districts with only 40% CPU (Ryzen 5 2600) and 35% GPU (RX 580) usage, and it regularily goes above 50 ms frame times, only in mission districts tho. Social is completely fine, I'm getting between 60-140 FPS there. EDIT : In fight club I'm getting pretty much the same, if not better FPS than last beta.
  11. The server is sending the file without using encryption, which Chrome thinks is unsafe because he always tries to go to https by default, and I think it's looking for the gamersfirst website certificate. Just click "Keep". Replacing "http" with "https" made it throw a security error for me on Firefox because of this, but I am able to get the file just fine without encryption.
  12. I'd assume given this is a beta, they wouldn't have it set up in a way that lets you patch over the previous beta. Possibly to reduce the work needed to push it out, and prevent potential issues that may arise from patching one beta to a new version without having that part figured out just yet.
  13. Although the future of gaming is looking increasingly bright for Linux users, thus far I've had no luck running the game trough either Proton or WINE. You'll need to dual boot Windows or set up a PCI passtrough VM to play I'm afraid...
  14. Just don't let bronzes get queued in matches with high silvers/golds until they reach that rank themselves, even if they outnumber the competition. It might increase mission finding time, but low silvers are a lot easier to learn against as a bronze than a gold veteran.
  15. You’re missing the point. I’m literally just saying that transmission whine, which already exists in the game, is a sound that should be linked to final drive speed and not to engine RPM. That’s where my argument ends. This whine comes from straight cut gears, straight cut gears are available to car modders IRL. You can find tuner cars who make this sound. It wouldn’t be insane to say that a FICTIONAL car might have a tuner scene with such available parts for it. We can compare Bishadas to M3’s all you want, it was just a good example for what transmission whine is. Seriously, is ANYBODY on earth comparing fictional Bishadas to actual M3 GTR’s? You’ll also want to remove half of all car sounds from the game, and outright remove all transmission sounds if we can’t have sounds from parts you wouldn’t find on the real life inspirations of ingame cars. You think the Mustang comes with factory military-grade bullbars? This isn’t about realism, it’s about making the ranges of sounds that our cars make more interesting, using real life as an example for what would sound better. You’d also be able to tell how fast a car is going just from the sound of it. Again, minor, but would be nice.
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