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Status Replies posted by Raap
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Been a busy week coupled with distractions that prevented me from working on HW's revamp. Rest assured that I will get it done, hopefully soon, pending real life developments. #lifesigns
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After quite a few hours, Hostile Waters has been salvaged, and the work now resumes on bringing it back. BIG thanks to Jonwil for the help he provided in solving this, without him, I would have cancelled the project.
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Side note, we never did discover what caused the file corruption. Safety precautions have been made however so that in the future, damage can be better controlled.
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Wow my 1 year anniversary here was in January. Time flies. Wish I'd transferred over sooner from BHP but I was stubborn.
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Delta has already been released for well over a year, so yeah, time most certainly flies.
And takes a train sometimes.
Occasionally a buss to avoid traffic or terrorism and other daily problems.
But mostly, it flies.
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Wondering if any of the super oldbies are around...
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Still awaiting Pushwall to report back regarding whether or not it could be salvaged. If it's gone, then yes, over a year worth of level edit updates to the level will be gone. The 3DS side of things is unharmed though, as are materials, and even the script sequenced base destruction 'survived' because this was never touched in all that time. But everything added and changed since then would be gone.
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Wondering if any of the super oldbies are around...
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Ah, certainly rings a bell (unless I got bells ringing in my head again, argh!).
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Finally had a moment to resume work on the Hostile Waters revamp, here is one of the two new naval landing spots (iceberg top not finished):
This is also the general art direction for all things industrial on the map (including the new "land route").
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I'm more of a functionality person. You don't really take a screenshot from a non-rendered 3DS viewport for the graphics.
In this particular case you can expect a Naval Transport to properly eject passengers onto the flatform, no getting stuck issues on anything, and because of the square angles the transport won't unexpectedly bounce off the platform or correct itself to align with a specific angle (unless of course you rammed a corner at full speed, in which case you probably shouldn't drive a vehicle IRL either).
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Wondering if any of the super oldbies are around...
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Quite a few still float around. You'd think that people would have found something else to watch in over a decade of time, but nope!
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The toothbrush is an oral hygiene instrument used to clean the teeth, gums, and tongue. It consists of a head of tightly clustered bristles mounted on a handle which facilitates the cleaning of hard to reach areas of the mouth.
Toothbrushes are available with different bristle textures, sizes, and forms. Most dentists recommend using a soft toothbrush since hard bristled toothbrushes can tooth enamel and irritate the gums.
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I have attained a monopoly on APB resources. AND I'M NOT SHARING!
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I was considering making them emit light, but then I remembered this is in the Red Alert universe and not Fantasy Alert universe... Crystals don't provide light, Raap! The exterior of the silo has some added details to help differentiate the two silo's, similar to how the Sub Pen and Advanced Sub Pen can be differentiated (decorative faction colored 'lines'). Finally, a modified "Gem Truck" accompanies these special silo's... Because why not?!
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Officially cancelling Frostburn Cove, most assets will be used to spice up the upcoming Hostile Waters overhaul. One asset has become obsolete, the lava, so I'm sharing it here if anyone wants to see how it was created. A note to W3D developers: Consider solving the inconsistency between rendering in W3D viewer versus the actual W3D engine.
https://drive.google.com/open?id=0B7fULGRONJ7dbTg1VUl5UmdERTA
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Hah, unlikely. But hopefully the "moving terrain" element will function as intended, and that'll be a joke the whole year round.
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Currently trying to figure out when I can invest time into my upcoming APB level contribution. I still hope to get it done before 2019!
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Currently trying to figure out when I can invest time into my upcoming APB level contribution. I still hope to get it done before 2019!
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It would have been easier for me to push out frequent updates if the general interest in the game was higher. Besides, 'Siege' wasn't particularly well received, and coupled with a lack of general feedback it has been difficult for me to really get any idea of what the remaining playerbase wants to see. It's sort of like trying to aim on target with the lights out. Nonetheless, I still intend to wrap up what I promised.
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Currently trying to figure out when I can invest time into my upcoming APB level contribution. I still hope to get it done before 2019!
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Small update: Gatekeeper chassis model completed, but I still got to model a turret and a number of different things related to the weapon mechanics. If you're wondering, "WTF is a Gatekeeper?": It is a custom Soviet support vehicle that I'll be introducing in the upcoming level, a vehicle with the capability of creating temporarily physical and projectile barriers on the battlefield.
The vehicle will be purchasable like any other Soviet vehicle, and is not tied to any map mechanics. I am using it to demonstrate that adding new units that fit within the Red Alert universe is possible, and worth the effort if it fills a missing gameplay niche, in this case it will remedy the lack of Soviet support focused vehicles.
A dedicated map/vehicle preview thread will be created when I put more time into this project.
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