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OWA

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  1. index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=21742

     

    <center>Where have you guys been!?</center>

     

    Good question! Let me answer that for you. We've been here the entire time, but development has been at an all time slow due to the age old excuse of "real life"; always getting in the way of making good time on our games development. We're not giving up, so don't worry doubting doubters. You'll get a kick-ass game to play... eventually.

     

    I've decided that it's time the blog got a bit of an overhaul, so I've made a shiny new graphic to go with it. Fun stuffs!

     

    So, where have we been and what have we been doing?

    • I've been working on my final year at University working towards my Masters degree. Lots of assignments have pushed me away from what I've been doing here, which is bad. But saying that, I've been getting back into the community recently and should be able to start juggling tasks round a bit to get the ball rolling once again.
    • dtrngd has been busy with various exams; but in spite of that, he's taken control of the main Level Edit build of Apocalypse Rising from danpaul88, who has been busy with work.
    • cfehunter has been busy with university, but he has had his hands on some neat new stuff which we won't be announcing for a while.
    • danpaul88 is back and offering coding and scripting help again after being busy with work.
    • BogdanV has rejoined the team and is modelling us a Spy Plane which will feature in the first release.
    • Guywithawrench has been helping out over in the Reborn camp, but should be back in action on AR once we get the game moving once more.
    • Eggman891 has been back recently, so you may see some weapons being rigged up soonish!

    Again, once the game development cycle gets churning again, the team will probably form back up and we should be in a better position to give more regular updates.

     

     

    <center>Internal Beta Release</center>

     

    dtrngd has been working on getting our internal beta release finished up and ready to ship out to the testers. This build contains a lot of improvements compared to the last internal release. These improvements include:

     

    Game Changes

    • Added Nighthawk Transport unit
    • Added Flak Cannon base defence for Soviets
    • Added Terror Drone unit
    • Added emitter to Tesla Gauntlet explosion
    • Added Soviet Radar Tower
    • Added Soviet Walls
    • Added allied-only elevator to Allied Power Plant
    • Added Terror Drone remote consoles to Soviet War Factory and Radar Tower
    • Added new Chrono Miner model
    • Added new IFV model
    • Updated engine sounds for the Grizzly and the Rhino tank
    • Updated Soviet War Factory with a huge elevator that pushes your vehicles up from underground
    • Updated soviet repair node with missing animation
    • Updated War Miner rig
    • Updated IFV turret weapons, all turrets are available
    • Added Engineer unit for Allies/Soviets so the Engineer IFV can now be activated
    • All buildings have been temporarily textured on the external parts
    • Added textures to Tech Oil Derrick
    • Added purchase sounds for Nighthawk, IFV and Chrono Miner
    • Added lighting/throwing sound for Crazy Ivan's Small Dynamite
    • Added setting and explosion sounds for Crazy Ivan's Big Dynamite
    • Added setting and explosion sounds for SEAL's C4 Explosive
    • Added temporary death explosion to Crazy Ivan's killed event
    • Added new firing sound for GGI's Spectre SMG
    • Replaced APB sidebars with temporary RA2-sidebars
    • Replaced Renegade targeting reticle with a new one
    • Implemented Fabian's surface effects
    • Implemented some of Fabian's explosion effects
    • Changed camera settings a bit

    Balance Changes

    • Increased walk/crouch speed of all infantry slightly
    • Added Veteran & Elite weapon upgrades for Nighthawk and Rocketeer
    • Decreased rate of fire slightly for Flak Troopers and Flak Tracks
    • Deployed Guardian GI fires rockets for an increased range, higher velocity and damage plus a slightly shorter reload speed
    • Increased range of Tesla Trooper Gauntlet as it was helpless against most allied vehicles
    • Increased resistance of deployed infantry units from 10% to 25% to all warheads and 50% resistance to tank shells
    • Increased damage and speed of Tech Outpost missiles (Damage(impact/explosion): 6/6 -> 8/8, Velocity: 70 -> 110)
    • Allowed Tech Outpost to engage air units, as in RA2
    • Increased Standard Rocket warhead type damage vs infantry
    • Decreased Armour Piercing warhead type damage vs buildings and weakpoints
    • Tweaked MBT cannon shells to travel faster, have a small amount of spray and gravity (Velocity: 160 -> 250, Gravity: 1.5, Spray Angle: 1.5)
    • Increased damage and reload time for Grizzly Battle Tank (Damage: 65 -> 70, ReloadTime: 1.2 -> 1.4)
    • Increased damage, reload time and hp/armor for Rhino Heavy Tank (Damage: 90 -> 100, ReloadTime: 1.3 -> 1.7, Hp/Armor: 400 -> 450)
    • Increased range of Tesla Coil to account for bumpy terrain reducing its effective range (Range Normal/Supercharged: 80/120 -> 110/150)
    • Increased range of Prism Tower to account for bumpy terrain reducing its effective range (Range: 80 -> 110)
    • Increased Rocketeer's running and flying speed (6.6 -> 8.6)
    • Increased effectiveness of Anti Building Explosives vs infantry and base defences
    • Reworked Crazy Ivan thrown dynamite weapon to fire a single projectile and bounce for a short time
    • Reworked Pillbox and Sentry Gun weapons to fire a small round of bullets then reload, increased damage of bullets
    • Reworked Harrier weapon to fire 4 rounds with half the damage instead of the original 2 rounds
    • Reworked Rocketeer's weapon to be a Shrapnel-Based Weapon instead of a High Velocity Grenade Launcher
    • Tesla Troopers are now unsquishable
    • Deployed GIs can be run over by any vehicle
    • AI Miners' damage-taking and death are reported by eva/zofia depending on your team
    • Building Major Weakpoints are now shown on the radar as objective stars
    • Tech building capture points are now shown on the radar as objective stars
    • Added global announcement sounds for SEAL's C4/Crazy Ivan's Big Dynamite being placed
    • Locked Radar technology units to Allied Airforce HQ and Soviet Radar Tower (losing these buildings lets you build hightech units no more)
    • Harriers are now built at the ACHQ, separate from the War Factory build queue
    • Base defences warn players when they are under attack

    Map Changes

    • Added Radar Tower, Pillboxes, Sentry Guns and Flak Cannons to Little Big Lake
    • Added Radar Tower and Flak Cannons to South Pacific
    • Added Radar Tower to Iceland
    • Dune Patrol has been set to be a low-tech map
    • Rocky Pass has been finally closed on the far tech-oil side
    • Map added: Freezing Straits

    Script Changes

    • Bugfix to Prism Tower script
    • Service Depots now use an improved version of the repair depot scripts

    Here's a load of sceenshots featuring some of the new changes in Beta 1!

     

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    <center>New Particle Effects</center>

     

     

     

    One of the benefits of Bluehell Productions is that we share assets between our projects for various things. The A Path Beyond team were kind enough to allow us to use their new emitters and surface effects. This includes everything from bullet impacts to shell explosions.

     

    However, there is one effect that has really found itself at home in Apocalypse Rising. The Flak emitters that mjfabian made work really well in the game, allowing the Flak Tracks and Flak Troopers to have an amazingly disruptive effect on the battlefield. The flak's explosion, on impact with any object, makes a black cloud which can be used to disrupt the enemy's vision on the battlefield. This is useful as a smokescreen to retreat to a safe distance.

     

    Here are a few screenshots of the new flak effects in action.

     

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    <center>Getting Ahead of Ourselves</center>

     

    The observant ones amongst you may have picked up on the Giant Squid that was posted up on the Moddb page a while back. Allow me to explain.

    Basically, I have a friend with a degree in CGI and Animatronics who offered to help us with some more organic models for the game. We decided that the Giant Squid would be a fun project to get ready for the future, so that's pretty much what we gave her to do. The result is pretty awesome and we'll definitely be implementing it in AR when we get to the stage of adding Naval units.

     

    index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=21806

     

    Another surprise for you guys is the Siege Chopper. I made this model for a university assignment after I decided that it would be a good idea to cross over AR with my degree in order to cover more ground. The Siege Chopper is my favourite unit from Yuri's Revenge, so I decided to model it. Simple enough; however, now that it's done, that means we can include it in the release version as a special crate unit or have it feature on special mission maps. This is jumping the gun a bit on what we originally planned to release as part of the first public release, but I think bringing you guys some more units to play with isn't really a bad thing at all.

     

    index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=21808

    <center><iframe width="420" height="315" src="http://www.youtube.com/embed/ELiXXYLdnyo" frameborder="0" allowfullscreen=""></iframe></center>

     

     

    <center>New testers picked!</center>

     

    If you haven't already heard from the APB and/or Reborn blogs, we were hiring a new bunch of Bluehell Productions testers. That period is now over and this is the list of people who have been accepted onto the testing team. Some old faces, some new faces:

    • Billy Joe Bob
    • Boris
    • Chewbacca
    • ChronoSeth
    • dearlydie
    • ditto_g
    • DoMiNaNt_HuNtEr
    • Garrus09
    • Gork
    • HeaVyMenTaL
    • iLikeToSnipe
    • kamuixmod
    • madrox8
    • Nod00
    • NodFan
    • Nodlied
    • NSpgexp2012
    • Pushwall
    • pyryl3
    • r315r4z0r
    • Raptor29aa
    • Souljack
    • triattack
    • unrealtormentor
    • VERTi60
    • Voe
    • Xyrom

    Congratulations guys; however, fear not those of you who applied but didn't get accepted, we have reserve slots in the testing team which we are looking to fill if we think that we may be a bit down on our numbers.

     

     

    <center>Renegade X</center>

     

    If you have been living under a rock for the past few weeks, you may have missed out on a pretty significant release in the C&C FPS community. The Renegade X single player release candidate, Black Dawn, has been released and paves the way towards a bright future for our community and the C&C First Person experience that we all know and love.

     

    RxBD_PreRelease_SS_02.jpg

     

    It's totally free, so why not give it a try? Grab it from here: http://renxgame.com/

     

     

    <center>OWA's Random Corner</center>

     

    Here's some random videos that I've been watching recently. This is an awesome news section in my opinion.

     

    <center><iframe width="420" height="315" src="http://www.youtube.com/embed/P5aWAW2hea4" frameborder="0" allowfullscreen=""></iframe>

    Tankin'</center>

     

    <center><iframe width="560" height="315" src="http://www.youtube.com/embed/lvrPO6Dwp0E" frameborder="0" allowfullscreen=""></iframe>

    Uber-splodin'!</center>

     

    <center><iframe width="560" height="315" src="http://www.youtube.com/embed/7-tNUur2YoU" frameborder="0" allowfullscreen=""></iframe>

    Epic.</center>

     

    <center><iframe width="560" height="315" src="http://www.youtube.com/embed/cYNdUM2gRsg" frameborder="0" allowfullscreen=""></iframe>

    Double Epic.</center>

     

     

    <center>Shout-outs and Goodbyes</center>

     

    Thanks for reading this update and acknowledging the fact that we aren't dead!

     

    Some special shout-outs go out to my good friends at Staffordshire University; Tommy, Vix, Terry Towers, Chaz, Brad, Rach, Tagg and all you other awesome people that I've missed!

     

    Look out for more Apocalypse Rising updates in the future and don't lose hope! We will deliver this game to you!

  2. so you guys claim to update weekly and most of the time there are huge gaps in updates, and now not even a front page displaying information? nice work and all on the mod, but wtf, really?

    We haven't claimed that we update weekly for a while. Things are slow at the office at the moment. The game isn't dead though.

  3. When AR is in a playable state, will you have open tests like the APB team is doing now? Seems like a lot of games get released in an unfinished state these days with updates over time (e.g. Minecraft, Project Zomboid, Natural Selection 2 (not really), Terraria(?)), though most have you pay first so it makes sense that users continually play since they expected something for their dollar.

    I'd like to do this when we are closer to a release. I think the art needs finishing before we do anything like that though.

  4. The fall part is easy enough. just make it spawn on death a rigged-as-a-land-vehicle version of itself. Even if it wont do anything more than run over infantry, I still think doing that would be worth it.

    You've still got to detect the point where the aircraft hits the ground so that it can explode. This is the bit where our theories fall through a bit.

  5. I thought the techie IFV was a small repair tool to repair buildings.

    We scrapped the idea because it was pretty stupid and impractical when put to practise. A techy's place is at the weakpoint, not buying an IFV to repair things whilst the rest of the team need to buy that crucial grizzly tank that could help defend the base.

  6. If you go to the wiki page and read. Yes there are missions in other countrys but like i said Most of them were in the US. I never said they were all in the US

    http://en.wikipedia.org/wiki/Command_%26_C...er:_Red_Alert_2

    90% is a little more than most imo, but I digress.

     

    It's all a matter of opinion at a second glance. You could go for uber realism with different languages being played in the buildings as background audio.

     

    But realistically, RA2 wasn't a realistic game. So putting all of the voices in English with different accents to suggest nationality would be much more fun. Like the taunts in the original games.

  7. I said 90% and yeah the whole point of RA2 was Russia attacking the US...so I'm pretty sure that war wasn't going on in Europe. But the Multi. player was indeed everywhere and you were aloud to pick teams like German,Britain,ect.

    Prolly not if I'm making them, they'll be in English and sexier English (British)

    Although the beginning of RA2 was fought in the U.S, a large majority of the other missions were fought across other parts of the world.

     

    The war was going on in Europe, as there were missions where you needed to attack/defend Einstein's lab in Germany as well as charge the Eiffel Tower to make it into a giant Tesla Coil. One of the mission intros even began with "Thousands of Parisians fleeing their homes".

     

    It would make sense if different languages of background dialog were to be played, but only if a particular country is fighting. E.G: if Allies are playing as France, it'd make no sense to hear anything but French and English.

     

    tl;dr: RA2 was a World War. The beginning of it simply involved America more. It's kinda like saying that World War Two was fought entirely in Europe, which is wrong.

  8. Why not use this

     

    130px-PublicInformationSymbol_EmergencyExit.svg.png

     

    symbol (but in red/blue) together with "exit" written in the corresponding language for each faction? I'm pretty sure everyone has seen that symbol before, making the sign easy to understand even if you cannot read it, for whatever reason.

    We could use this, but then we would be limited to making just exit signs; whereas we plan to make signs to help players find the weakpoints as well.

  9. Hmm... you do have a point, but what about all the non-English players?

     

    Plus, you could just have alternate-language signs beside the English ones, like in Soviet buildings, putting a Russian sign right above or below it's English counterpart, same with German/French signs in Allied buildings. Real multinational organizations usually have their written materials in several different languages. Ah, but I nitpick... :D

    We would, but it's more effort than gain.

     

    I don't think there are that many non-english speaking players in APB. Rarely do I see someone speaking a different language.

  10. Although, Soviet signs should be in Russian, not English. But then again, Allied signs should also be in German and French, in addition to English.

    We decided against it so that players could actually read the signs and not get even more confused. It's less realistic but more player friendly.

  11. <h3>It's blog time! About time too!!</h3>

    Welcome to this Apocalypse Rising blog! Sorry we haven't been updating you on our progress as much as we used to. We've been getting a lot of new content in game to show off and wanted to wait until we had lots of shiny new things for you guys to see. You may also see that I'm writing this blog. I've gotten more free time recently so I'm able to come back to blog writing again! :)

     

    Development has sped up a bit and with more content in game, it means that we are fast approaching the end of our Alpha stage! The next internal version of AR will be Beta 1; as we will have every unit that will be in Release Candidate 1 in the game! This is exciting because we can begin to balance the game immediately, as we will only be waiting on 3d models and other art. So, after the modelling and texturing is done, you can expect to see AR coming out shortly after! :D

     

    Allied IFV

    After many hours of work, the Allied IFV is now done! There will be more IFV turrets on the way as we add more infantry and higher levels of technology to the game. You can expect to see Yuri IFVs driving round insta-gibbing any infantry that get too close as well as Chrono Legionnaire IFVs which will have a better version of the basic Legionnaire's weapon at the expense of not being able to chronoshift. I personally cannot wait for the best IFV that ever graced RA2; the President IFV. When you put President Dugan into an IFV, the player will have access to an incredibly deadly vehicle that fires modified Prism beams to decimate enemy units.

     

    "But OWA, does this mean Dugan will be buyable and in the purchase list? That's just silly!"

     

    We aren't putting Dugan in the purchase list, but he may pop up in themed mission maps if we have a little spare time on our hands. The Dugan vs Romanov grudge match is simply too tempting to pass up on.

     

    Anyway, let's stop talking about this sillyness and get to the images.

    Rocket IFV: The Seed of Transformation

    ifv.gif = post-1484-1306105473.png

    This is the basic IFV that every player gets when they purchase it. The rockets are pretty good against most targets and have a basic guiding system. when you have a technician in an IFV, you will be unable to change to a custom turret. This is because technicians are not deemed worthy enough to warrant their own fittings for the IFV. Technicians should stay in the base and repair structures, so IFV turrets are granted to more combat-worthy units.

    Gun IFV: Heavy Machine Guns rip through the enemy.

    ifv.gif + gi.gif or conscript.gif = post-1484-1306105530.png

    Combine a GI or Conscript with the IFV and you get this awesome bolter turret heavy machine gun turret which is effective against infantry and (suprisingly) structures. This turret isn't bad against light vehicles either, but it doesn't really work against heavier targets.

    Repair IFV: Field Repairs have never been so quick.

    ifv.gif + engineer.gif = post-1484-1306105504.png

    The Repair IFV is a great support unit that is given to the player when they combine an engineer with an IFV. this version of the IFV can repair friendly vehicles in the field, so teamwork is needed when using this unit effectively. Clever usage of an Engineer IFV can help Allied armour divisions gain an advantage over Soviet units.

    Guardian IFV: When the Soviets bring the heavies, the Guardian will protect.

    ifv.gif + guardiangi.gif = post-1484-1306105599.png

    The Guardian IFV is available to the player when they combine a Guardian GI and an IFV. The Guardian IFV is much like the Rocket IFV, but with one main difference. This IFV is specialised in taking down big targets such as Apocalypse Tanks, Kirov Airships and other heavily armoured vehicles. Due to the anti-armour warheads that this IFV uses, it is not very effective against infantry or buildings.

    Rocketeer IFV: Flying is better than driving.

    ifv.gif + rocketeer.gif = post-1484-1306107386.png

    The main reason behind the Rocketeer IFV not being made is the fact that Rocketeers have their own form of transport strapped to their backs. Players using the Rocketeer will have no need for vehicles because they technically ARE their own vehicle. This also gets around some pesky combinations which could have proven to be imbalanced (Rocketeer + Harrier anyone?).

    Seal IFV: Advanced anti-infantry capabilities to stop any rush.

    ifv.gif + navyseal.gif = post-1484-1306105639.png

    The SEAL IFV not only serves as a quick transport for the Navy SEAL, but it also boasts the best anti-infantry weapon of any other vehicle in the game. This weapon is to be feared amongst the ranks of soviet infantry. However, this IFV is completely useless against buildings and vehicles, making it fairly fragile.

    Flak IFV: Re-tooling technology to clear the skies.

    ifv.gif + flaktrooper.gif = post-1484-1306107333.png

    When the soviet Flak trooper gets his hands on an IFV, he gains an incredibly powerful anti-infantry and anti- air weapon which will make the allies wish they were more careful with their vehicles. this IFV has a better Flak Cannon than the Flak Track, that makes it all the more worthwhile.

    Tesla IFV: Giving the Allies some Shock Therapy.

    ifv.gif + teslatrooper.gif = post-1484-1306107364.png

    One of the more interesting Soviet IFV combinations, the Tesla IFV is essentially a mini Tesla Tank. After the events of Red Alert, the Soviets scrapped a lot of their old Tesla Tanks to make way for the new generation of Soviet weaponry. However, in several war factories around the world, it is rumoured that the Soviets have been re-tooling Allied IFV technology with their first generation Tesla Tank technology; making for a fearsome combination that will make any Allied veteran shudder. Combining a Tesla Trooper with an IFV will provide a nostalgic blast from the past.

    Ivan IFV: Happy Birthday!

    :3:

    ifv.gif + crazyivan.gif = post-1484-1306789334.png

    The craziest of the three unique Soviet IFVs is the Ivan IFV. This dynamite launching vehicle makes Crazy Ivan live up to his name. We decided to differentiate this IFV mode from the RA2 version a little bit so that Ivan and the Cuban Terrorist's IFV modes weren't identical. Primary fire throws out dynamite bombs whilst secondary fire will retain Ivan's original mini-demo truck superdeath attack (bound to 'Q' so that there hopefully won't be many accidents!)

     

    <h5>IFV How To Use Guide</h5>

    For those of you who haven't used an IFV before; here's a quick guide on how the IFV turret change will function in game when AR is released.

     

    Step 1: Get in the IFV as you would with any vehicle.

    post-1484-1306695315.png

    Step 2: Push 'Q' and wait as the IFV turret is changed.

    post-1484-1306695322.png

    Step 3: The IFV turret has now changed, the new weapon is available (you can also push 'Q' again to change back to the Rocket IFV).

    post-1484-1306695329.png

     

    This mechanic has been put into place to pre-empt something called "turret spamming". This is basically when you can insta-switch IFV turrets to make your battlefield role change stupidly fast. If a limit wasn't enforced, players would be able to change their turrets quickly; allowing them to change weapons stupidly quick. E.G. You are engaging Kirovs in a Rocket IFV, but you see a few Conscripts running up to you. You switch to the Gun IFV (because you have a G.I.) and kill them quickly before switching back to the Rocket IFV to engage the Kirovs again. Enforcing this time limit, stops the IFV from becoming overpowered. IFV users will have to think on their feet about what turrets they will need to use for what situations and plan accordingly. The IFV is unarmed whilst it is changing weapons, so it cannot fire back if you decide to change turret in the face of the enemy.

     

    Keep this in mind when piloting an IFV when AR is released.

     

    <h5>In Game Shots of the IFV</h5>

    For those of you who are fans of camouflage, we're not going to disappoint. Guy with a wrench has textured the IFV to account for four camo patterns. This also accounts for all of the custom turrets as well, so they won't look mis-matched on the field, pretty cool eh.

     

    Anyway, here's some pictures of the different flavours of Rocket IFV ingame.

     

    post-1484-1306695886.pngpost-1484-1306695913.png

     

     

    Allied Nighthawk

     

    The Allied Nighthawk Transport is a massive helicopter that is capable of carrying infantry to and from the front lines. It is equipped with a minigun that is effective against soft-skinned targets such as infantry, Terror Drones and Flak Tracks (if they don't fire back that is). The Nighthawk can carry 5 infantrymen into battle, so it is useful for providing mobility to the Allied infantry forces. Despite being a helicopter, the Nighthawk is built in the war factory and ascends through the giant roof-doors to present itself to the buyer. The Nighthawk is tough, but in AR pilots will need to keep their wits about them because Flak Cannons are an air unit's worst nightmare (especially for one as big as the Nighthawk).

     

    Here are a few screenshots of the Nighthawk ingame. Ric unwrapped this beast and Guy with a wrench did a great job of the texturing work; along with dtrngd who rigged it up!

     

    post-1484-1306695966.pngpost-1484-1306696003.png

    post-1484-1306695980.png

    Can anyone say "Pick 'em up"?

     

    Allied Prism Tower

    Guy with a wrench has been a really busy guy recently. He's textured up the Prism Tower and it's now in game and working with dapnaul88's Prism Tower charge-up scripts. This means that Prism Towers function EXACTLY like they did in Red Alert 2. When one tower sees a target, it will relay the other towers for a firepower bonus. This means that the Allies start off with a strong defence that gradually gets weaker as Prism Towers are destroyed.

     

    Here is an image of the Prism Tower in game.

     

    post-1484-1306696029.png

    Mirror Force!

     

     

    Soviet Base

    Thanks to dtrngd, the Soviets have a textured base! It's by no means final, but at least it helps players navigate the buildings better; unlike older test builds. Eventually, we hope to get some really nicely textured buildings that will pay the ultimate homage to Red Alert 2.

     

    post-1484-1306724103.pngpost-1484-1306724128.png

    post-1484-1306724157.png

    Nice base you got there comrade

    ;)

     

    Handy Signs

    I modelled some handy signs a while back to help players navigate our large building interiors. dtrngd textured them to form the basis for this new handy system. We've taken a bit of inspiration from Team Fortress 2's 2Fort map; where specific map locations were signposted to help new players. We hope that this cool system of signposting will stop people getting lost on their first play. So far, we only have the exit sign, but more will follow.

     

    Here's some screenshots of the new signs in action(if you can call it that)!

     

    post-1484-1306726484.pngpost-1484-1306726553.png

    Informative!

     

     

    Team Messages

    I'm free from university for the summer, so I'm aiming to hone my skills and get better at my jobs whilst working on AR.

     

    dtrngd has taken a break to work on exams.

     

    cfehunter has been moving into the realms of code.

     

    danpaul88 has been fixing up the .mix patcher for APB Gamma's 2.1 release, but he'll be back to implement some things to get ready for our next big update.

     

    Guy with a wrench has been churning out textures for our models. Finally TEXTURES!!!

     

    WallyWood is taking me to Orlando, Florida to hunt for unreleased trading cards!

     

    Lord_Kane is bathing in a pool of lava without breaking a sweat (he's also organising something cool for the near future).

     

    Catalyst is now on the team providing server support!

     

    The rest of the team have been pretty busy with other things.

     

    OWA's Random Corner

    Let's celebrate by blowing something up!

     

    VQVT0bOPLqg

    Pull!

     

    Lets also dance awkwardly with Solid Snake to celebrate the fact that university is over for the summer and I have more time to work on AR again!

     

    ANjLNm-crHI

    Do the Otacon!

     

     

    That's All Folks!

    That's your lot for now. We'll be back with more updates soonish.

     

    Remember, if you have any questions about AR, feel free to ask us!

  12. I like a lot of the stuff in this blog.

     

    Can you, DESTROY the capture point to make the tech building useless to both teams?

     

    Will the nighthawk be radar invisible to the enemy?

    I don't like the retextured GDI soldier, is fango still working on the new charecters? If so, can you give us an ETA of the model?

    No, the capture point is only affected by engineering tools.

     

    Yes, hopefully.

     

    Fango has gone AWOL without notice, so we may never get any of the work he has done for us. This saddens me.

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