-
Posts
5,731 -
Joined
-
Last visited
-
Days Won
248 -
Donations
760.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Posts posted by OWA
-
-
wow)... thats awesome blog guys!)
and when will we see terror jumping in any vehicles?)
Soon enough, the animation is ready, but the code still needs finalising.
Why don't you give the Terror Drone a special jump animation when a button's pressed, and if possible speed up the drone a bit. Since squishing is instant kill, it's like RA2 anyway.
Please read.
Now for the scripting side. danpaul88 has made some scripts for the terror drone that allow it to be remote controlled via terminals as you may know. However, what you may not know is the fact that it's totally possible to make the terror drone as it was in RA2. You attack an enemy by clicking the mouse and the terror drone will jump into the target vehicle. Smoke and other emitters will appear, indicating that a Terror Drone is ravaging the vehicle. Whilst this is happening, the driver of the terror drone gets to watch as their fiendish vehicular dismantling plans are carried out. When the target vehicle is destroyed, the terror drone will emerge again, ready to cause more havoc! We are also thinking of trying to implement a jump system for the terror drone, it it's possible. This means that the terror drone will be able to jump like a normal infantry. However, this is untested as of yet.
It's pretty quick currently, although we still need to find the right speed compared to other units.
0 -
Why does the Mirage have a beam?
Placeholder.
0 -
Welcome to this special Christmas edition of the blog! This is it folks. The teaser that I revealed a couple of days back is going to be revealed. Just read down!
<h3>Teased to Death</h3>
So, last week I showed you guys this image of a Rhino Tank rumbling through the map, South Pacific. If you look closely at the tree on the left side of the screen, you'll see something sticking out from behind it.
That "thing" is a Terror Drone!
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>That's right, ChAoS has animated and rigged up the Terror Drone for use ingame, with dtrngd setting the physics values. The animations are working really well at the moment. It looks as if the final terror drone will be rigged up as a "wheeled vehicle". I've tested this out, and it works pretty well.
Now for the scripting side. danpaul88 has made some scripts for the terror drone that allow it to be remote controlled via terminals as you may know. However, what you may not know is the fact that it's totally possible to make the terror drone as it was in RA2. You attack an enemy by clicking the mouse and the terror drone will jump into the target vehicle. Smoke and other emitters will appear, indicating that a Terror Drone is ravaging the vehicle. Whilst this is happening, the driver of the terror drone gets to watch as their fiendish vehicular dismantling plans are carried out. When the target vehicle is destroyed, the terror drone will emerge again, ready to cause more havoc! We are also thinking of trying to implement a jump system for the terror drone, it it's possible. This means that the terror drone will be able to jump like a normal infantry. However, this is untested as of yet.
There's not much else to say until we get the attack mechanism setup properly really other than the fact that Allies need to keep their Repair IFVs close.
<h3>Weakpoint Node Madness!</h3>
danpaul88 has made two videos of the minor weakpoint and repair nodes in action. This is all done using custom scripting which enables the disabling of structures and more areas to get a repair bonus, respectively.
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>Destroying the fusebox will prevent the Allies from purchasing advanced infantry classes until it has been repaired.
This updated demonstration includes the new destroyed state for the fuse box and Lt. Eva's notifications when the building goes offline due to the minor weakpoint being destroyed.</center>
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>Here's demonstration of the repair nodes in the Allied Barracks.
Notice how much faster it is to repair a building using these special nodes rather than simply repairing the walls.
The repair speeds shown are somewhat exaggerated to make it easier to see the difference.</center>
<h3>Mining</h3>
danpaul88 is working on the scripts for each faction's Miner at the moment. Both function as they should do, so now we have the mining game mechanic sorted for the AI!
The Chrono Miner no longer needs to be spoon fed the IDs of waypaths it should use for each step of it's journey, making it much more flexible and allowing more scope for using multiple chronoshift zones (ie: this one is busy, lets try the next one) in future.<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>Apocalypse Rising features two distinctively different Mining units for each faction, each with their pro's and cons.</center>
<h3>Apocalypse Rising Warhead and Armour Types</h3>
danpaul88 has been a busy guy this last couple of weeks. He's finalising the armour types for Release 1 so we can begin some sort of rough balancing. A lot of the choices are justified, but if you guys see something that doesn't look right, don't hesitate to point it out!
Armour Types
-
Special Armour Types
- None - Default armour type, takes 100% damage from every warhead type
- Blamo - Immune to everything
Generic Infantry Armour Types
- Basic_Infantry_Skin (Rookie, Veteran, Elite) - Used for basic infantry units (GI, Conscript, Flak Trooper etc). Takes higher than normal damage from explosive weapons (flesh is weak!).
- Basic_Infantry_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
- Heavy_Infantry_Skin (Rookie, Veteran, Elite) - Used for heavy infantry units (those with lots of armour, ie SEAL ). Takes reduced damage from bullets and explosions compared to the Basic Infantry.
- Heavy_Infantry_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
Special Infantry Armour Types
- Tesla_Trooper_Skin (Rookie, Veteran, Elite) - Used for Tesla Troopers, similar to Heavy_Infantry but takes no damage from Tesla warheads and less damage from bullets (Hurr - huge metal man!)
- Tesla_Trooper_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
- Flak_Trooper_Skin (Rookie, Veteran, Elite) - Used for Flak Troopers, similar to Basic_Infantry but with some resistance to flak... although you probably shouldn't be shooting yourself in the face anyway...
- Flak_Trooper_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
- Rocketeer_Skin (Rookie, Veteran, Elite) - Used for the Rocketeer, takes damage from AA Flak. Otherwise the same as Basic_Infantry (inside that flying thingymabob he has little armour)
- Rocketeer_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage. Not that you would deliberatly turn off your jetpack and plunge to your death.... right?
- Deployed_Infantry (Rookie, Veteran, Elite) - Used for deployed infantry, similar to Basic_Infantry but has more resistance to everything. NB: No skin/shield needed on this one as deployed infantry shouldn't be falling anywhere...
Generic Vehicle Armour Types
- Light_Vehicle (Rookie, Veteran, Elite) - Used for unarmoured or very lightly armoured vehicles (V3, Terror Drone). Takes higher than average damage from most warhead types.
- Armoured_Vehicle (Rookie, Veteran, Elite) - Used for armoured vehicles (Flak Track, IFV). Takes average damage from most warhead types.
- Tank (Rookie, Veteran, Elite) - Used for tank vehicles (Grizzly Tank, Rhino Tank). Takes less than average damage from most warhead types.
Generic Aircraft Armour Types
- Aircraft (Rookie, Veteran, Elite) - Used for aircraft units (Harrier, Nighthawk etc). Takes damage from AA Flak, otherwise similar to Armoured_Vehicle.
Building Armour Types
- Civilian_Building - Used for garrisonable buildings, takes above average damage from most warheads... those damn civvies don't think to make structures tank proof!
- Tech_Building - Used for tech buildings, stronger than the Civilian_Building armour class, but not by much.
- Base_Building - Used for main base buildings, this takes significantly less damage than the Tech_Building armour class. You should really look into those weak spots I overheard their engineers talking about... apparently they are quite vulnerable...
- Base_Defence - Used for base defences, similar in many ways to the Tank armour type, it can absorb quite a bit of punishment before dying
- Base_Walls - Used for base walls, generally you want to blow these up with C4 or bring a couple of tanks along to blow a hole in them...
Building Component Armour Types
- Building_Minor_Weakpoint - Yep, you guessed it... minor weakpoints. Need I say more?
- Building_Major_Weakpoint - Major weakpoints. You get the idea.
- Building_Repair_Node - Is quicker to repair than any other part of a building
Warhead Types
-
Special Warheads
- None - Default warhead type, does 100% damage to every armour type (except veteran/elite versions)
- Earth - Also known as SPLAT, this is falling damage
- Death - Does what it says on the tin, 100000% damage to everything. For use when you absolutely must kill something immediatly. Generally used by scripts...
- Harmless - The opposite of death, enemies can shoot harmless weapons at you all day without any effect. Again, generally used by scripts....
Bullet Warheads
- Hollow_Point_Bullet - Basic bullet type, has very good damage against infantry but is poor against almost everything else. (Sniper, MP5-N, Revolver, various pistols)
- Hardened_Bullet - Hardened bullets have improved penetration properties, but lose some of their effectiveness against infantry in favour of better all round damage. Has good damage vs infantry and light vehicles, medium damage vs other vehicles and poor damage vs buildings. (MP5K, PPSh-41)
- High_Velocity_Bullet - Special bullet warhead for more powerful guns (FN Mimiminini, IFV gun, War Miner gun, Sentry Gun, Pillbox etc), it does better against armoured targets such as Armoured_Vehicle and Tank armour types than the bullet warhead, but is still not particularly effective against buildings.
Explosive Warheads
- High Explosive Anti Tank (HEAT) - An Anti-Tank explosive designed to penetrate armour and detonate a high explosive into the interior of a vehicle, also effective against infantry (they go BOOM) and standard buildings, but are less effective against heavy structures. (IFV)
- Armour Piercing (AP) - An Anti-Tank explosive designed to penetrate armour, they are effective against vehicles and infantry but weak against structures due to lack of high explosive component. (GGI, GGI IFV)
- High Explosive (HE) - A pure High Explosive warhead, this is devastating against every target type. (V3, Harrier)
Beams
- Tesla - Used by the Tesla Trooper and the Tesla Tower, this warhead has good damage against most armour types.
- Heatwave - Used by the Mirage Tank, this warhead does good damage against infantry and light vehicles but is somewhat subpar vs heavy vehicles and structures
- Prism - Used by the Prism Tank and Prism Tower, this warhead has good damage against most armour types.
Shells
- Tank_Shell - High explosive tank shell, this has good damage against most armour types. (Grizzly, Rhino, War Miner Cannon etc)
- Flak_Bomb - High explosive ball of flak, this has good damage against infantry and light vehicles, moderate damage against other vehicles and poor damage against structures.
- Flak_Cloud - Cloud of flak particles, this is very good against Aircraft and Rocketeer armour types as it wrecks their propulsion systems, but is very poor against everything else.
Repair Magic
- Repair_Tool - Repairs structures, has poor damage vs infantry and no damage vs vehicles. (Drill, Welder)
- Disarm_Tool - Disarms bombs, has poor damage vs infantry and no damage vs vehicles or buildings. (Pliers, Bolt Cutters)
- Medical - Heals infantry
- Vehicle Repair Tool - Repairs vehicles, has poor damage vs infantry and no damage vs structures. (Whatever we use to repair vehicles...)
Misc.
- Explosive_Device - Goes BOOM, blows stuff up. Very high damage against everything except buildings, you should try putting it on the weakpoints instead. (C4, Bomb etc)
- Terror_Drone - Vehicles worst enemy, does high damage against vehicles, moderate damage against infantry.
- Melee_Weapon - Good damage against infantry, not very good against anything else. (Knifes etc)
<h3>ModDb Mod of the Year 2009 Awards </h3>
Just like in previous years, Bluehell Productions would like to ask for your help at the 2009 MOTY at ModDb. As drunkill explained in his news post on the issue, nominations are now open for mod and indie-game candidates. Until January 7th, you can nominate as many projects as you'd like. Then, nomations will close and the Top 100 Mods and Top 100 Indie Games will be presented for the MOTY voting phase.
Nominate us for Mod Of The Year 2009
(click images to go to respective moddb profiles)
Every vote counts!
We would also like to suggest nominating other strong C&C related projects, to let the world know we're still alive and kicking. C&C projects have always had a strong showing in this. My pick of the rest would have to be Renegade X, just for the sheer amount of work they've put in to recreate Renegade on the Unreal Engine. The feeling of nostalgia is something incredible and Fobby & crew are a good bunch of guys. So if you stop by their moddb page, you may as well give them a vote.
Please note again that the mods and indie games are handled in their own categories, so there are no reasons to hold back voting for other C&C mods just because you want to have a strong vote for APB and AR.
<h3>Team Messages</h3>
I'm back home for Christmas and it's great to get the time off! I'm planning on using my new-found zBrush skills to work on AR a bit and make some awesome Normal maps ready for when they become available.
cfehunter completed his first semester and is now also home. From what I gather he had a good first go.
dtrngd is posting around the place like Pat. See what I did there?
danpaul88 is off to see Avatar!
Occult is working on his flashy water.
Eggman891 was playing APB when I went to wish him a Happy Christmas before I went home.
TruYuri wants to let you know that he thinks that you are all gay and TheBeerinator thinks about you guys in a sexual way. No, really.
the rest of the team are gearing up for Christmas!!
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
<h3>OWA's Random Corner</h3>
How about this year in Auto-Tune?
<center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=FGeD8ORQk0M&hl=en_GB&fs=1&"></param><param'>http://www.youtube.com/watch?v=FGeD8ORQk0M&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=FGeD8ORQk0M&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>
<h3>Before I Sign Off...</h3>
0 - None - Default armour type, takes 100% damage from every warhead type
-
Hey there guys. This blog is so late, I have decided that it'll be a mini lead-in to Wednesday's offering.
<h3>Updates</h3>
ChAoS and dtrngd have been working on something extra special. All will be revealed on Wednesday, but here's a teaser for now
Poggel has made this neat little Allied & Soviet memory game for you guys to play! Hopefully this'll bring back some fond RA2 memories.
Finally, in other news, I am now free for the Christmas holidays! Here's a little glimpse to show you what I've been doing for my 3d project. My own zombified face!
<h3>Moddb: Vote For Us!</h3>
It's that time of the year again folks. Moddb are hosting their Indie Game Of The Year Awards and Bluehell productions are in the running.
Putting a vote in for both AR and APB will show to us that you care and support our community!
We need your help to topple the monopoly of paid-for indie games such as Mount and Blade from winning an award that would be a great achievement for a completely free game such as ours.
Make your vote count! Trust me, it will do!
<h3>OWA's Random Corner</h3>
DJ Kitteh is here to entertain your through the NTR\Mssion.
<center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=swx4XZZdssU&hl=en_GB&fs=1&"></param><param'>http://www.youtube.com/watch?v=swx4XZZdssU&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=swx4XZZdssU&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>
<h3>Be prepared for an Epic Blog</h3>
Here.
Wednesday.
Aww yeah!
0 -
Next time use Anti Aliasing for these Pictures! but ehh how many Polygons do the Soviet Technician's Welder have?
Those are the highest settings I can get without pissing around with ATI catalyst settings. Granted that photobucket does compress the image a little.
It doesn't matter how many polygons the welder is because polygon counts are almost irrelevant on the w3d engine. It's texture size you should be worrying about.
0 -
Nice stuff.
So, OWA, what did you decided with War Miner's scoop? Back then in Blog 146 you said you're going to change it a bit.
Yeah, it couldn't go up slopes with the scoop down, however, to counter this, instead of doing needless animations, we are just going to add two invisible wheels on the scoop, so that it doesn't get itself stuck.
0 -
Hey guys, I'm a bit late with this one eh? Just as a forewarning, I'm going to be late with next week's blog as well since I'm up to my eyeballs in coursework right now.
Anyway, here we go!
<h3>War Miner Texture</h3>
I've started on the War Miner's texture. I've gone for some nice base metals then grunged it up with brushwork. The texture isn't finished yet, but I'd say it's getting pretty close to being completed.
<h3>Grizzly Tank Ingame</h3>
danpaul88 has gotten the new grizzly tank ingame and it's looking great! Currently the camera is a bit awkward for it, but hopefully this should be resolved soon.
<h3>Destructible Bridges</h3>
Occult has been working on all manners of crazy things recently. The water that was featured in the last APB blog and now this crumbly bridge. These bridges will be placeable in level edit and in 3dsmax offering mappers many choices when designing maps.
<center><object width="560" height="340"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>Watch as it crumbles before your very eyes!</center>
<h3>Soviet Technician's Welder</h3>
Poggel has completed the first person model for the soviet techician's welder! It's looking great and personally, I can't wait to see it working ingame!
<h3>Team Messages</h3>
I've been frantically completing my projects ready for friday.
cfehunter has done his coursework and is back to texturing.
dtrngd has learnt how to rig vehicles.
danpaul88 has released Alpha Patch 3!
Occult has been parachuting into the battlefield.
Guy with a wrench has been texturing the Berretta!
The rest of the team has been getting ready for the holidays.
<h3>OWA's Random Corner</h3>
Happy in Paraguay.
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center><h3>Now...</h3>
...time for some Shockwave!
0 -
You know OWA, I was thinking of the Paradrop as having an airfield with the C-130 which has a fake worldbox in it and people'll have to board the plane, which takes off(scripted?
) at (ir)regular intervals and people have to manually jump off the plane or get returned to base (or the plane gets flaked down)
But yeah, I like the looks of the poke. Also, epic IFV. Go dtr!
If this were to happen, you would have to drive to the airfield. This would mean a lot of dumped vehicles next to that airfield.
0 -
Welcome to this week's blog. The wheels of last week are still in motion and lots of great stuff is happening. Let's me show you what the great stuff I'm referring to is!
<h3>Para Dropping</h3>
So, one of the features that we haven't really touched upon in a while is how we are physically going to handle para dropping. danpaul88 has fixed up his old script and recorded a video for you guys to check out.
Currently the allies can para drop by poking a terminal, but this will be changed as the radar structures and tech airport are brought into game. My initial plan was to have a para-troop queue, in which players could meet at a set location and para drop if they were a basic infantry character. But seeing as we have the potential to do so much more now with scripts 4.0, we are thinking of new ways to accomplish the organisation of a paradrop, perhaps with an overlay or keyhook. We'll see how it plays out, but rest assured; we'll get a functional and useful para drop logic implemented into the first AR patch (if not before).
Take a look at the video showing how far we've gotten with the para drop logic so far. The final implementation will be far superior to this early test.
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></object>Chocks away!</center>
<h3>New IFV Rocket Turret</h3>
dtrngd has been working on getting the IFV's ready for unwrapping. Whilst he was doing this, he had a go at modelling his own rocket turret for the basic rocket IFV. We thought it was so much more RA2-alistic than the old one, so we have formally adopted it as the new IFV Rocket Turret. We shall probably update the Patriot Missiles in light of this.
Next on dtrngd's list is the Machine Gun IFV, which should end up awesome. It pays a small homage to a certain tabletop game that is enjoyed by many people worldwide, so watch out for that one soon!
<h3>Soviet Walls</h3>
After looking at our soviet wall model, Occult saw it fit to go and remake it before he started unwrapping.
This is the model of the soviet walls that you will see ingame. Occult has also made it easier for mappers by splitting the walls up into pieces, meaning that sections of wall can be placed really easily and custom wall layouts are really easy to do!
Check out the new model!
<h3>Finished Pliers</h3>
cfehunter has completed the texture on the Allied Pliers and they are now heading in to be rigged. I talked about this weapon a lot last week, so I'll cut straight to the chase. (Haha, cut! See what I did there?)
<h3>Team Messages</h3>
I've just completed unwrapping the War Miner and I am hoping to start texturing pretty soon!
cfehunter is unwrpaping the spectre.
dtrngd is working on the IFV's
danpaul88 is fixin' stuff under the bonnet.
Occult is mapping and modelling.
The rest of the team are doing their thing.
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
<h3>OWA's Random Corner</h3>
It's Red Alert 2 all over again!
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>Also as a random bonus, here's a picture of me with a laptop on my head, courtesy of Westy543.
<h3>Golly gosh it's rather late at this time of posting!</h3>
Time to dash off methinks. Toodle pip!
0 - is enthusiastic about working with the BHP Apocalypse Rising Team.
-
I guess the Engi pliers will disarm faster than the Techy pliers? (and you aren't serious about pliers being weapons, right?)
You're right. also yes, The pliers will have a minor attack.
cool stuff, bro.
I just wonder - how often this page is updated. I am not noticing any changes for a long time
That page is updated every so often, but there is still lots to do before I can start changing the numbers.
0 -
Hey guys! This week we have been doing lots and lots of stuff! So here comes a big treat!
Look below for some stuff!
<h3>Allied Barracks Minor Weakpoint: The Fusebox</h3>
danpaul88, Occult and dtrngd have been hard at work scripting, rigging and adding emmitters to the minor weakpoint for the Allied Barracks, the fusebox.
When the fusebox is destroyed, infantry purchases and refills will become unavailable until it is repaired back to full health again. This could be used to counter allied advanced infantry when you are attacking the allied base.
For example, you are in a rhino tank attacking the pillbox, but there is a pesky Guardian GI respawning to constantly attack you. A crazy Ivan walks into the barracks and destroys the fusebox for a quick temporary solution to the Guardian GI that is camping the base, since that player won't be able to re-buy the GGI until the fusebox has been repaired. This game mechanic is in place to stop the home side from having too much of a home advantage.
Anyway, here is not one, but two videos of the fusebox in action ingame and it's emitters respectively.
<center>
<object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>The minor weakpoint scripts in action as set up by our very own danpaul88!
<object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>Emitters for the fuse box. Set up by Occult and dtrngd!</center>
<h3>Allied Pliers</h3>
Need to disarm a bomb? Not to worry, cfehunter has the solution for you! The Allied Pliers will be standard issue for all Engineers and Technicians. It has been reported that some bold technicians have actually used their pliers beyond the grounds of bomb disposal, with lethal consequences. So don't let them get to close soviets! You may be in for a nasty nip!
All you need to figure out is whether it's the red wire or the green wire...
<center><embed width="600" height="361" type="application/x-shockwave-flash" allowFullscreen="true" allowNetworking="all" wmode="transparent" src="http://static.photobucket.com/player.swf?file=http://vid38.photobucket.com/albums/e136/cfehunter/pliers_ani.flv">
Snip Snip Snip</center>
<h3>Grizzly Tank is Done!</h3>
Guy with a wrench has completed the Grizzly tank's texture! Expect to see it ingame soon! That's all I can really say! I'm loving exclamation marks in this particular section!
Here's a picture!
<h3>Lolwut Miner</h3>
I'm currently unwrapping the Soviet War Miner. While I was doing this I hid a few parts of the model and this was the result.
The Soviets have obviously been thinking about the combat effectiveness of their War Miner, so they've stripped it of all it's mining equipment and turned it into a fast attack vehicle (with chequered flag paint to make it go-faster). This is one of the many prototypes being worked on in the soviet union today. God bless the USSR.
<h3>Team Messages</h3>
I've been trying to balance my work between AR and University, but expect it to balance more towards uni for a few weeks now. I also got Fallout 3 GotY edition, and it's ace!
cfehunter has been texturing the pliers. Awesome!
dtrngd and Occult have been working on the fusebox. dtrngd has also been working on the IFV and has totally redesigned the rocket turret. More on that next week!
danpaul88 has been working on Alpha 8 patch 3 for the testers. It's gonna rock!
TheBeerinator has been texturing the RPG for APB. It's looking nice.
Guy with a wrench is now moving on to texture the Allied Beretta.
The rest of the team have been working on small bits and pieces.
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
<h3>OWA's Random Corner</h3>
A message to game developers everywhere.
If you're not indie....
<center><object width="560" height="340"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center><h3>There we go!</h3>
I'm loving the exclamation marks here too!
!!!!
0 - is enthusiastic about working with the BHP Apocalypse Rising Team.
-
Also, too bad that the w3d engine cannot use that kind of lighting at the moment, because it makes the TT look really sexy.
We may be able to make a shader.
Dont forget to make use of Normal Mapping to keep the surfaces from looking dull.
That's a given.
YES
ANGULAR
GRIZZLY
Disjointed, but an accurate representation of my feelings.
We listened on that one, since you guys were right.
0 -
Welcome to this week's blog.
Sorry it's a bit late again, I shan't make excuses. Anyway, read below for the good stuff!
<h3>New Alpha Changelist</h3>
danpaul88 released a new alpha build to the testers recently. This is the first build of AR that runs on Scripts 4.0! Here's the changelog and some screenies!
Welcome to Apocalypse Rising Alpha 8. This version is updates the scripts to version 4.0 (see below for more details on this), adds some new units and generally improves (hopefully...) overall balance.
Patch 1
Patch 1 has now been released and includes some minor bugfixes and also fixes broken maps for Alpha 8 patch users. Make sure you download this as you will need it to play on the FDS.
Alpha 8 changelog
-
Game Changes
- Fixed issue where Technician was recieving GI weapons on promotion
- Added presets, textures and interior models for new Allied Barracks
- Added new Sentry Gun model
- Added new Pillbox model
- Increased speed of all infantry except Tesla Trooper by 10% (6.000 to 6.600)
- Decreased health/armour of Mirage Tank from 420/420 to 280/280
- Increased base weapon damage of Mirage Tank from 70 to 90
- Removed non-R1 units from purchase menus (Mirage Tank, Apocalypse Tank, Taco Car)
- Added Crazy Ivan character
- Added Revolver weapon
- Adjusted range of SEAL MP5 from 110/50 to 75/40 (actual/effective)
- Adjusted range of SEAL MP5 secondary from 110/70 to 90/50 (actual/effective)
- Adjusted base damage of SEAL MP5 from 16 to 15
- Adjusted range of GI SMG from 80/30 to 60/30 (actual/effective)
- Adjusted range of PPSh-41 from 90/30 to 65/35 (actual/effective)
- Added purchase terminal icons for various units using RA2 cameos
- Tweaked splash damage from AA Flak Track from 10 radius / 15 scaled damage to 5 radius 10 scaled damage
- Tweaked splash damage from AA Flak Trooper from 10 radius / 7 scaled damage to 5 radius 4 scaled damage
- Tweaked damage from R-Strafer from 14 to 40
- Tweaked splash damage from R-Strafer from 6 radius / 80 scaled damage to 4 radius / 40 scaled damage
- Added presets for Rocketeer sounds (files were already there, I just forgot to link them
)
- Increase base damage of Rhino Tank from 76.5 to 85
- Reduced base damage of Grizzly Tank from 68 to 65
- Removed Grav, GravSpray and Spray variants of Rhino and Grizzly tanks. None of the variants seemed particularly popular so we will be sticking with traditional Renegade 100% accuracy battle tanks for now.
- Added Prism Tower
-
Map Changes
- Added Sentry Guns to Soviet hill on Iceland
- Updated road bridge texture on Rocky Pass
- Updated Dune Patrol terrain... now with 100% more ore and killable buildings! (except refinery because miner scripts are not ready...)
- Added prism towers to Iceland... try and attack the Allied base now
-
Script Changes
- Updated scripts from 3.4.4 to 4.0
- Fixed bug where units demoted to rookie (eg: Exited vehicles) did not properly reset their veterancy level parameter
- Modification to repairing points for veterancy to allow turret type vehicles to grant repair points, where previously they did not due to having no driver.
- Added dp88_buildingScripts_buildingController script
- Added dp88_buildingScripts_weakpoint_destroyBuilding script
- Turned on Sidebar system (again... lets hope it doesnt lolcrash everyone connecting to the FDS this time...)
- Added dp88_AR_Rocketeer script - this is not the VTOL version we plan to have eventually, but a bugfix for the normal flying infantry scripts to allow flying/nonflying via keyhook (Q key by default) and fix the rebuy bugs.
- Updated dp88_AR_PrismTower script to improve charging logic.
- Added keyhook definitions for vehicle management dialog and chat history window, these keys default to the APB settings of ] and U.
Alpha 8 Patch 1 Changelog
- Updated wwconfig.exe from jonwil
- Added missing textures for some interface stuff
- Added temporary IFV purchase icon
- Updated purchase terminal settings to properly show icons for warminer and chronominer
- Fixes maps broken in A8 for patch users
- Updated Flak Track physics settings (again... methinks LE didn't save them properly first time around)
- Removed some redundant files
Aims of this build
- Look for script related bugs and report anything unusual script related, 4.0 is all new territory for AR and there could be lots of things broken that I have not noticed
- Generally test unit balance and setup, as per usual
- And, as always, have fun!
Disclaimer
Installers tested and verified to work on Windows XP Professional x86 (SP3) and Windows 7 Professional x64. If you have problems let me know and I will see what I can do.
Apocalypse Rising is unlikely to format your C: drive, however in the unlikely event of this occuring, please blame Bill Gates
<h3>Grizzly Tank: Texture Near Completion</h3>
Guy with a wrench is applying the finishing touches to the Grizzly Tank. This one's nearly done!
The new testers will get their hands on this soon, which should be pretty good. Not much else to say on this one other than the metal squares with the black medical crosses on are being removed.
<h3>Tokarev: Model Done</h3>
The Tokarev is complete and ready for unwrapping! Poggel has been working on this one for a while now and has really done a great job in touching up the last few bits. Expect to see this in the incapable hands of technicians everywhere once it has been textured and rigged!
<h3>Team Messages</h3>
I've been doing university stuff mainly, but I found some time to play around with the C&C4 beta. It's definitely fun, but whether it'll fulfil the C&C name is still debatable.
cfehunter has been modelling an evil Pacman.
dtrngd has been scrutinising Occult and Teamwolf.
danpaul88 has been posting crashdumps.
Guy with a wrench has been modifying the Grizzly Tank's texture.
Also say hi to our new PR guy, Teamwolf!
Finally, I'd like to take this opportunity to congratulate all of the new testers who were picked to help us out behind the scenes. Do us proud gentlemen!
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
<h3>OWA's Random Corner</h3>
ASTRO CHAIR!
<center><object width="560" height="340"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center><h3>To infinity...</h3>
...and beyond!
0 - Fixed issue where Technician was recieving GI weapons on promotion
-
Is it going to be scripted so on each map you have a certain texture? Or can you choose? Because I think it should be scripted, because it isn't very smart to have an urban camo tank in a snowy field. I mean, the ability to choose would be nice, but I'm concerned about how it might affect gameplay. Also, the Conscript uniform looks like it fits just a TAD bit too tight on the torso *I'm so critical
*. Otherwise, everything looks good. And the picture of the 4 grizzly's in line, is that going to be ingame? Because it looks awesome.
Think APB for the camo switching. It would be silly to have random camos and restrictive to have map-set camos. I always take the urban camo because I personally think that it looks badass. It's that way so that a few people can identify me on the field (because they know I always use the urban).
Also about the conscript:
On the todo list for him are quite a lot of things as you can probably see. A big Russian belly is one of these things, because he currently looks like a weedy excuse for a communist.
The grizzly mountain is a still render, so it probably won't be ingame.
0 -
Welcome to this week's blog! Sorry about the delay, but I have been on a Muse break around Birmingham and London. (Meaning: I saw Muse twice and they were awesome!) I recommend that everyone should take a listen to some of their stuff.
Anyway, here come some updates!
<h3>Grizzly Tank Texture</h3>
Guy with a wrench is currently applying the finishing touches to the Grizzly Tank's texture. This will hopefully make it into the new alpha test, so watch out for that one. (This means we can retire the old Chronowar model that we've been using forever).
<h3>Prism Tower Logic</h3>
danpaul88 has been fixing up his old Prism Tower firing code to work better. Beforehand, the game used to crash when the Towers got stuck in infinite loops, but this has been rectified. Next up on the list is the code that makes the damage multiply when multiple prism towers fire into each other.
Because we are nice chaps, you can have a video for this one.
Note: This is NOT an accurate representation of game balance, it is simply a test to make sure the towers fire into each other correctly. Nothing more, nothing less.
<h3>New Infantry</h3>
The team has been badgering me and it's about time the infantry models were finalised. The meshes on a few of my other infantry models didn't fit the w3d rig and certain parts were poorly modelled.
I've now rectified this by producing a final revision of my infantry base character which shall be used extensively. I have begun to model the conscript which can be seen below. On the todo list for him are quite a lot of things as you can probably see. A big Russian belly is one of these things, because he currently looks like a weedy excuse for a communist.
Check it out!
<h3>New Staff & Updates</h3>
We currently have a few new applications for staff which is great to see! We are still processing a few of them but I'd like to take this opportunity to congratulate Occult13 for gaining a place on the team as a mapper and general artist.
Everyone give him a warm welcome!
As for news on new testers; please bear with us as we are still going through your applications. We had a massive number of applicants, as you may already know, so Chronojam will probably make a big announcement on who made the cut in a future APB blog. So keep watching those!
<h3>Team Messages</h3>
I've been around the country on trains this week. It was worth it to see Muse and catch up with some old friends
Shout out goes to Shannon, George and Sarah for the Pwoper Muse Cruise.
cfehunter called me up for drinks yesterday, but I couldn't go, mainly because I had just got in from the train.
danpaul88 has been scripting and waiting for scripts 4.0 to be fixed up a little bit more.
Eggman891 made a weapon placeholder which consists of the new gun hands posed to look like a pew pew finger gun. (Think the Heavy's taunt from TF2). Many lols will be had.
Guy with a wrench has been working awesomely fast as per-usual.
The rest of the team has been discussing various things, including why nGons are bad.
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
(By the way, thanks to everyone who applied to be a tester, we are sorting through the applications now!)
<h3>OWA's Random Corner</h3>
Do you like Rice? Are you Extreme? If you answered yes to both, then you will love this video.
<center><object width="425" height="344"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>For those of the Extreme disposition, you may also enjoy Extreme Exorcism.
<center><object width="560" height="340"><param name="movie" value="
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center><h3>It was late...</h3>
...but was it great?
Send your answer to this thread. Posts cost 50p for whoever pays the internet bill.
0 - is enthusiastic about working with the BHP Apocalypse Rising Team.
-
Oh gawd it's November already. Where the hell did this year go to?
Anyway, to the blog!
<h3>War Miner Animations</h3>
I've been playing around with some random animations on the War Miner. In particular the dump animation and some of the other, smaller details.
See for yourself in this brief animation.
<h3>Radar Tower</h3>
dtrngd has been working on the exterior to the Soviet Radar Tower and has succeeded in completing it to RA2-spec. The Radar will house controls for the spyplane, more terror drone consoles and the radar function itself. Also, the Radar maintains the tech level for units that come with the radar. If the Radar is taken out, no V3's or Crazy Ivan's for you. We may bend the rules for the Flak Trooper's tech level, since he is kind of needed to combat Rocketeers.
Here's an image of the exterior.
<h3>Building Bridges To Nowhere</h3>
rm5248 has textured up his bridge which will be available as a placeable object within leveledit, making the deployment of assets easier when mapping. (Think Unreal Tournament 3's library of static meshes). There will be more assets to come in the future including several bridge types, garrisonable structures (placed in Level Edit, yes!) and other random objects.
Look forward to this mappers!
<h3>Team Messages</h3>
I've got a facial modelling assignment to hand in this week. I'm also off to see Muse next week. It's gonna rock!
I haven't seen cfehunter this week.
dtrngd is taking a break, since he has a lot of stuff happening which he needs to do.
danpaul88 is gearing up AR for the next alpha.
Poggel has pretty much finished the Tokarev.
The rest of the team are working on various things.
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
- is enthusiastic about working with the BHP Apocalypse Rising Team.
- has spare time.
- will be active in the foreseeable future (a.k.a we don't want you running off).
- is competent at creating their own 2d textures.
- is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
(By the way, thanks to everyone who applied to be a tester, we are sorting through the applications now!)
<h3>OWA's Random Corner</h3>
Lamb Of God - Set To Fail (Smooth Jazz Version)
<center><embed src="http://www.metalinjection.net/tv/flvplayer.swf" FlashVars="config=http://www.metalinjection.net/tv/flvembed.php?viewkey=c0795d1e6a4f58444d39" quality="high" bgcolor="#000000" width="450" height="370" loop="false" align="middle" allowFullScreen="true" allowScriptAccess="always" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" scale="exactfit"></embed></center>
<h3>The Cake...</h3>
...is a pie?
0 - is enthusiastic about working with the BHP Apocalypse Rising Team.
-
Hmm....is there a way to have all three armies in the same map? IE Yuri, Allied, & Soviets.
Yes there is, but having a three-teamed multiplayer C&C mode is impossible currently because of stuff like the win screen and other small technicalities.
0 -
But they also put in realistic weapons. Should pistols shoot giant nuclear rockets, Earth's gravity be reversed and pushing an object pulls you towards it, and all grass and trees be pink colored, simply because time was altered?
Sounds like a great idea for a paradox map.
0 -
l think u hávent thinked yet about giant squids?
We've had a think about them. They are going to be really really complicated, but totally possible.
well it was not part of the soviet tech tree, but there is always the option that soviets could capture an allied tech tree (hell I even seem to remember there being a game mode where you start with both/all 3 (depending on if you play RA2 or YR) MCV's at start
Unholy Alliance Mode.
0 -
Apparently my information is out of date and it DOES infact have the longer clip. Apparently OWA is posting out of date WIP images in the blog
It was in-date when I posted it D:
0 -
MP5 for the GIs now? Did I miss something, or is the SEAL getting something new?
The renders are all amazing and I feel the Grizzly was greatly improved from the last version, which was all too rounded, but I noticed one issue.
The inward facing track skirts need to brought up higher, else the vehicle might have issues confronting sloped terrain.
The Seal is getting an MP5-N and the GI is getting an MP5-K. These decisions are based upon what concept art and rules.ini tells us.
The Grizzly's track skirts should be fine ingame.
Right, in the way that their users are switched, because the MP5 K is used by elite special forces in rare cases.
But I think only the GGI should have a rifle (perhaps the M4?), and the GI have a submachine gun like their Soviet conscript counterparts. I'm fine with the MP5 K, since your first thoughts of giving him an MP7 would have been even more ironic, because the MP7's 4.6x30mm round can penetrate body armor while the SEAL's MP5's 9x19mm can't, and the fact that it was shown in a Westwood concept art.
We didn't ever think of giving the Seal an MP7. Please direct me to the concept art that displays the the MP7 and the Navy SEAL. In all my years of collecting RA2 reference material I have never found anything on the SEAL besides the ingame graphics.
He appears to be carrying an MP5 in the cameo image and rules.ini states that the weapon is an MP5, so we went with it.
There is a concept image of the Allied GI here with, which we deduced as being somewhere near, an MP5-K so we went with it.
Wikipedia appears to strongly contradict you, and the difference that does exist sure wouldn't explain how it takes half a magazine worth of bodyshots to kill with the GI's MP5 awhile the SEALs MP5 does it in a third as many shots. (example figures)
(and saying "different types of rounds" is simply a cop-out)
See above response. We're recreating RA2 here, not Call of Battlefield: Project Reality.
They didn't intend to be experts, nor to claim it. It's fiction. There are guns shooting electricity at you, and a cyborg blasting your tank with an arm cannon. If you want to rage about military stuff in games, rage over Generals. It attempted to be true but failed horribly.
People talking about realism should read the above post.
Good job dudes, the video is nice too.
Like the other Dev.blogs, translated into French.
Cheers BoneWerks
In fact, I was about to ask if custom models would be allowed in AR, even though the server will still likely be run by MP-Gaming, because I wanted to alter the Grizzly cannon to be less cartoony. I was also going to do that with other models, too.
Custom models will be allowed in AR since stuff is being handled differently with collision detection that will re-enable fairness across all w3d mods. No spongebob C4 though please
0 -
And with 500 credits the Allies cant buy any vehicles so it's more balanced than APB actually >.>
I wouldn't say that til we put the wheels into motion.
0 -
The SMAW would be reasonable suggestion next to the AT4 and we'll definitely consider it.
0 -
Just wondering, with the GI and his Minimi and the GGI with the AT4, were you guys (or just OWA) planning on having their secondary weapons be super light and light damage types? I understood the Minimi, because you took the weapon type "para" from the rules.ini, but the fact that both the Minimi and AT4, technically, would actually belong to a regular GI standing up kinda made me wonder if those choices being light weapons was intended, or would you go for heavier stationary weapons if you wanted to?
For example, the Minimi (also known as the M249 SAW) is handled like the Capitan does with his M60 in APB. It is designed to be used like any other rifle*, except that it is preferred that the user stay in a prone position for accuracy. The AT4, like its RPG predecessor, the LAW, is carried by regular soldiers just in case they come across a light armored vehicle. They guy with it shoots, throws it away, and his squad runs the hell out of there. They usually cannot deal enough damage to tanks, and obviously cannot even touch aircraft.
Thus, I imagined the GI with either an M2 ".50 cal," which might be too big and look more overpowered than it really is, or an M240, which would probably be the better choice. Both are stationary machine guns that having the GI pull out of thin air would match the humor of him also being able to do that with his sandbags.
The GGI then would probably have the Javelin. Once again, its stationary but portable nature makes it perfect for a foxhole, and you would have a better time being able to convince people it has anti-air capabilities than you can convincing them a Stinger can penetrate an Apocalypse Tank's armor.
*Edit: I'm just saying this to give a general picture. Its usage is much more complicated than that, but to most people this is what it will look like to them when they see a squad with a member holding a SAW. Same goes with images with squad members of other armies with a PK machine gun.
Although it makes sense in the real world (and would be an acceptable point in any realistic war game), AR is not meant to be realistic. It's just meant to be as close to RA2 as humanly possible. It's what we've always gone for with the direction of the mod and I'd never want to change that. Sure there are a few examples of where we've let our artistic direction overtake ourselves (see Crazy Ivan), but predominantly we aim to stay close to the source material.
Plus there is also the "we've already made the models" argument, (however in the case of the AT4, this is not yet so).
0
Blog 165 (30/12/09)
in Red Alert 2: Apocalypse Rising
Posted
Heya guys, welcome to this week's blog. I'm sorry to say that it won't be as awesome as last week's but we still have a few tricks up our sleeves.
<h3>Chronoshift!</h3>
Occult has been working on ingame effects for chronoshifting objects. These will be used for things like the Chrono Miner and Chrono Legionnaire. We've strayed away from duplicating the RA2 effects to the book and used some artistic licence to create a far more spectacular effect, seeing as the RA2 effects seemed a bit lacklustre.
Occult has gone and created something really special here, as you can see below. The effect's sounds have been put together by AdrwIvrsn.
<center><embed width="600" height="361" type="application/x-shockwave-flash" allowFullscreen="true" allowNetworking="all" wmode="transparent" src="http://static.photobucket.com/player.swf?file=http://vid920.photobucket.com/albums/ad48/occult13/chronotake2.flv">
Chronoshifting in 3...2...1...</center>
<h3>Allied Beretta</h3>
Guy with a wrench has been texturing the Allied Beretta; the main side arm of the Allied Forces. Engineers and Technicians will be armed with this as a measure to ensure that they are able to defend themselves from ranged attacks.
Pew Pew Pew!
<h3>Alpha 8 Patch 4</h3>
danpaul88 has released Alpha 8 Patch 4 to the testers. Here are the changes that have been made to this version of the AR.
<h3>ModDB Indie Game of the Year 2009 Awards </h3>
Just like in previous years, Bluehell Productions would like to ask for your help at the 2009 IGOTY at ModDb. As drunkill explained in his news post on the issue, nominations are now open for mod and indie-game candidates. Until January 7th, you can nominate as many projects as you'd like. Then, nomations will close and the Top 100 Mods and Top 100 Indie Games will be presented for the MOTY voting phase.
Nominate us for Mod Of The Year 2009
(click images to go to respective moddb profiles)
Every vote counts!
We would also like to suggest nominating other strong C&C related projects, to let the world know we're still alive and kicking. C&C projects have always had a strong showing in this. My pick of the rest would have to be Renegade X, just for the sheer amount of work they've put in to recreate Renegade on the Unreal Engine. The feeling of nostalgia is something incredible and Fobby & crew are a good bunch of guys. So if you stop by their moddb page, you may as well give them a vote.
Please note again that the mods and indie games are handled in their own categories, so there are no reasons to hold back voting for other C&C mods just because you want to have a strong vote for APB and AR.
<h3>Team Messages</h3>
I've been just chilling out really. Seeing friends who I haven't seen in a while and generally taking a break. It's good.
cfehunter has been at home, looking at computer hardware.
dtrngd has had exams, oddly, at this time of year.
danpaul88 needs to send me the current string database.
Occult and Teamwolf now have a website bio each.
The rest of the team has been enjoying the holidays.
<h3>We're Looking For...</h3>
We are looking for extra staff members to join our ranks!
At the moment we are looking for:
<h4>2d Artists</h4>
What we are looking for in a 2d artist, is someone who:
PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.
<h3>OWA's Random Corner</h3>
Here's an awesome video Lord_Kane linked me to. Bad Apple.
<center><object width="425" height="344"><param name="movie" value="
<h3>To an end...</h3>
Regrettable, but directives will continue in order to formulate a future for next week.