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Robot Tanks and Terror Drones aren't mirrored units. The tech levels will stay the same. Whether it will be balanced or not is up to us to find out.
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You didn't get rovers, but cosmonauts are going to be in AR. Allies never had a moon mission, so we'll need to select their moon tech carefully.
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Welcome to this week's blog. We've not got much this time. But I'll see what I can find. <h3>Website Updates</h3> Over the course of the next month or two I'm going to start updating the website with some new content relevant to AR. This has started with the inclusion of a new website banner. I shall be adding in unit and structure profiles along with new information about AR that you won't get anywhere else. Look for this in the coming months. <h3>Conscript Update</h3> I've been continuing modelling work on the conscript. I've now decided the selectable variants that we'll be using in AR. You'll be able to pick from 3 different models. One without any headgear at all, one with a classic-style gas mask (as scene in the RA2 and it's FMV's) and finally a more modern gas masked version. Below is an image of the more modern gas mask on the conscript. <h3>Breakdancing</h3> We were doing some ingame testing the other day and I got killed whilst in the soviet base. Just as I died, BigCheese256 took this screenshot. It looks a bit like my GI is breakdancing, so I thought I'd share this funny with you guys. Lolwut!? <h3>Engineers and Terror Drones</h3> To put it bluntly, we want to know if you want engineers to have the ability to re-wire dead robot tanks and terror drones if they are left inactive on the field. Since we want engineers to play a bigger role on the battlefield, I've come up with the idea of allowing engineers to use their pliers to re-wire robotic units so they can be remotely controlled by the opposite team. This means you'll be able to effectively steal robot tanks and terror drones if they become inactive on the field. Tell us what you think about this. <h3>Team Messages</h3> I'm going away this weekend, but I should be back on sunday. cfehunter is bogged down with coursework. So is danpaul88. dtrngd has resumed work on the IFV. Guy with a wrench has nearly finished the texture on the FN Minimi Para The rest of the team has been posting in secret places. <h3>OWA's Random Corner</h3> Chewbacca is trapped! <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>Alrighty</h3> I'll see you guys next week. Hopefully I'll have a bit more to show.
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1. It'll be included in AR. We're not sure how it'll work yet though. 2. We're going to rig the knife as a normal weapon, so no fancy sequences. 3. Possibly. I have dinosaurs planned at least.
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You mean Robot Control Centre.
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The w3d engine works with health values and armour types. The health values determines how much physical health a unit has and the armour type determines what weapons will do the most (or least) damage vs that unit. This way, you could have a terror drone that is invincible to cannon-type weapons, heals from tesla weapons, but is really weak against prism beams. It's a really nice system for doing armour types if you ask me. If you want to know more, take a look at Renegade/APB's armor.ini
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I'm pretty sure I didn't. I don't have a mac; that's a screenshot of thepcman watching a video I made on youtube. Grizzly is ingame, check a few blogs back.
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The Chrono Legionnaire was planned from the start, so I don't know what you're on about.
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Hey guys, welcome to this slightly-later-than-usual blog. I've held it back in anticipation for awesome stuff. <h3>Soviet Walls Destruction Animations</h3> You think the APB guys are the only people who can do wall destructions? Think again! Occult13 has had a little help from cuddling to produce these soviet wall destruction animations in 3ds max's Reactor engine! Allies on a good vehicle rush will hopefully see lots of this animation when the walls are destroyed. <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 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> Thanks to Deadpikle for the uploads Note: The weird squares on top of the wall section will be getting a barbed wire texture, as pictured in the renders below. <h3>FN Minimi Para Textured</h3> Guy with a wrench is applying the finishing touches to the FN Minimi Para, the weapon that most conscripts will learn to fear. The Gi's Heavy Machine Gun is only usable when deployed, this provides them with a firepower bonus when stationary, but it leaves them a little more vulnerable because they are stationary. This weapon is likely to be used in defence rather than attack, but then again, using the bigger weapon will get you a firepower bonus against bigger targets, such as structures. Dakka dakka dakka! <h3>The GI Can Carry Loads!</h3> Here is a nice screenshot of the GI's new sandbag wall. Now we're getting new content into game fairly quickly and things are coming together pretty well. I need to get a shift on with those infantry. rest assured though, I am working on it. The GI is always called out when Britain floods. <h3>Team Messages</h3> I'm working on some nifty concept art for a new AR character. cfehunter has disappeared off of the radar again. dtrngd likes meetings. danpaul88 has lots of work. Occult13's real name is Antonio Handsome. ChAoS, TeamWolf, dtrngd and I have been discussing some cool ideas for a few things. The rest of the team has been postin'. <h3>OWA's Random Corner</h3> TIGHTEN UP THE GRAPHICS ON LEVEL THREE, THEN ONTO THE NEXT GAME! <embed src=" http://www.ebaumsworld.com/player.swf" allowScriptAccess="always" flashvars="pageurl=http://www.ebaumsworld.com/video/watch/20288/&file=http://media.ebaumsworld.com/videos/2007/05/1178055713-81-video_game_commercial.wmv.flv&mediaid=20288&title=Tighten up the graphics&tags=finished,game,finished,the,yet,and,level,guys,one,that,graphics,three,just,just,hey,need,need,another,testing&description=That one Westwood commercial&displayheight=325&backcolor=0x0d0d0d&lightoclor=0x336699&frontcolor=0xcccccc&image=http://media.ebaumsworld.com/thumbs/2007/05/20288-1178055713-81-video_game_commercial.wmv/0000000.jpg&username=Spike_Lee" wmode="transparent" loop="false" menu="false" quality="high" bgcolor="#ffffff" width="425" height="345" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" /> Note: This is NOT how you design games. <h3>And?</h3> That's all folks, seeya next week for OWA's happy hour!
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I'd like to say yes, but then again, I don't want Ivan becoming the new demo truck.
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I'll update the website FAQ with some more questions pretty soon.
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Welcome to this week's blog. I'm back at university now which means that I'll be learning more skills to bring to the table in terms of AR. Win! <h3>Tesla Coil & Prism Tower: Ingame and Untextured</h3> dtrngd has been playing around in level edit and has setup some pretty cool stuff ahead of time. Very recently he got the Tesla Coil and Prism Tower's new models ingame and setup to destroy some opposing bots. There's not much else to say, so check out the screenshots. <h3>GI's Sandbags</h3> Poggel has arranged the sandbags that will be used for the GI ingame. We have been thinking about how they will function properly ingame; as opposed to the abominations we have currently. This sounds funny, but we are probably going to end up rigging the sandbags as vehicles. This is so we can take advantage of the w3d vehicle physics in order to make the sandbags conform to slopes. We'll have a screenshot of it soon enough. But for now, here are some sandbags. <h3>AR Interview at CnCFPS.com</h3> Last week, cfehunter, dtrngd and I were interviewed over at www.cncfps.com by Genesis2001 and Lone0001. We were asked many questions about the mod's development and overall, I think is was a great success. Click the image below to read the interview! Soon, the CnCFPS team will be conducting an interview with Chronojam and a few members of the A Path Beyond team at BHP. Questions can be submitted at suggestions@cncfps.com! <h3>ModDB</h3> Just a quick note to say thanks to everyone who has voted for us. Voting ends today and hopefully we've reeled in an award this year! If you haven't voted already, shame on you. <h3>Team Messages</h3> I'm back at uni. My cupboards are empty so I need to fill them with food again :\ cfehunter is also back at uni and is looking for housing. dtrngd has been setting up cool things. danpaul88 is back from his holiday to get Alpha 9 to the testers. Poggel is playing with those sandybags. The rest of the team is commenting on a few things that we've got planned. <h3>OWA's Random Corner</h3> YEAH TOAST! <center><object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=avU5onrWfYo&hl=en_GB&fs=1&"></param><param'>http://www.youtube.com/watch?v=avU5onrWfYo&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=avU5onrWfYo&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center> <h3>TOAST!</h3> (YEAH TOAST!)
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Still looking into that one.
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I actually really like questions 1. We haven't really thought out the placement of the "out" point but the "in" point will most likely be the Chronosphere itself. So when it activates, you drive your tanks in. 2. The Harrier will just have a single type of missile. We haven't decided how many of them it'll have yet though. 3. The Kirov will still be a bastard to destroy, but it'll be fair. for example, a Kirov won't be able to solo an undefended base as easily as in RA2. 4. We're working on it.
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The bigger ships will need crews of about 3. 1. Nope. 2. Yes. 3. We haven't thought about Boris much yet. So we're not sure how the designator will work.
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Thanks Boris Indeed. It's both Miner's debug outputs. Yeah, we got it working. You click to chronoshift. It doesn't go away. Vehicles and infantry have separate veterancy, so if you are a conscript in a rhino tank and you jump out after killing lots of grizzly tanks, the conscript won't be promoted. However, if you lose your vechicle and run back to base, your vehicle veterancy will stay. So if you get in another Rhino tank after yours has been destroyed, your veterancy won't change. It give you an incentive to stay alive.
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Not much to show you guys this week I'm afraid; but there are a few goodies. <h3>Soviet Walls</h3> Occult has been texturing the Soviet Walls, using some of TheBeerinator's textures to keep continuity in the visuals. These walls will be appearing ingame soon! Solid! <h3>Soviet Conscript</h3> I've just about completed the basic shape of the conscript's head and will be moving in to polish it up sometimes this weekend. He's looking pretty mean now, with plenty of bits left to do. Mommy? <h3>New Menu Strings</h3> When I'm not working on the conscript, I like to work on the string tables. This week, I've been working on better menu text for the options menu. I find these new strings a lot more descriptive than the old renegade ones. Just take a look, it's pretty self-explanatory. Also, here's a nice picture of the carpet that every Soviet wants to own. <h3>ModDB Voting</h3> Voting continues as ModDB aim to find winners for the Mod Of The Year awards. There is only around a week of voting left, and every vote counts! First, login at ModDB and view the Top 100 Released & Top 100 Unreleased 1. Click on the game headers to view the projects in that category. Apocalypse Rising is unreleased Indie, A Path Beyond is released Indie. AR is listed near the bottom of the page, here; APB is listed third in its category is farther down the page. 2. Click to vote for the project you've selected and let it save your vote (this could take a second or two). "Vote!" will become "Voted!" and you've done your part. <div align="center"></div> Thanks to everyone who's voted so far! Let's hope we can win something to bring back to the community with us. <h3>Team Messages</h3> I've been having fun in the snow!! I hope it clears up for me to go back to uni on friday though... cfehunter is back on the ship to hunt wales. dtrngd passed his exam! Give him a round of applause! danpaul88 has taken a week out to go to Centre Parcs! Awesome! Occult has been making the APB trailer and next week we're going to start on an AR one! rm5348 has been helping Occult with 3d stuff for the APB trailer. Poggel has been modelling up the SMAW. The rest of the team have been lurking. <h3>OWA's Random Corner</h3> I like cats. <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>Adios!</h3> Til next week!
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That would be telling All I'm going to say is that it involves a new character who does missions for both factions over the course of the campaign.
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I have a plan.
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Welcome to <h3>Gurdian GI's SMAW</h3> So we decided that the Guardian GI should wield an SMAW. Poggel has modelled up this beast of an anti-tank weapon ready to drop into the eager hands of a grinning Guardian GI. Soviet drivers need to be aware of this weapon because it will hurt their vehicles... a lot. "We'll take 'em!" <h3>Chronoshift</h3> Occult has been applying the finishing touches to the Chronoshift effects for the Miner. We should have it rigged up ingame pretty soon. I pulled in the resources from RA2 to create a sound that, I think, fits it pretty well. <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/chronoshifttake2.flv"> I swear it was just here a minute ago!?</center> <h3>New Conscript</h3> I've been modelling up the new conscript. He's going to undergo a bit of reshaping to make sure he ends up with that big, soviet build. For now though, take a look at the current model in progress. I'm particularly pleased with how the shoulder pads have come out. "Comrade?" <h3>ModDB Indie Game of the Year 2009 Awards </h3> We've done it guys! For the third year in a row, AR is in the ModDB top 100! APB has also made it this year, meaning that both projects are in the running! But it's not over yet! We still need you guys to vote for us in phase 2 so that we can show the moddb community that w3d is still alive! Head over here to vote for us in the top 100 released and unreleased indie games categories! Nominate us for Mod Of The Year 2009 (click images to go to respective moddb profiles) Every vote counts! Remember to also vote for our buddies over at Renegade X. They could use all of the support they can get in order to have a chance of being one of the top ranking mods! Congratulations to all of the other C&C projects that made it as well as commiserations to those who didn't. <h3>Team Messages</h3> It snowed! cfehunter has snow around his place. Or at least I think he does. dtrngd and I were interviewed over at http://www.cncfps.com so look out for that one! danpaul88 gave me strict advice on how not to break things. Poggel has been modelling! Occult has been everythinging! The rest of the team is getting geared up for 2010! <h3>OWA's Random Corner</h3> Who's that Pokemon!? <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>GOD DAMMIT ARGH!</center> <h3>Tis the Beginning of the Year!</h3> Be happy
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There is some overhead map stuff planned, but whether we'll use it for the CLeg is unknown yet.
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We're always watching and waiting for new questions.
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Exactly.
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You're in a band? That's pretty awesome. Basically, the laser sight would be like those featured on C&C Reborn's Titan. I'm not sure how it works exactly, but I'm pretty sure it's just a translucent red mesh stuck on the front of the gun that clips with walls etc. We could look into it and try to come up with a better method though I guess. I have a feeling that it could possibly be achieved by exploiting the texture projector that BogdanV was using for spotlights.