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Everything posted by OWA
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AFAIK Chicajo hasn't worked on any APB stuff in over a year.
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Of Red Alert 1 tracks? Hell no! I've got a stockpile of tracks from NeptuneUK, the guy who is working on the Tiberian Dawn mod's soundtrack, to use as extras.
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Well OBVIOUSLY not. If you had said "In everyday talking w3d indie = mod" I would have left it
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You are misinformed. If you are talking about w3d specific games then yes, these can be considered as mods. However, indies like Audiosurf and World of Goo are NOT mods. Indie means Independant, as in made by an independant developer who is looking to publish the game themselves and have complete creative control over the whole process.
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I've gone over a few ideas for mind control across the podcasts. The theory is conceptual, but the idea at the moment is to incorperate a complicated bot system. It's quite wierd to explain and we aren't worrying about it for now, seeing as Yuri isn't in the first release.
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If we ever do start seriously considering it, units like the Mastermind are going to be incredibly hard to incorperate. A low tech approach to Yuri's army may be possible though, as Magnetrons and such are very possible. If we ever do put Yuri's army in, we'll be stripping the Soviets of their Yuri tech, naturally. We'll think about including the Psychic Beacon and Amplifier for the second full release. (Battle Lab Tech). It's certainly a great idea for an objective based map. Perhaps a recreation of that Allied mission (in Chicago?) when you have to land, estabish your base then destroy the psychic amplifier before it activates (Then being nuked by Vladimir ).
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The Weather Control Device and Iron Curtain are going in, but Yuri's super weapons are not. Also, welcome to the forums
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Heya guys, welcome to the blog! Today we have cake, jelly and all things culinary as we explore the territories of dessert! Just kidding, here's some mutually assured destruction in text-form. <h3>Logo Redux</h3> As some of you may know, I've been revamping the AR logo. The one we are currently sporting has an aweful look to it, since it only uses basic colours for the materials. However, I have been working to update the logo this week and my work has payed off. Check out the improvement! If you want to compare, check the top banner on http://www.apocrising.com; it's bad. This isn't final either. Soviet_Deso has now taken the logo and will add his own touch to it. You guys saw how well he did with the two faction logos, so this should be something special. Check back in a week or two for further improvement. <h3>Soviet Repair Node</h3> Remember that concept we threw out a while back? The concept of instead of repairing the weakpoint, you have points around the building where you can get your repair bonus instead. The Allied version has a few drill sockets on it which allied technicians can use to repair the buildings. The soviet variant provides a much more visual experience of repairing. Here we have a node complete with pumping pistons and grinding gears. Industrial and rugged, just how the soviets build their stuff. Technicians will be able to weld at these points to repair the structure faster. dtrngd has done a great job on this I reckon. Take a look at the image below for a look at what you and your comrades will be repairing. Also included is a video, because we love to share. >>Video Here<< <h3>S4M Progress</h3> Poggel has been working on the S4M. He has added a double cartrige ejection system to accompany the double clip. This weapon is almost complete! Take a look below. <h3>Team Messages</h3> I've been doing various bits and pieces behind the scenes this week. Concept art for the PT's and something that will change the way that you guys refill forever I'm also off to a birthday party on sunday. Shout out to Shannon who is 19 on saturday cfehunter got a place at Staffordshire university, so he'll be living pretty close by at uni next year dtrngd has been working on the Soviet War Factory. It's coming along nicely and features some pretty creative pathing. danpaul88 has been waiting for Windows 7 to come out on the MSDNAA. Not long now! TheBeerinator has been sent some Purchase Terminal concept art to work on. Chevy787 will be on vacation on the 8th for a few days visiting relatives. The rest of the team have been around and about. <h3>OWA's Random Corner</h3> So last week we has Vince with the Slap Chop. Lets see if the Scout from TF2 does any better? <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>So...</h3> ......BONK.
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It's better than the RnB shit on the radio today
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We all use 3d Studio Max for our 3d art. Thanks! Also, welcome to the forum
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Yeah, this is possible.
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That's kinda what I meant yeah.
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We could add national flags, but players are told which nation they are playing as at the beginning of every map and you'll know by what you can buy on the sidebar. Custom infantry flag textures are not out of the question though. We're sticking to RA2's canon, so no cuban guerillas. The terrorist is in though so he's about the closest you'll get.
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Those mechanisms will be included; this model is still a work in progress. The weakpoint is linked to the death of the building. So if the buildings dies, the weakpoint will be disabled.
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We gave the S4M a side mounted clip to give the weapon a few extra shots before it needs to be reloaded. Hopefully both types of explosion will be there.
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Welcome to this week's blog. For the stuff you actually want to see, look below. <h3>Building Bridges</h3> rm5248 has been working on getting more pieces of bridge modelled to aid fanmappers in the future. Hopefully these pieces of bridge will be able to be placed in level edit, so you won;t have to mode you're own unless you feel obliged to. rm5248 will be making a few differant bridge types for you guys to use, which shall be pretty cool. Also pretty cool is the fact that rm has also modelled a bridge repair hut that mappers will be able to place down on maps. Inside is a basic interior with controls that engineers can access to repair the bridge. We may also do lift and swing bridges, so if an engineer accesses the controls, he can make the bridge move (maybe even with some enemy tanks on it if it's timed right ). Anyway, here are some images! <h3>S4M Silenced Pistol</h3> Originally this weapon was going to be the standard issue pistol for the soviets. But after an internal discussion it was decided that due to the crazy design of the weapon, that it should go to the Cuban Terrorist. The soviets would then be left with the Tokarev as their standard issue weapon. This weapon is crazy, fires two bullets at once, reloads from a dual side mounted clip and is probably going to be funny as hell to use. Take a look at what Poggel has done with the design so far. <h3>Weakpoint Setup</h3> danpaul88 has been developing the scripts for the weakpoint logic. Basically when these crates are destroyed, the building explodes from the inside as all of the internal workings are damaged. Take a look at what danpaul88 has done in the screenshot below! <h3>Team Messages</h3> I've been working all week. Can't wait for the weekend! Also, Black & White 2 is awesome! Also, I'm working on getting the AR logo sorted out and fixed up. cfehunter has been around and about the forums. dtrngd has left for a week, but will be back. danpaul88 has been waiting for Windows 7 to arrive on MSDN. August the 6th looks like the date of arrival. TheBeerinator has been doing a few things for APB. Ric has been refining the Chrono Miner model. Yes the miner itself is being refined! The rest of the team have been working on various things. <h3>OWA's Random Corner</h3> HEY IT'S VINCE WITH SLAP CHOP <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>End</h3> Again next week.
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Nothing has been decided about those types of maps yet. Hail Mary is a likely possibility. Hopefully the reload animations should be pretty slick, what with the new hands and all. Ivan will have an infinite number of anti-tank dynamite sticks (a.k.a small dynamite) but he will have a limited amount of bigger charges.
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Welcome to this week's blog, a little late but hey! We have a fair bit of new stuff to get through! <h3>Chrono Miner</h3> Ric has been updating the Chrono Miner model ready for unwrapping. The Chrono Miner is the Allied ore gathering unit. It carries less ore than the Soviet War Miner, but can get back to base twice as quickly to dump it. Here are a couple of images of this marvel of modern technology. <h3>Bomb Defusal</h3> Since the engineers and technicians in AR carry suitcases, drills and welders we thought that it wouldn;t really make sense if they were using them to defuse bombs. To make up for this Poggel has modelled up wire cutters for each faction, so that C4 and Dynamite can be defused. Also, they may give a nasty nip to any enemies that get too close! Anyway, here is a render to wet your appetites! <h3>War Factory</h3> dtrngd has been working on the Soviet War Factory's interior! At the moment it is looking to be our most detailed building yet! You may be wondering why the middle of the floor has railings around it. Well, the render below is of the war factory's basement, but below that is the vehicle creation zone. We are planning to use a giant elevator to bring constructed vehicles up form the second basement, past the first basement and up to the ground floor, where they will drive out of the doors. No more creation of vehicles right in front of your very eyes. This is going to be epic if you are standing in the first basement watching the vehicles for a tank rush going up the elevator. Kirovs are also going to be epic to watch. I feel that this war factory will probably be one of the most interactive structures in AR, which should be awesome to walk around inside. Check it out below. <h3>Team Messages</h3> I was at the cinema yesterday and got back pretty late, so no blog yesterday. It was dtrngd's birthday yesterday! Wish him a good one if you haven't already! danpaul88 and I have gotten the website working again, check it out at http://www.apocrising.com TheBeerinator has been doing a few things for APB but should be resuming work on the Soviet Barracks soon. The rest of the team have been working on various things which shall be revealed next week <h3>OWA's Random Corner</h3> BRAWNDO: THE THIRST MUTILATOR! <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>Houston</h3> We have a problem...
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Welcome to this week's blog. We are a little devoid on content again this week due to various factors, but hey; the show must go on. <h3>Soviet War Factory Weak Point: Fuel Tanks</h3> dtrngd has been adding detail to what will be the major weakpoint for the Soviet War Factory. These are only some of the massive fuel tanks, housed in the War Factory, used to keep the Red Army's war machine running. Thick tubes pump the lifeblood of the diesel engines below to where newly constructed vehicles are fuelled up ready for combat. The fuel for these tanks comes from many other tanks housed in the war factory. However due to the sheer volume of fuel stored at the war factory, this stockpile is off limits to meager conscripts. Only the engineers, technicians and scientists that work within the Soviet War Factory can access them. Anyway, here is a peek at what Allies should be looking to target if they want to shut down Soviet Vehicle operations. <h3>Rig Man</h3> At the weekend, I sent my base infantry model to TruYuri to see if it would rig up correctly ingame. Compared to the rig time of some of the older infantry for APB, it knocked spots off it. Within a few minutes it was rigged and ready for game. There are a few mesh errors that need correcting but otherwise I can start modelling up some more characters. We are hopefully going to coax Eggman into porting the infantry rig into 3dsmax for ultimate control over the rigging process (and decent meshes!). Anyway, here is rig man. His head took less than two minutes to model. <h3>APB Metal Music Mod</h3> Since we've really got nothing else to show, I will enlighten you guys on a little project that r34ch and myself have been working out. Basically, we want to provide an alternative soundtrack for APB for all of you metalheads out there. This means you could be rocking along to attack the Tesla Coil on Fjord to One by Metallica and raining some hellfire down on the Allies on Forest of Illusion, with your Flamer, whilst rocking to Raining Blood by Slayer. We are working towards a full compilation for all of the maps that are currently in rotation on the MP-Gaming server. We choose our tracks for the atmosphere they create ingame, so for longer maps such as Keep Off the Grass, we'll choose something that starts pretty slow etc. If you have any suggestions for trakcs, please feel free to pm me. Here are a few examples of our tracks choices. Map - Artist - Track Name Menu - SOiL - Halo RA_AS_Seamist.mix - Megadeth - Hangar 18 RA_Wasteland.mix - Machine Head - Clenching The Fists Of Dissent RA_ClassicFjord.mix - Metallica - One RA_ForestOfIllusion.mix - Slayer - Raining Blood Once we have chosen all of the tracks, we'll be posting the minimod up, along with instructions on how you can create your own music mod <h3>Team Messages</h3> I've been at work all week. I'm self employed maaaan! Anyway, going to wetherspoons tomorrow for food, which will rock. cfehunter is back and will be working again once I contact him. dtrngd has been working with zunnie on a neat little co-op map for APB. He needs testers, so go and find him for information. danpaul88 has been helping me drag the website back online. All that is left to do is re-establish the updated SQL database. I've set the team on their various tasks now so there should be something to show for it in a bit <h3>OWA's Random Corner</h3> I'm the invisible man! (Just like my friend Marvin actually). <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=2ZK5hZu2UTY&hl=en&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param'>http://www.youtube.com/watch?v=2ZK5hZu2UTY&hl=en&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=2ZK5hZu2UTY&hl=en&fs=1&color1=0x3a3a3a&color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>Happy Birthday</h3> You didn't think I'd forget you Dr Tesla? No? Good.
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If you set it up on a spawner yeah. There will be amphibious crates.
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It's been a week and nothing much has happened to be fair. But let's get those barrels out and go a'scraping! <h3>Flak Cannon</h3> I've been working on getting the Flak Cannon fixed up. Before I touched it, it looked something like this. As you can see from that image, there is no way that the Flak Cannon could tilt up and down without horrendous clipping; so I took it upon myself to fix this. I have remodelled the barrel and turret so that the cannon can now tilt freely. I may add a few cogs and running gear inside on top of this major edit so that it'll look nice when moving. Anyway, enough chit chat, check this out. It's not quite final, but you should get the idea. <h3>Soviet War Factory</h3> dtrngd has been busy working on the Soviet War Factory. The doors now open and various other small changes have been made to the exterior. This structure is looking to be pretty well detailed. Images below! <h3>When AR Goes Wierd</h3> dtrngd sent me a bunch of random testing screenshots that he had taken. A few of them are rather wierd, but hey! You get a nice insight as to what we do inside these walls of our madness box. Mysterious blue beam of death! "He's just sunbathing, honest!" Who ever thought that you could get an elite tree. Wait a minute... Apocalypse Rising: Getting you stuck into the action. So stuck that you won't want to move... at all. When Kirovs are made of concrete... Too Many Tacos! <h3>Team Messages</h3> I'm off out drinking tommorrow, yay! Remember kids, don't drink and IRC. I have also setup my train set on my desk to eliminate the boredom of loading wait times! cfehunter is home. dtrngd is also home and working on the Soviet War Factory. TheBeerinator is working on the Soviet Barracks. I will attempt to bring the rest of the team back on task soon. r34ch and I are making a Metal music mod for APB. If you think you have a good suggestion for a track, contact me via pm! <h3>OWA's Random Corner</h3> Brought to you by theta123 who is back on the block. <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>Finis</h3> Parle vous en Francais? Nein, ich benutze das internetsprache!!11!!!!211one!!1two!11
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It's planned to get a downscale and smoothing fix.
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Just RA and RA2, so no Rising Sun here. High tech maps yeah. Nighthawks should be available in all vehicle maps though, if I've got my facts right.
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When I was building the Rhino Tanks, it was exactly like RA2 when you have multiple war factories. A few clicks and I had an instant rush!
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Welcome to this week's blog. I always say this, what's with that? <h3>A Technical Demonstration</h3> Since we aren't enforcing vehicle limits in Apocalypse Rising, dtrngd, Teamwolf and myself thought that we'd give a little demonstration by buying a LOT of vehicles. We then grabbed some Apocalypse tanks and destroyed them all for a laugh, before parking them next to the Oasis on Dune Patrol. Take a look below. <h3>Pillbox And Sentry Gun Rigged With Muzzle Flashes</h3> Here is something that I forgot to post from a while ago. danpaul88 has rigged up the pillbox and sentry gun with muzzle flashes, courtesy of TheBeerinator. You won't see much of these up close if you are on the opposing team though. Deadly. <h3>The AK47 Is Done!</h3> I've finished modelling the AK47 and have now passed it over to TheBeerinator for unwrapping and texturing. It came out at around 4500 polygons, which is what I was roughly aiming for. This should look pretty good in the hands of the Soviet Barracks Statue as well as in APB in the hands of the Soviet Rifle Soldier. <h3>Team Messages</h3> I've passed my first year of univeristy with all credits! I'm also off camping on friday cfehunter has completed college now! dtrngd is going away but will be back on monday! danpaul88 has been setting up the new server for the website (the website is currently down at apocrising.com, but will be back shortly). TheBeerinator has his hands full with assets to texture as well as kickstarting his own RA3 mod. Guy with a wrench has been playing around with some of his objects and has gotten a few ingame. He has also given me a great idea for how to handle garrisoned building destruction. The rest of the team is going to be directed soon when I get the time for a proper conflab. <h3>OWA's Random Corner</h3> A Running Bomb... <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=mIsPV5abR2I&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=mIsPV5abR2I&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=mIsPV5abR2I&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> Top Bombing! <h3>Huzzah!</h3> Finish!
