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OWA

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  1. Yeah, one hero class at a time. Nobody has really tried it, but I guess it could be possible with scripting. Transformers are possible, since it's the same type of logic as deployable vehicles (see Reborn's TickTank and Scud Storm's Nuke Cannon). We'll figure out Chronotech sooner or later. We know for sure that the chronosphere will require you to drive into it. Also, I merged your posts
  2. Where would be the fun in that? :x
  3. It is mentioned now. Sorry man, I wasn't aware of it
  4. Welcome to here, below is coolstuff. Coolstuff is not here. Stop reading me..... <h3>Soviet Logo</h3> To compliment the Allied Logo from last week, Soviet_Deso has gone and made the soviet logo <h3>Soviet War Factory Exterior</h3> dtrngd has been working on fixing up the soviet war factory, that was previously worked on by Zion. This includes incorperating our weakpoint system into it amongst other things. The exterior was a little inaccurate so he has fixed that up. We aim to unveil our pretty revolutionary new interior for this structure sometime in the near future. It'll be enough to make you think we are stark raving mad, I assure you. Here at AR we like to do things crazy, like Rufrky. Anyway, here is a nice image of the new exterior. <h3>Pikle Upgrade</h3> Due to all of Deadpikle's hard work as lead tester for both mods, we have decided to up his postion from a tester to staff. This means that Deadpikle will be able to relay balance ideas and other various information directly to the staff. This should give the playerbase a bigger voice as to what balance changes are undertaken and other cool things like this. Anyway, welcome Deadpikle to the staff guys, since he's earnt his position to sit at our table. <h3>Team Messages</h3> I'm off to Aberystwyth next monday, so the blog will either be late or done by someone else. I'm also off to Cardiff next friday. Full on week ahead. cfehunter is hopefully coming with me to Cardiff next friday. dtrngd is working on the Soviet War factory, you will like it! We are going to have a conflab soon to discuss who is doing what for summer. Organisation = more work done Also a big happy birthday to Kane00 who is now 17! <h3>OWA's Random Corner</h3> cnc_rules sent me this funny video of Al Bundy throwing some insults at some overweight women. Some of the responses are pretty funny. <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=L-qRJM5750A&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=L-qRJM5750A&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=L-qRJM5750A&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>Bednao</h3> Yes... Sleep!
  5. The Mammoth Tank isn't a unit in AR and as far as I can remember, the Apocalypse Tank could be crushed by the Battle Fort. Only silly kirov pilots land and get out of their kirovs on the battlefield.
  6. If we do it this way, then the Price will have to be heightened to account for the extra manpower inside. A simple button could be used to populate the turret to begin with (randomised from the GI and GGI) and when players enter and leave, the turret could default back to the ai again, providing that there was ai there before. This puts the fully ai loaded battle fort's price at about 3000-4000 credits. Steep eh?
  7. With all these points taken into consideration. It may be an idea to provide a second option which allows the driver to "buy" ai units to sit in the seats. It's less effective skillwise, as the ai is really dumb, but it helps to fill the battle fortress up. This idea will probably take the form of a battle fortress loadout menu, which costs the driver extra to buy units for the turrets. Units should be able to be bought anywhere on the battlefield for ease of use. You just need the credits. What do you guys think to this option as a secondary to the human player option?
  8. It's really a double edged sword isn't it? ;p
  9. I used the Battle Fortress as an AA vehicle in RA2, since that was it's best use imo. Some of the models in the image are far from finished so things will be done to make them look nice and sexy. If you look closely you may notice that the tank destroyer has tracks, but no wheels.
  10. It's like a big, scottish IFV. I think the allies wanted to build something that made the soviets look tiny to intimidate them. Hard as nails.
  11. The scaling isn't accurate. Maybe I should have mentioned this. Oh it'll be possible to pack them in.
  12. Teamwolf/[FW]Wolf and Deadpikle. This implies that there is still work to be done. As for the HM Remix, I'm gonna put some odd RA sounds in it like the spy's lines or something Fix'd. See you in the mosh pit >
  13. Welcome to this week's blog. we have some suprises this week, so look below and be suprised! <h3>Allied Logo</h3> Our good friend Soviet_Deso approached me on msn the other day and offered to model and texture some new logos for us. By logos I mean Allied and Soviet faction logos. I agreed and the rest, as they say, is history. Check out this sweet piece of artwork below, courtesy of Deso. <h3>New Stuff</h3> Last week I showed you the old stuff, so this week I'm here to show you the new stuff! Some of the higher tech units are likely to change, but the IFV and Grizzly Tank are nearly ready for unwrapping. Some polygon pushing here and there should do the trick. Anyway, without further a do, here is the new stuff. <h3>New Staff Member</h3> After an overwhelming response for the PR job, Lord_Kane and I settled on three candidates. from those three candidates we decided further until we had a definite choice. So, the new Apocalypse Rising PR guy is... ChAoS! ChAoS was chosen because he has been supporting the mod since we were back at Blazemods, which makes him one of our longest supporting fans! Congratulations ChAoS, here's to the good times ahead on the mod and working with the team! <h3>Team Messages</h3> I've been working and celebrating this week. Also, I've been trying to mix Hell March up with Time Is Running Out by Muse. Once I get the marching right, it'll be epic. I've also bought tickets for Download Festival at Donington Park; anyone going? cfehunter is coming with me to cardiff next month hopefully. dtrngd is fixing the Soviet War Factory exterior, after receiving plans and orders from me. This building is going to be really really epic, so stay tuned. We'll be organising a conflab soon to sort out the team and what everyone else is doing. <h3>OWA's Random Corner</h3> Have some Edd's World. <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> Just a bit crazy. <h3>Done...</h3> ...and dusted
  14. Yeah, if people send in their mugshots, I can put them in the game as their preferred infantry unit.
  15. Yes they will. We may be implementing a random tree system that places trees randomly each time the map is loaded. Plus, you have to be pretty sad to memorise all of the tree locations If the guys at TT can do anything concerning this then sure. We'll just might be using a TF2-esque lighting shader if all goes as planned though. More on this as it develops.
  16. I can release the ones that I made yeah, but the tank destroyer was made by Retrocide, who I haven't spoken with in ages. The Prism Tank and IFV are also a no go because they are from the old Verge of Armageddon mod that Dark and Svensmokavich used to run. If you let me know what format you need the files in, I guess I could release them. It's a clay render, so I didn't include the face texture.
  17. <h3>Flak Trooper Improvement</h3> Since I'm back from university now, I have a lot of time to do things which have been neglected. One of these things is the re-vamping of most of the infantry, in particular, the Flak Trooper. Here is a list of improvements which have either been done or are pending: Fixed mesh on the boots. He has a head! Fixed pack straps are in progress. Cleaning up of edges is in process. Fixed hand mesh to come soon. Helmet needs modelling. I'll let the renders speak for my work now though, so here they are. As you can see by some of the mesh lines, there is a little way to go yet. <h3>Old Stuff</h3> Since I have nothing really that new. I thought I'd bring you something old. Very old. Last generation's vehicles old. This is basically a collection of old Allied vehicle models. You may recognise the Prism tank, and the Robot Tank mainly because they were the only decent vehicle models left after a time known as "the great purge". I'll continue this next week with a section entitled "New Stuff" so you can compare the two. A lot of these models are horrible, trust me. <h3>Staff Positions Update</h3> Just a quick note to let you guys know that we've closed applications for the PR job after an overwhelming response. However, if you are texture artist, you are not tied down by other commitments and you like the idea of our project, drop me a pm if you want to help. <h3>Team Messages</h3> I have had a university friend over since last friday and I'm off to Coventry tommorrow for a birthday. As long as I keep myself busy I won't get bored.... I hope. I need to find a job too. I haven't heard from cfehunter in a while, but he's planning on texturing up the technician's welder. (Yes theta123!) dtrngd is planning out the Soviet War Factory internals. I need to get on msn and help him. The rest of the team are doing random bits and bobs. <h3>OWA's Random Corner</h3> Army of Darknes Trailer + Tengen Toppa Gurren Lagann = Win <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>To Sleep I Must Go</h3> Dream, I must, of more mod ideas, I will.[/Yoda]
  18. Also to stop people complaining that it's unusable. They may be added at a later date though. Judging by all the replies, it seems like the angular route is the way to go. I'll do a re-hash sometime and put it up in one of the next blogs. I do use OS VXLSE III for our referance work now (before I was just going on ingame screenies, FMVs and concept art). Thankyou all for your feedback.
  19. Welcome to the first blog of May 2009. I'm not going to blather on long in this section, so feel free to read below. <h3>Model Update: Grizzly Tank</h3> I've been working on remodelling the Grizzly Tank, since the older models had a habit of exploding on us. What I have modelled so far has been kept fairly close to the ingame voxel and I'm happy about how it's turning out. Not really much else to say here other than check it out below! <h3>Recruitment!</h3> Yes sports fans, we are openly recruiting now, with two positions open! <h4>Position 1: Texture Artist</h4> Since TheBeerinator is our only dedicated texture artist (aside from Guy with a wrench), we are looking to hire some fresh artists. What we are looking for in a texture artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the forseeable future (a.k.a we don't want you running off). is competant at creating their own textures. is over the age of 16. 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. <h4>Position 2: PR Guy</h4> As some of you may know, our moddb page hasn't been updated in yonks. So I think it's time we hired a new PR guy. But beware, this position is CURSED! What we are looking for in a PR guy, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. is able to type in good english. will be active in the forseeable future (a.k.a we don't want you running off). is dependable and reliable at updating the moddb page as well as the site news. is over the age of 16. PM me with your application stating why you want to be our PR guy (along with Lord_Kane) and also explain why you think you will make a good PR guy. Bonus points are awarded to those who provide an example post based on this blog (E.g: "In the latest AR blog we have grizzly tanks lololol"). <h3>Team Messages</h3> I drove back down the motorway in the dark on sunday, so I am delivering you this blog from home! The may fair is in town this week, so I'm probably going on friday cfehunter may be coming with me too. dtrngd has final exams on at the moment. Wish him luck! There was talk of mind control recently. But noting much was discussed. We'll be having a team conflab soon to get everyone setup for summer. <h3>OWA's Random Corner</h3> Imma Firin' Mah Lazer: The Collection Old, but good. <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>Next week we will have...</h3> ...and that's why next week's blog will rock. Seeya!
  20. How the Soviets will get such units is yet to be decided. The Secret Tech Lab is one option. If you have a question about APB, make a topic in general discussion. Since that's the next best place. Also, thanks. We're doing our best to have fun and make these games for people to enjoy
  21. Not sure what units you mean when you say "secret tech units". We may do a few alternate conscript models, but probably without the tubes going everywhere. This thread isn't about APB.
  22. All 3 minor weakpoints need destroying and repairing to take the power offline and put it back on respectively. We may think of something else that happens instead since it's not really that imaginative. The point of going for the minor weakpoints is that they are a lot weaker than the major ones. I haven't found out yet. Fingers crossed! I've just added it to the blog. Sorry about that, I forgot D: Something like that. We were thinking teleporters to save the trouble of actually using the lift. Yeah, we'll be doign that. Not sure. How do you pronounce your name then?
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