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OWA

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  1. 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.
  2. 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?
  3. I am free once again do write to you, the fans, this blarg! I was really tied up with my univeristy work this past week, but now that I've handed it in, I have a free run to do whatever the hell I want til september. This means more AR stuff! Anyway, forward to the blarg! <h3>Allied Power Plant Video</h3> dtrngd has just about completed modelling the allied power plant interior, so last week he did a video in coordination with Teamwolf/[FW]Wolf to show it off ingame. dtrngd explains a lot of it in the video's commentary so there's not really much else I can say other than watch the video! >>Click For Video<< <h3>Medium Sized Office</h3> Guy with a wrench has started modelling interiors to the civilian buildings that he made a while ago. The building has a single floor with areas to fire from on each side. We'll speak more on the garrison logic as and when we get it working, since at the moment we are just finalising our theory on how this should work etc. Here are some images: (It's mostly done, notable things to do are the office chair and other such items). <h3>Updated MIX Patcher</h3> The man who makes the impossible possible, danpaul88, has made a significant upgrade to his w3d MIX patcher. This program allows for optimised patches to be made to our core archive files (Always.dat and map files). As danpaul88 explains: As a lot of the testers already know from experience, the MIX patcher is a really effective way of keeping things under control in terms of game versions. Hopefully in AR, with this system, you'll never have the wrong version through mispatching and the like. Pretty epic stuff. <h3>Podcast Transcript</h3> For those of you who dislike my sexy british voice; my taco comrade Deadpikle has provided you guys with an alternative. A transcript of the whole event. Deadpikle_Transcript.pdf Kudos to Deadpikle for this awesome conribution and sorry for forgetting to put it up the first time <h3>Team Messages</h3> I'm back working at full capacity as soon as I get home next week. My projects were a great success in terms of what I handed in. So I'll gather them up together and hopefully show you guys in a bonus blog over the weekend or something. Seeing as I totally missed last week's blog due to my workload. cfehunter was going to write the blog according to a post he made in the staff forums, but I guess he became a little busy at the last minute. dtrngd has been working really hard on the Allied Power Plant, but he has exams coming up soon, like a lot of others, thus he will be cutting off for a short while. danpaul88 has been working on the MIX patcher as well as a few other nice things. Most of the rest of the team need organising, so now that I'm back at the helm of this ship, the ball should start rolling again. <h3>OWA's Random Corner</h3> That's what we like to call BIG DAMAGE <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>Hope That Satisfied Your Appetites</h3> There will be more next week..... Promise!
  4. I like to keep things literal. As in I say it how I see it, even if it's unpronouncable. I knew that was what it stood for, but I wanted to pronounce it right in a literal sense.
  5. Infantry are described here. Hornets will work like the harrier essentially, but their refill point will be on the aircraft carrier.
  6. This is completely your decision Deadpikle. I think many people would appretiate it because I do tend to talk a little fast in places.
  7. In the light of Lord_Kane suffering a technical failure and being unable to host the podcast, I took it upon myself to answer your burning questions. That's why this week's blog is cut down to contain just the podcast. There is a lot of juicy information in this recording so take a listen if you have the time. I apologise in advance if I bore you >>>Podcast Here<<< At the time of posting this up, it is 6am. I've been up editing this for a few hours now and have completed the podcast for the benefit of the community. <h3>Team Messages</h3> Coursework deadlines again... Bah... <h3>OWA's Random Corner</h3> All Hail Britannia! (Not the building society) <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=5brR14OGWUU&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=5brR14OGWUU&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=5brR14OGWUU&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>...</h3> Sorry about this, hopefully I'll deliver a better blog next week.
  8. You talk about realism in regards to geothermal power, but then completely contradict yourself by saying that other impossible things are possible within RA2. Let's just say that the allies have oversized drills. The reactor glows orange, not blue, which invalidates your theory about the Allied Power Plant relying on cold fusion. The Tesla Reactor's ball does not spin either. It is the equivilant to a giant van de graaf generator.
  9. It's complicated in the sense that the layout is complicated >_> Magma/ore cannot leak at all, since the w3d engine does not do dynamic liquids.
  10. Sorry that this blog is a little late comrades, but I've been rather busy working on my practical project for university. However, all is not lost as I present to you the blog today. Also, happy easter to you all! <h3>The Allied Power Plant</h3> After a quick discussion with Chronojam and his cooperation in asking around, we have detirmined the nature of how the Allied Power Plant produces it's energy. To put it in simple terms, it utilises energy from underground, a.k.a geothermal power. I discussed this with dtrngd and we have come up with a good idea for how this power plant works in basic terms and how we are going to translate it into Apocalypse Rising. You will have to wait to find out what we have in store in this regard. All I can tell you at this stage is that there will be three minor weakpoints and a single major weakpoint. I also figured, eventually, that the Allies weren't using fusion power because it is too much like the soviets own nuclear power. Even though Einstein developed it, I believe that the allies' ethics would lead them to alternate sources of energy to put up on the battlefield. They don't need delivery of fuel and are self sufficient, such is the power of geothermal energy. <h3>Grizzly Tank</h3> No pictures as of yet, because it is not ready to be show off yet. However I will divulge some information about the grizzly tank. Basing the design off of the ingame voxel has proved to be very useful, I think the people who make the open source voxel viewer. It is a truly great tool. The grizzly tank has a strange wheelbase which translates to the main body extruding inwards at the rear, I believe this design is intended to reduce weight on the back of the tank, focusing it to the middle and front. This provides the Grizzly tank with many advantages over it's soviet counterpart, the Rhino. These advantages include increased speed and manouverability. See the Grizzly as the cat to the Rhino's dog. Since the ingame cameo and voxel are the only two points of referance of this tank, I have taken a subtle influence from the Allied Guardian Tank, which appears in RA3. It may have beaten the Grizzly in tank trials, bu they are without a doubt, cousins fighting for the same cause. This will be seen in my design as a third party referance and not one that will contradict the canon layed down in Red alert 2. If I did that it would be hypocracy, so please don't worry about the Grizzly not turning out accurate to the RA2 unit, because it will be as accurate as I can make it. <h3>Podcast</h3> Lord_Kane has announced that the podcast is coming this month. From both of us on the podcast crew, we apologise for this delay. We have been incredibly busy with studies, work and other commitments, so please bear with us as we attempt to bring you a podcast to answer all of those long awaited questions. We shall do our best to make this podcast one of our finest. <h3>Team Messages</h3> I have two weeks left before my hand in date. After that I shall be free to work on Apocalypse Rising full time until september, when I shall be starting my second year of university education. This will truly be a good summer, as I can be of much more use with my newly gained skills. cfehunter will be joining me next year, as will Eggman891, as we attempt to take over Stafford for the independant nation of Bluehell Productions. dtrngd is, as i have already stated, working on the Allied Power Plant. TheBeerinator has his plate full with the Soviet Barracks, the Tesla Coil and a few other items. danpaul88 is visiting his dad for easter. <h3>OWA's Random Corner</h3> Here's Andy. He's a dancer trying to get into the royal variety show to dance in front of the Queen. >>Watch it here<< <h3>Happy Easter</h3> Hope you had a good one
  11. This topic is making my head hurt.
  12. AMG!? Nope, Skulking_Ferrit, Soviet_Deso, Deafwasp and Waraddict. It's a fusion plant.
  13. Well, it's april the 1st and here's the blog! <h3>Map Demo</h3> dtrngd has whipped up a suprise for you guys in the form of a sneak preview of his map, dune patrol! This map package will run in APB Beta, all you need to do is put it into your apathbeyond/data folder, run the game and start a lan server with the package enabled Here it is! >>Sneak Peek<< <h3>Portable Flak Cannon</h3> I was digging through my assets and came across this, a model for the portable flak cannon, modelled by a member of the (now defunct) RA2: Hell March team. Flak troopers everywhere rejoice! You shall be downing those pesky harriers with this weapon. <h3>Power Plant Sizing</h3> dtrngd has been working on the allied power plant interior. Not only that, he has also been scaling the buildings to their RA2 sizes so he can create the interior to scale. This is good in the sense that we are sticking to what we've been given in RA2, right down to the scaling of structures in relation to each other. Check it out! (Apologies for the jpeg compression). <h3>Team Messages</h3> Coursework deadlines again :\ cfehunter apologises for the harm he may have caused your computers earlier EALA have constructed a new soviet weapon of doom! Check it out here! Things have been going slowly this week. <h3>OWA's Random Corner</h3> The joker is the fresh prince of gotham! <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>That's it.</h3> Until next week of course.
  14. It has a slight error, so we are going to probably redo most of the top half.
  15. Welcome to this week's blog. I've had a really busy week so far, but I took the time to get this to you on schedule this week <h3>Flak Cannon</h3> TheBeerinator has completed the Soviet Flak Cannon texture! This oversized party popper will certainly darken the skys with it's clouds of deadly flak. The Allies need to watch out for the deadly cluster shots which have an incredibly high chance of hitting anything that runs on jet fuel. Expect to see the Flak Cannon clipping the Allies' wings ingame after we fix an issue with how the cannon is going to tilt. Anyway, here is a render. <h3>Soviet Refinery</h3> Ric has really pulled out all the stops when developing the Soviet Refinery. This structure is looking to be our most detailed yet! I'll stop typing and let the pictures speak for themselves. Check these out. <h3>A New Idea: Repair Points</h3> With the abscence of the master control terminal in AR, technicians and engineers lose their repair bonus from concentrating repairs on that point. We have now remedied this with a fresh idea, Repair Points (official name pending). At the moment the basic idea is to have a few points around a building where repair units can get a bonus. These could be anything from broken pipes to terminals. The form has not been decided on yet. These new points will give the techy/engineer more options on where they want to repair. Stay near the entrance of the building just in case you are needed else where or go further into the building for safety whilst repairing. The choice shall be yours. More information will be released on this new feature when we have have sat down and discussed it a bit more in depth, but you probably get the general idea of taking the MCT concept and flipping it on it's head. <h3>????</h3> Ok, so this is not directly mod related, but I wanted to show you guys what I've been up to. I'm studying a module of comparative physiology at university at the moment. This is basically a module based on modelling, texturing and rigging animals. For my project on this module I decided to make a 3d cartoon worm, based heavily on earthworm jim and worms from the game of the same name. I was pretty pleased with how this turned out, so here's a screenshot. <h3>Team Messages</h3> I've been tied up with work so much that I have been working in the kitchen because there is no distractions from the internet. I've also bought a new cooler and ram for my pc, making it run a lot quieter. cfehunter has been learning how to model again, as he hasn't done it in so long. dtrngd has been doing awesome things with the allied power plant. It's looking great! danpaul88 has been laughing over how we believed that the renegade ai was smart for a second. TheBeerinator will be texturing the Tesla Coil soon Ric has been busy updating and improving the Soviet Refinery. Good stuff! <h3>OWA's Random Corner</h3> The fun you can have when you cross Big Mouth Billy Bass with Howard Dean... <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>More Next Week</h3> So we'll keep you posted on what's happening
  16. Remember in RA2 the ore was constantly flowing, like the spice.
  17. Welcome to this weeks blog! We've got some neat new content, so check it out below! <h3>Ivan's Lighter</h3> Ivan's going to need some fire to light his boomsticks with, so Guy with a wrench has provided the answer by completing the texture for the lighter. This lighter will be used in the animation for when Ivan pulls out a new stick of dynamite. He'll light it and the fuse will begin to spark. I think it's a nice little touch that you guys will be able to appretiate Anyway, here's a render. <h3>Allied Power Plant Redux</h3> dtrngd has been preparing the allied power plant for internal modelling, as the old model wasn't made with weakpoints in mind, as well as not being perfectly aligned. The exterior is nearly completed and there is a good idea for weakpoints circling around. There will probably be three cooling turbines in the power plant to serve as the minor weakpoints. If all three are destroyed, then the power plant will shut down. However, you can repair these to bring the power plant back online. "But why destroy them in the first place?" you may ask. Well, these turbines should be rather weak, so if you want to take the power to the base defences out quickly before a tank rush or something, then you can sneak in and cause some havoc. Further down will be the main power core, which will take out the building for good if destroyed. This will be significantly tougher though. Here is a render of the new exterior with a scaling box to show you how big it is compared to a basic infantry character. <h3>Soviet Refinery Internals Update</h3> Ric has gotten back to work on the soviet refinery and has added in some walkways into the basement to spice up infantry combat. The soviet refinery is turning out great and should be even better when some more props and routes are added in. We are aiming for functional looking buildings, so the conveyer belts will be carrying ore as you walk around the refinery and the furnaces will be refining it when it's passed in. Take a look at these renders. <h3>Team Messages</h3> I have 2-3 more weeks at university then I'm heading home for summer break (yes it stretches from April til September). I'm also working on the new grizzly tank, which is turning out nicely. Finally, I unwrapped my first model today, so this newfound skill will hopefully boost production! cfehunter has been looking for something to texture. dtrngd has been consulting with me and the team about the new allied power plant. Keep watching this space, as I have a feeling that it's gonna turn out ace. TheBeerinator has been doing various things, one of which being giving me some helpful advice which helped my unwrap. Soviet Deso said to me today that he'd texture/render up some high quality faction logos if he had the models, so we're gonna get those modelled up. Old team member AxelSnog rolled up to say hello! Poggel suffered a computer crash but he's a smart guy, so his data was backed up. <h3>OWA's Random Corner</h3> Guess what I had for dinner today? <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> Until next week eh?
  18. It'll be deadly, just how deadly needs to be decided/balanced. RA2-ish burst if we can. Shit hit the fan again.
  19. Camoflage patterns my friend, camoflage patterns
  20. The one on the installer screens is a Rhino Tank because westwood fucked up.
  21. Welcome to this week's blog. I was hoping that we'd have a podcast by this time, but due to some unfortunate circumstances that'll have to wait. Anyway, here's some presents from the union. <h3>Sentry Gun Ingame</h3> danpaul88 got the sentry gun rigged up ingame and it looks to be working great! However, rumour has it that the soviets have been extending their sentry gun project to rival the efforts of the french grand cannon. These first images from behind enemy lines show the soviet's new sentry cannon being readied for combat use. (Not an actual structure in AR, but hey who knows what bonus missions we could cook up ) Images below! Model by me, textures by TheBeerinator! <h3>Soviet Welder Bottles</h3> I know that theta123 has been waiting for this one. Here are the propane bottles for the Soviet's Technician's welder. There are two bottles, one for oxygen and one for propane. The texture is by cfehunter and according to him: And here is a render! <h3>Soviet Barracks</h3> dtrngd has gotten the Soviet Barracks into game as a test, all that is left to do is to fix a few mesh errors and ship it off to TheBeerinator for texturising. Check it out! <h3>Team Messages</h3> I've been modelling various things among my university projects. These include remodelling the grizzly tank because the mesh had become rather disfigured. cfehunter is wanting to texture things, so he may move onto the IFV. dtrngd is sizing up the allied power plant for internal design. danpaul88 is continuing his game implementation work by getting the assets that are completed into game. TheBeerinator is waiting for the Soviet Barracks to be completed so that he can get and texture it. Chevy787 is currently unwrapping various things. When easter comes, more time will be available for everyone to make advances. Guy with a wrench has completed texturing Ivan's lighter. Look for that one in the next blog! Poggel is continuing to make props. <h3>OWA's Random Corner</h3> Presenting the Daft Prince of Punk Air! <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=8TEK9Fu55m4&hl=en&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param'>http://www.youtube.com/watch?v=8TEK9Fu55m4&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=8TEK9Fu55m4&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>See you next week!</h3> More developments will be there.
  22. Welcome to this week's blog. Eggman891 has been over to visit so the blog's a little late this week. But not to matter. We have some killer content this week that will hopefully fill you with joy. <h3>Moddb Results</h3> If you haven't seen already, we made it into the top 5 indie games category on moddb, placing 3rd! I'd just like to take this opportunity to thank all of our fans and supporters who voted for us in the awards! We wouldn't be here if it weren't for you guys supporting us and keeping us inspired to make this game in the best way possible. Thankyou also for being so patient. We know we aren't the fastest working guys out there, but with every model, texture, line of code and map completed, we make a small step towards completion. Keep supporting us and you won't be dissapointed! Thanks again! <h3>Harrier</h3> Guy with a wrench has completed texturing the Harrier! He has been working on this for a good long while now, but his work has payed off! TheBeerinator will be taking the texture and applying a few extra bits and bobs to it before we finish, but yeah, this is it! <h3>Sentry Gun</h3> TheBeerinator blitzed the sentry gun texture recently to bring you, the fans, this! There's not much that I can say about this texture other than I think that TheBeerinator has done a great job! Check out the images below and look forward to ingame shots coming soon! <h3>Team Messages</h3> Eggman came to visit me at Stafford university! We took some pictures to mark the occasion which I have documented in this thread here! dtrngd has just about completed the barracks. I need to get on and finish the statue's weapon! danpaul88 is rigging the soviet sentry gun! TheBeerinator is moving on to texture the new soviet tesla coil. Guy with a wrench is moving on to texture Ivan's dyna-lighter. <h3>OWA's Random Corner</h3> Falcon Cat Paunch vs Printer <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=Bc1A37Gwv44&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b"></param><param'>http://www.youtube.com/watch?v=Bc1A37Gwv44&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=Bc1A37Gwv44&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>So yeah...</h3> Tune in next week for another exciting episode of the One Winged Angel show!
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