-
Posts
5,737 -
Joined
-
Last visited
-
Days Won
254 -
Donations
760.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Everything posted by OWA
-
Dude, you should have told me! It's in there now. Up the british!
-
Welcome to this week's blog. this will be the last blog that I will type from home in a while, since next week I shall be in university! I honestly can't wait! Anyway, to the business end of the blog. <h3>Crazy Ivan IFV</h3> So, in my special IFV turret designing, I came to making up the Crazy Ivan IFV. I came up with this, a compressed-air piston cannon that fires out dynamite. There will also be a secondary ability to detonate all of the lovely dynamite in the back of the turret for some decent damage. So: Primary Fire: Bomb Chucka Secondary Fire: Kaboom Here is the model that I have made for this wierd and wacky combination of IFV. <h3>Allied Barracks Interior</h3> dtrngd was eager to get away from mapping for a while, so I sent him a little project to work on, the Allied Barracks interior. Since we decided that MCT's were evil, we have put more focus into building weakpoints as a nice alternative. One of the confirmed weakpoints for the allied barracks is a weapons cache that will take the whole building with it when it is destroyed. Since allied soldiers live in the allied barracks, dtrngd has made a significantly large underground area to compensate. This will make for excellent gameplay in infantry only maps, since their are more routes to the lower levels. Here at AR, we dont; like choke points, so expect this multi-route theme to be carried out throughout most, if not all, of our structures. Opposite the room where the major weakpoint is located, is an office from where Tanya can be requisitioned. This will obviously not happen in the first release, but when Tanya is included into the game, this is where you will go to call upon her combat expertise. There will be a similar area in the soviet barracks so that boris may be called upon). Anyway, enough talking, check out these images to see what I mean. If you have any ideas, do not hesitate to post them! <h3>Soviet Refinery Interior</h3> Since the Soviet Refinery had a lack of internals, I drew up some quick concept art for a basement level and sent it over to Ric so he could model it up. The basement level is going to be a bit like the strut E heliport area in Metal Gear Solid 2, as there are a some conveyer belts running with crates and whatnot piled up. There will also be walkways to cross over the conveyer belts to the major weakpoint of the refinery, the furnace and processing controller/regulator. Here is my quick concept drawing: And a render of Ric's model so far: <h3>Team Messages</h3> I'm off to university on sunday! I honestly can't wait! It is also cfehunter's birthday on Sunday! He'll be 19! chevy787 is back at school. Where did the summertime go? I know that, here in britain, we never got a summer because of the rain! r34ch is also off to university as well. Good luck man! Kane000 is off to college too! I didn't forget, honest! <h3>OWA's Random Section</h3> Being the day that it is, I had to post this : http://hasthelargehadroncolliderdestroyedtheworldyet.com/ Also! Make chocolate cake in 5 minutes with this clever recipe. (I'm not endorsing it in any way because I haven't tested it yet ) Find the recipe here! <h3>Wait a minute!</h3> There is something very special coming for blog 100. Stay tuned! See you next time!
-
Dogs can't drive
-
Did you consider the fact that the GGI IFV is only better at taking down vehicles and aircraft? The basic IFV is still better at taking out buildings and infantry. Check Yuri's Revenge, since it's true.
-
It can flick back to the normal rocket IFV at the push of a button. They still can't drive I don't remember this ever happening. Dogs still can't drive too
-
Welcome to this week's blog. You have been marked for termination by opening this page. My associate, Sam the Tortoise, will be at your door shortly. <h3>IFV Modes</h3> So, in the quest to expand beyond the source material, the team and I have come up with this pretty nice feature. Instead of the generic "special" IFV turret. We will be offering infantry specific turret models and possibly some new funtions. Some of these turrets include the Tesla Turret, the Flak Trooper Turret and the Guardian GI Turret (all of which used the "special" turret model in RA2). Take a look at these below. Here is a revised list of IFV combinations. Please feel free to discuss and suggest improvements. IFV + Conscript/GI = Machine Gun IFV IFV + SEAL/Chrono Commando = Advanced Machine Gun IFV IFV + Rocketeer = Whirlwind IFV (The Whirlwind is my current dev name for the Rocketeer's RPG weapon). IFV + GGI = Advanced Rocket IFV IFV + Techy = (Suggestions Please) IFV + Engineer = Repair IFV (also repairs structures) IFV + Tesla Trooper = Tesla IFV IFV + Flak Trooper = Flak Cannon IFV IFV + Dog = Nothing, dogs can't drive. IFV + Ivan/ChronoIvan = Instead of the demo truck function, we thought that we'd give Ivan a big cannon for firing his explosives from. Please let us know what you think. IFV + Sniper = Sniper IFV IFV + Terrorist = Demo Truck IFV IFV + Desolator = Radiation IFV IFV + Cosmonaut = Laser IFV IFV + Yuri/Psy Commando = Mindblast IFV IFV + Spy = Instead of the generic Machinegun IFV we were thinking of maybe having a Radar Jammer IFV instead. Please let us know what you think. IFV + CLEG = Chronogun IFV IFV + Tanya/Boris = You know what to expect. IFV + President Dugan = The ultimate weapon. This should add a nice bit of flair to the game as each infantry unit (exluding dogs) will find that they are gifted with custom IFV graphics. A good bit of detail in my opinion. <h3>Gate</h3> Guy with a wrench has updated his gate model by texturing it! the textures are applied to it, but it is now gone into UVW unwrapping, which will ensure that everything lines up nicely. Check out these images below! Also, a couple of animation videos have been concieved using the gate. The animation is really rather nice and fits the cartoony world of RA2 pretty well in my opinion. Watch for the motor shaking as the gate raises. I really love that little feature. <div align="center">>>Videos Here<<</div> <h3>Level Editor</h3> danpaul88 has released the AR level editor to the staff to play around with. As with most w3d Level edit builds these days, it updates automatically depending on what version of AR you have running, which is pretty neat. This tool is fairly useless without AR, so you are going to have to wait for the mod to be released before it can be given out. But yes! We are thinking about you map making people out there, so don't fret! <h3>Team Messages</h3> I'm off to uni in just over a week. I can't wait to get there since it's going to be simply awesome! cfehunter is getting his hands on Spore in the next few days. I thought he had it already but he reassured me that it was still in the post. dtrngd has been mapping and playing with the vehicle physics after I had a little play around with a few things concerning them. danpaul88 has been filling us in on how the AR version of level edit works. Cheers! Chevy787 is back at school. TheBeerinator has been attacked with work from all sides. Ric has been modelling the GI's main weapon (small SMG thing). <h3>OWA's Random Section</h3> GameCon Radio regular, DJBloodmoss shows us how it's done as he uses this monsterous underground drill in this australian gold mine. Good show! <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><embed src=" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object></center> Also, if you have the RA3 beta, enter CnCRules' King of the Hill Tournament, it should be fun with enough people <h3>That's all folks!</h3> That's it! I'm all out of tricks!
-
Or like a Radar Jammer IFV. That could certainly work. Watch the blog today for info regarding the Tesla IFV.
-
The spy will work a bit like the APB spy in terms of covertly switching teams, however, he will be equipped with a make-up box or coathanger weapon, with a mighty range, so that he can target enemies and disguise himself. Another possiblility is that he could use this weapon to switch through all of his possible disguises. There will be a node in each building which the spy must access to reap the benefits. You'll be able to obtain the hidden units, however Yuri Prime may have to be added as a Secret Lab unit instead of a spy-obtainable unit. We may have to limit the range of the desolator's radiation deployment, to make it feasible for other units to attack him.To prevent team hampering, we might have to make it so that the deo gets a special type of radiation that doesn't hurt friendlies. We can;t really answer these questions confidently until it has been tested out properly for balance. The paratroopers taking rad damage whilst still in the air was an engine bug. Tanya was never supposed to be able to be killed by a single rifle soldier, but you see it happening in APB. Since the element of player skill now plays a part in aiming, these two characters classes should balance each other out. The Conscript's main weapon is better in range and damage than the GI's primary weapon, but the GI's secondary weapon is superior to both of them, the disadvantage being that the GI has to be stationary to use it (although we are allowing limited movement in the sandbags).
-
It's not true cel shading, but more of a TF2-style lighting shader as stated. It's not similar to the refraction effects at all, apart from the creator. I'll answer the questions, you can go back to moderating since that is your job.
-
Hehe, I'll tell you when I see you online
-
Now that would rock.
-
Yeah I've seen those in RA2, (especially the one that says "Front"). But yeah, I don't see the point in even stating what needs improving on the placeholder. It kind of makes me wish that dt never even made the placeholder up now >_< It can block enemy units.
-
It's a placeholder, meaning that it is there to mark a location rather than to look like what it's supposed to. Would you rather have seen a giant box with the text "Tech Outpost" on it?
-
Welcome to the AR blog! Crammed with commie goodness! <h3>Freezing Straits Update</h3> dtrngd has been working hard on texturing freezing straits. These awesome results can be seen below, as well as the not so awesome tech outpost placeholder. Rest Assured, a new model will be made for this facility. <h3>Drill Texture Progress</h3> TheBeerinator has started to texture the Allied Impact Drill (modelled by rm5248 a few months back). The base coat has been layed down and the detailing has begun. This weapon will ensure that allied technicians will be able to perform maintenance on Allied structures efficiently.... unless the batteries run out (which wont happen since the techy's carry spare batteries!). Here is a screenie! <h3>War Miner in Cel Shading</h3> I was playing around in 3d Studio Max today and decided to cel shade the War Mine for your viewing pleasure. I think it came out pretty good <h3>New Staff: Guy with a wrench</h3> You may have seen this thread in which Guy with a wrench made a load of RA2 civilian buildings. He pm'd me and now he has rejoined the team! I say rejoined because Guy with a wrench was once on the AR dev team back in the days of Blazemods. He was with us a short while, but then left due to some real life troubles. So lets give him a warm welcome back everyone <h3>Soviet Guard Shack and Gate</h3> Today I re-made the Soviet guard shack checkpoint type-thing. The prevideo model wasn't as nice and I got a bit of inspiration from watching my brother play Timeshift, so I remodelled it and added in the new sandbags (generously provided by [NE]Fobby[GEN] ). I also got Guy with a wrench on to remaking that aweful gate of mine. Here is the new gate which is now motorised Expect to see this enter the unwrapping phase soon. More map objects are being worked on as well, which will fill up out maps quite nicely. <h3>Team Messages</h3> I have been away for the past three days, but I am now back for a while. I enrolled onto my university course yesterday, so I'm well on my way to getting myself sorted and into uni! cfehunter is selling me some computer parts and has made a photobucket album for our Shindig 5 pictures! Legend! dtrngd has been messing around with some tank physics today and it seems to be working out nicely Lord_Kane is getting his pc up and running again next month! Expect more podcasts then! <h3>OWA's Random Section</h3> <center>Achmed, the dead terrorist. (My brother linked me to this and it was funny enough to be put here). <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=1uwOL4rB-go&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=1uwOL4rB-go&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/watch?v=1uwOL4rB-go&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object> Silence! I kill you!</center> <h3>Until Next Time</h3> When stuff happens on wednesdays.
-
It's not possible using current worldboxes.
-
You'd run out of Anti-Structure C4.
-
When people stop asking.
-
That picked the texture from random, but I guess it may be able to pick it up in order.
-
I don't like how that number looks right now, so it may dissapear.
-
Fake worldboxes need to be performance tested before they are even considered to be used on normal vehicles.
-
The Desolator can't damage buildings so he is only useful at killing other units. We haven't worked out the deploy function yet but we do have the ability to make radiation, just like in RA2. We'll see how that one plays out. Everything will be balanced out in some sense, so nothing can be unbalanced. The Black Eagle is essentially a better Harrier, the downside being that the soviets will know that they allies will try to use the Black Eagles more than they would use normal Harriers and, thus construct more flak cannons. If a map doesn't have a war factory, you won't get given countries that have ground-based vehicle special units.
-
Probabaly not, since we aren't including naval transports and moving structures in the first release. (We are counting the dreadnaught and Aircraft Carrier as moving structures). Probably through a weapon that instantly spawns an Ai bot in place of where the player was standing. It's still all up in the air. Yup. If we get holes in the balance, then these units will be implemented as full featuring units. Otherwise we may make them up as little extras along with President IFV's and secret service people. As for countries, Kakashi has it correctly. Check through some of the very early blogs for a screenshot of this in action. (Although countries are officially coming in to action in the first RC's patch.
-
Haha. I'm around 6ft2, Chronojam is still taller than me though.
