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  1. Welcome to this special blog. Why is it special? Well, I'll tell you. We have the first AR official preview trailer to showoff to you, which is cool.

     

    I'll start off by giving you guys something cool. Here's an alpha channelled png pf the AR logo for you all to enjoy/use/photoshop/do stuff with. Cool huh?

     

    post-1484-1201098524.png

     

    <h3>Trailer Park</h3>

    Well, we were asked to make a trailer so danpaul88 made us a new test build and that's what we got. This was all taken and compiled yesterday by myself. Participants were me, danpaul88, Raapnaap, dtrngd, Zion Fox, Eggman891, TagDaze, The_Aces_Of_Razgriz and TruYuri. (sorry if I missed anyone). So here is the result of a little bit of polished work and madness.

     

     

    <h3>Test Screenshots</h3>

    Ronseal, it does exactl what it says on the tin. Just like these screenies.

     

     

    <h3>Conference #6 Overview</h3>

    Here is the sixth conferance overview as presented by dtrngd, now rendered with VIS!

    -The GGI At4 Launcher needs rigging. The textured model looks very awesome and was waiting here for a looong time...

    http://i60.photobucket.com/albums/h28/Apoc...20list/at42.png

    Nice isn't it.

    If OWA fixes the GGI and his hands, then it can be finally rigged.

    When the GGI deploys, it will also deploy an invisible vehicle blocker, making him unsquishable.

    -The speed of the game is not discussable yet, we need more tests.

    -Chrono Miner logic: if something is in the way, send a message telling that thing to clear the area.

    DIE for now.

    -The rocketeer model will get a few changes:

    <One_Winged_Angel> I want to remake the body of this guy. The jetpack is good though.

    -As tech buildings are often quite far from the bases, in Tech Oil Derricks there could be a terminal which is only accessable if a team has a Construction Yard and captured the Oil Derrick. It would spawn ONE pillbox/sentry gun next to it, providing a little defence against solo engineers running around the map. The spawner would be placed by the mapper, so it wouldn't require the minor base defense building system that we gonna use in the normal bases.

    This is not gonna happen for now, we dropped the idea.

     

    <h3>Nightcrawler's Tank Destroyer</h3>

    Nightcrawler from the Reborn team posted up an old model that he had been saving from RA2 Vengeance. We will probably use it as it is a damn nice looking model. Big thanks to Nightcrawler for that one :)

     

    perspective_one_140.jpg

     

     

    <h3>Now Hiring: PR Guy</h3>

    Well, Coolrock resigned yesterday because he is now simply too busy to carry out his duties.

     

    It upsets me, but I'm starting to get very busy at work/etc. I've been working very long shifts, and I'm working on getting a new girlfriend

     

    On February 3rd, I'm flying to Arizona to see the Super Bowl (yay Giants).

     

    Along with all of this, I'm going to be taking night classes to get my GED starting tomorrow.

     

    After adding all this together, I'll have almost no time to jump on my computer soon. It sucks, but I guess this is what I'm suppose to do with my life. I'm sorry I can't be of anymore help. I'll try to stay active on the forums by making a few posts once in a blue moon, but I can't make any promises.

     

    It's been fun, and I'd like to thank you guys for giving me a shot at the Staff life

     

    I love you guys <3

    So in that case, we are looking for a new PR officer to manage site news and the moddb page. You need to be active as well as have a good grasp of the english language. Making your own banners and graphics is also a plus, but it's really the way you write that will interest us.

     

    Think you are up to the task? Then PM me with an example of what you can do using an AR image from one of the past blogs and making up a mock news post. The new PR guy will be announced in a blog to come! We hope that you submit an application :)

     

    <h3>Team Messages</h3>

    I had an exam today, it wasn't on ice cream this time though :D But at least it is over now eh? I also made the decision that Apocalypse Rising is to be a w3d only game in it's true form. there will be no moving on once it is finished, just balance and perfection.

     

    Pete made a makeshift fishing rod and has started fishing inside the whale that ate him a few blogs back.

     

    danpaul88 released the new AR test to the testers so if you are a tester reading this who hasn't got it yet, you should go get it right now.

     

    Moddb winners are announced on the 29th! I have a good feeling that both AR and APB did well!

     

    <h3>OWA's Rebarn</h3>

    finishedbarn.jpg

     

    "The brotherhood will rise in february." Lets pray to Kane that they actually do this time. But all jokes aside, Reborn is going to be great. I mean I'd play it just for the buildings, Sloth has really done a number with them.

     

    Spice is also a very awesome chap.

     

    v1410nl has started to work on a fanmap for AR, entitled "Blizzard". Take a look here.

     

    Now lets travel back to a land where time forgot in the C&C Renegade modding timeline. Back to danpaul88's total annihilation mod that sadly never made it out of the door. The test build for this mod was really fun and there were no textures but you knew what things were. Here is the only remaining screenshot that I have.

     

    The Defender Rocket Tower

     

    Tune in next week for another blast from the past!

     

    <h3>Happy Ending</h3>

    We have a lot of very big suprises to come. These suprises are on an epic proportion so brace yourselves for the awesomeness hitting you sometime in the future.

  2. Well, exam season has just hit into session and I've got revision on my plate. But the blog must go on, no matter what. I respect it that you people come here each week so I must keep doing my bit to keep my half of the bargain. Now how about those updates eh?

     

    <h3>Conference #5 Overview</h3>

    Here is the fifth conferance overview as presented by the international man of mystery, dtrngd!

    Overview:

     

    -Nighthawk transports won't have internals, and sir leader has a good reason as well:

    <One_Winged_Angel> This would just be more work for very little gain.

    -Amphibious transports will have internals, because we have fake worldboxes, vehicles can be transported on them. Transporting limit will be decided later.

    -Spy plane logic:

    There is a terminal in the Soviet Radar. One person can enter it every X minutes, then he gets put up in a camera mounted on the spyplane, which flies over the map, when it has flown over, he will be put back at the terminal. The spyplane temporarily disables gap with the sacrifice of having one person out of action to use the terminal.

    -What goes into Release 1: Shall we say, lets see how well we are doing in 6 months time and judge by then.

    But for sure we will need power plants, refineries, barracks and war factories with the basic units. Minor base defenses are in as well. Radars and service depots might be cut, time will tell. Sooner or later, time will tell...

    -Chrono miner logic and background music disabling script zone for elevator waiting music needs further discussion and testing.

    -Garrisoning buildings is still a question. A door that only GIs / Conscripts can open still allows other units to follow them in. We had ideas about giving them extra armor and a stronger weapon, but we haven't decided yet.

     

    That's the talking, now the pretty pictures.

     

    <h3>Air Force Command HQ: Tower Internals</h3>

    Zion_Fox has started on the top communication tower. This sparked up a debate on how to get up there effectively. There is no room for stairs, a ladder would be annoying and chronoshifting kills people so we had to go with the dreaded elevator. BUT HAVE NO FEAR. We are looking out for you people here as we all know how bad Aircrafkiller's dreaded Ore Refinery lift is in APB. So have no fear because we will work it all out.

     

    ACHQ05.png

     

    And here's my awesome concept art!!!!!

     

    post-1484-1200341597.png

     

    <h3>Allied War Factory Update</h3>

    Ric has just about completed the allied war factory externals aside from a few little issues which Zion_Fox brought up. Both war factories are going to be pretty massive due to the huge units (kirovs, battle fortresses) that need to be created from them. This is going to be awesome though since it gives us a chance to create something really epic and it gives us a massive canvas to work with.

     

    allwarfac12.jpgallwarfac13.jpg

     

    <h3>Infantry Update</h3>

    I've been refining my infantry model's proportions to make him look more human and less starman. All that is really left to perfect are the shoulders and the arms as well as a few adjustments across the board. Then hands and feet can be made :) After that, expect a lot of characters to be made from this base.

     

    Not bad for my first character eh?

     

    Char6.pngCharLightTrace.png

     

    <h3>South Pacific</h3>

    dtrngd has really been attacking this sucker with all of his renx based artillery. What he calls "anti-flat operations" have now commenced and the results are very nice. Take a peek below.

     

    spacific5.jpg

     

    <h3>Team Messages</h3>

    Exam season. two down, five to go! My first exam was on soap drama television and the other was about ice cream (yes I am not shitting you).

     

    cfehunter is still inside the whale. Apparently he believes that he is the Jonas of the 21st century. (Come back Pete! D: )

     

    danpaul88 is apparently not feeling too well, get better soon man :D

     

    <h3>OWA And His Community Support Shed On Wheels</h3>

    ft-shed-car.jpg

     

    Not much to report this week other than the fact that the Taco Empire are now the undisputed champions of APB as of saturday when they beat SF in an epic clanwar. Well played to both sides. Coverage is here (pending). If Team RAPE ever gets back together, you know who to challenge eh?

     

    Reborn looks like it might release soon!

     

    People say "Well it's about bloody time."

     

    Critics merely state "31st December 2006"

     

    <h3>KA-CHA!</h3>

    This is the end.

     

    Next week more brings.

     

    Like it you will.

     

    Bye Good.

  3. Well, I got back early today to do the blog because I'm feeling pretty ill. More details of what I'm afflicted with is down in the team updates section of the blog.

     

    <h3>Conference #4 Overview</h3>

    Here is the overview from our fourth conference as reported by dtrngd. King of reports.

     

    -Rebuildable bridges are very possible to do, like you've seen the rebuildable buildings. Will be only repairable from the Bridge Repair Hut.

    -Some team members are trying to learn using Unfold 3D. If they find it useful for characters, then we will have infantry unwrapped by this program.

    -Ric is now starting on the Allied War Factory, the limit for externals is 4000 polygons. Go Ric!

    Notes:

    Differant background music in buildings..

    The idea is: -There is a music for each map, just like in APB, but we also want some cheesy waiting music for lifts or stuff inside buildings. Problem is, that the map music and this waiting music playing at at the same time is too bad.

    Example for waiting music:

    http://www.sendspace.com/file/s5zgpl

    -Ben was eaten by Zion, after he changed his name to dinner. Rest in peace Comrade.

    -Chevy wants to have shopping cart rushes ingame. With what? Answer is below.

    http://www.n00bstories.com/image.fetch.php?id=1077142529

     

    <h3>Allied War Factory</h3>

    I was looking at the old model the other week whilst comparing it to the ingame model. I saw so many innaccuracies that I called Ric, the building maestro, to whip up a new one. I must say that he is doing us proud with this WIP so far. We can't wait to see the finished model as it's going to be great! Zion Fox has his eye on the interior for this so expect a nice treat when him and Le'Alex come to have a go at crafting the interior. WIP image below.

     

    allwarfac11.jpg

     

    <h3>Driller Thriller</h3>

    We decided that our old drill was too basic for the allied technician. So we got rm5248 to make us a new one and hell, it is a beast. This monster is modelled off a real life cordless impact drill that really packs a punch. This drill will be issued to all allied technicians as standard for heavy duty structural repair of the buildings. Here is the model in it's WIP state below.

     

    drill4.jpg

     

    <h3>South Pacific</h3>

    Remember the RA2 map south pacific? We certainly do. Included in TheKGBspy's assets was an unfinished terrain of this map. So I passed it along to dtrngd and got him to get working on it. This will probably be a map with either multiple bases or just two bases with the other start points being full of lovely tech buildings to capture. Here is the shape of the map as accurate to RA2 as it can be.

     

    spconversion.png

     

    dtrngd is currently fixing up the cliffs so that they look how they did in RA2, as well as the ramps down from the cliffs. This is sure to be an exiting map as it has the potential for land sea and air combat combined with fast and fluid gameplay. Score!

     

    spacific3.png

     

    <h3>Team Notices</h3>

    It looks as if I'm out of action at college for the rest of the week since I have manged to get afflicted with a nasty virus. I was going to college on the bus this morning, felt really ill and basically threw up in the bus. (It wasn't pleasant). Apparently I must wait till the symptoms clear, then wait another 48 hours after that before I can go back to college. Time to get working on the mod then :D

     

    cfehunter got eaten by a giant whale. Don't worry though, he'll drift back to us soon.

     

    Ric's mouse is once again a blur as he models things.

     

    dtrngd has been very helpful around the staff forum.

     

    Chronojam's back from california.

     

    The Taco Empire beat Team NX 2-1 in a clanwar. We are playing SF on saturday so expect news on that to follow afterwards.

     

    <h3>OWA's Community Support Wendy House</h3>

    According to [FW]Wolf, it looks as if Battle For Dune has some updates, so head over to www.battlefordune.co.uk to check it out.

     

    It also seems that Scud Storm have come back to life (again) and have begun recruiting. If you want to make a start in modelling things, go check them out since they could use some help over at www.scudstorm.com

     

    Reborn are getting ever closer to that release. It will be awesome to see this excellent project finally bear fruit. You shan't be dissapointed this time.

     

    <h3>Fin-</h3>

    That is the end. Come back next week for more monocle popping sillyness.

  4. Welcome to the first Apocalypse Rising Blog of 2008! We have stuff for you to watch, see and mull over below. So stop reading this :)

     

    <h3>2007 Leaves Us</h3>

    To remind you of what we had down in 2007, here is a farewell video to the year from dtrngd. I'll let you see for yourself what it contains.

     

    <object width="425" height="355"><param name="movie" value="

    name="wmode" value="transparent"></param><embed src="
    type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

     

    <h3>The New</h3>

    BogDanV returned to his studies, but before he went he dave us a teaser of what was to come upon his return after his exams. Brownie points to whoever guesses what it is.

     

    haha.jpg

     

    <h3>Infantry</h3>

    I recently took up character modelling and after some intense mesh extruding I came up with this. He's still in the WIP stage but he'll soon become a fighting machine. Crazy Ivan will be made from this guy when he is done for example. Check it out below.

     

    Char3.png

     

    <h3>Conference #3 Overview</h3>

    Here is the overview from our third conference as reported by dtrngd. The man of the hour.

     

    Here's the overview of the 3rd meeting

     

    -The Airforce Command HQ will have two weakpoints: minor in the upper tower (Structural mainframe, name might change) and the major weakpoint (the harrier missile racks). Destroying the Structural mainframe (lift control, flight control, and radar control all as one thing) will disable the ACHQ until an Allied engineer repairs it. However, if the Soviets destroy the Harrier missile racks, it will make a huge explosion, blowing up the ACHQ forever.

    -We need a lot more AR tests and see how fast paced the game REALLY is before we can finally decide on map sizes. So if you think a map is a bit big, don't take it as final.

    -

    One of my college mates has agreed to help. He has had experience making HL2 mods. He models, does a little bit of texturing, coding, unwrapping. A jack of all trades really.

    ^ Good news :D

    -Security cameras should be found in the upper ACHQ tower, next to the Structural mainframe. You could enter it like the terror drone console, and monitor the underground part of the ACHQ. Soviets could use it too, this might make it more interesting.

     

     

    That's it. Not much, but we discussed a few things.

     

    <h3>Team Notices</h3>

     

    Happy New Year!

     

    I threw a small new years bash (which was organised the night before :)) which was fun.

     

    BogdanV is going back to studying after his short break.

     

    Most of the team had a good new year as it seems. AR release this year perhaps? Lets see how it plays out.

     

    <h3>OWA's Community Support Shed</h3>

    Neo Games, the chaps who work on Scud Storm, Star Wars mod and Renegade 40k, are in need of modellers. if you think you can help, head over to http://scudstorm.com and offer your services. They are a decent bunch so I recommend these guys as a start if you want to get into modding Renegade on a nice big project.

     

    MOTY voting ends tommorrow so if you haven't voted, what are you waiting for!?

     

    You can find Apocalypse Rising under Best Upcoming Mods & Indie Games of 2007 and A Path Beyond under Best Released Mods & Indie Games of 2007, just press the '+' icon next to the Indie Games category and then the 'click to vote' button. Simple eh?

     

    <h3>BattleClan Primetime</h3>

    Things have been heating up as the Taco Empire are set to take on Team NX for the honour of being better than the other. This match will take place on the 4th of January if everything goes to plan. Popcorn will be sold in the stands on the day and the weather has been said to be unpredictable so we'll see what happens. Two devs picked at random will be on hand to make pointless bets on who will win as well as analysing the match afterwards by looking at the game stats. This match is brought to you by:

     

    APB.png

     

    Chemwarss vs NX01Class

    Taco Empire vs Team NX

    Taco vs Pizza (lol)

     

    The winners of this match will win a set of wonderful chibi Aircraftkiller T-shirts with the caption "Mod Is Dead". They are also very comfy and did I mention they were wonderful? The losers get a weeks holiday to the incest villages.

     

    Fight on!

     

    <h3>Hello 2008</h3>

    Tis the end of the blog.

     

    Til next week my friends, til next week.

  5. Hey guys! Welcome to the boxing day blog from the Apocalypse Rising team! we all hope you had a happy christmas and, as you all know, the show must go on and the updates must keep flowing so today is no exception. This will be our last blog of the year, but never fear! We will be returning in the new year with more content than you can stuff into a V3 rocket.

     

    Here come the updates!

     

    <h3>Airforce Command HQ</h3>

    Merovingian, now known as Zion_Fox, has been busy working on the interior to the Air Force Command HQ. Here is a WIP shot of what the basement and exterior look like currently.

     

    When you purchase a harrier it will spawn on one of the four lift platforms and the lift will rise up out of the basement to the surface. Check out the images below.

     

    ACHQ03.png

    ACHQ01.pngACHQ04.png

     

    And a video walkthrough for you lucky people :)

     

    <embed width="448" height="361" type="application/x-shockwave-flash" wmode="transparent" src="

    http://i91.photobucket.com/player.swf?file=http://vid91.photobucket.com/albums/k301/Zion250/ACHQWalkthrough.flv"></embed>

     

    And another!? We must be raving mad!

     

    <object width="425" height="355"><param name="movie" value="

    http://www.youtube.com/watch?v=D-fkSP81DhE&rel=1"></param><param'>http://www.youtube.com/watch?v=D-fkSP81DhE&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/watch?v=D-fkSP81DhE&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

    drunkill broke the doors. Point the accusing fingers at him!

     

    <h3>Conferance #2 Overview</h3>

    Here is the overview from our second conferance as reported by dtrngd, our conferance managment dude.

     

    -I will soon modify my test map and add ladders and elevators to test them online with other team members/testers.

    -The GIs will have an invisible roof on the sandbags that goes through their body, that traps them in position. Also we give them 5x armour, so headshots will have normal damage (if you can get close and aim for the head while trying to avoid the shots)

    -From now on, Zion_Fox/Merovingian is an unwrap artist.

    <Zion_Fox> If anyone needs models unwrapping, send them to me and I WILL do them within the week, or 2 days...

    -cfehunter's message:

    Right, next order of business, we need to clear out the team. It's getting confusing who we actually have and where we stand.

    -About building internals:

    <Zion_Fox> There are still a few mesh issues which I need to sort out, but I need to get my sata drive back up and running. Once I get my sata back, with all my backups on, I will go over each building with a fine tooth comb and finish them off for the texturing step. To my memory, buildings that have internals: Allied Refinery, Allied Barracks, Allied War Factory, Soviet Refinery, Soviet Barracks, Soviet War Factory, Allied Power Plant, half of the Soviet Tesla Reactor, and i'm working on the Allied ACHQ as we speak. No buildings are 100% complete model wise.

    The Allied War Factory will be remodelled.

     

    -We'll have generic doors for each team, then special doors, like the warfactory fronts and stuff.

    -Next test stuff:

    Updated veterancy scripts with all changes mentioned in the topic a while back, various other tweaks and stuff on scripts, added the V3 rocket launcher and PPSh-41. Will add dtrngd's DM map for infantry only testing if he wants, as well as the existing testing map + maybe more terrain updates on that. And maybe a soviet base.... :D

    Ideally I would like to add the Rhino tank so the soviets have a cheaper main battle tank than the Apoc (which is not even RC1 anyway), otherwise the allies simply crush them.

    -Alex, we need some generic interior wall and floor textures please.

    Also

    I really like the idea about having red carpet in some of the main parts of the soviet buildings and I was only thinking of having it in the main areas with computer weakpoints.

    More like Romanov's office carpet :v

    -Buildings will not be unwrapped, but UV mapped (some base defenses might be an exception)

    -Leave the blogging to OWA as he writes epic blogs.

     

    <h3>Flak Track</h3>

    Ric has just about finished unwrapping the Soviet Flak Track! This means we can get on and texture this beast. I honestly can't wait to bomb along in this and spew clouds of death from the main gun at everything I see. This unit was one of my favourites in Red Alert 2 because of it's AA capabilities, so AR will be no exception.

     

    Here's the Flak Track and also a little extra from Ric. The pimpin' Flak Track.

     

    flakun16.jpgflakun15pimped.jpg

     

    Ric has got some new webspace, so some of the older image links may not work, but help is on hand as dtrngd is working with Ric to relink all the pictures. Great huh?

     

    <h3>Team Messages</h3>

    Merry Christmas and a Happy New Year from the AR Team!

     

    To celebrate, danpaul88 hijacked a warminer.

     

    <h3>OWA's Community Support Shed</h3>

    Support Apocalypse rising in Moddb MOTY Phase Two Voting! This is the big one, if we can get enough votes we may just be able to walk away with best upcoming indie game of the year! So, get everyone you can to vote for us, I cannot stress how important winning this would be for a major boost in our mod's popularity. We may be able to attract more help to get those textures rolling out incredibly fast but only if we can get a good result in this competition!

     

    post-1484-1197503506.png

     

     

    <h3>End of the year</h3>

    Well that's it for another hearty year of weekly AR blogness. See you next year for more fun and frolics!

     

    Ta ta!

     

    *Puts on top hat and monocle then walks off into the distance to get a cup of Twinings Breakfast Tea*

  6. Glad things are going well for you and the team OWA. I myself only have one more exam left before break :)

    Nice blog too. Can't say which flak track I liked better though.

    Thanks Deadpickle. Here's the concepts we used for the Flak Track.

     

    flaktrack.jpg

    post-3136-1197657080.png

     

    Can I get a link for the OoO site?

    Not yet :D

     

    The fake world-box is amazing. That opens up so many possibilities. APC's where you can actually drop the hatch and run out... Ship to ship combat...

     

    Is possible to create various positions with the "vehicles" inside of your main one? For example, if you have an allied destroyer, would one person be able to get into the bridge and drive and another guy be able to get into the turret and shoot? That would be amazing. It would redefine Renegade as we know it :)

    Yes! with this we may let you play pirates with the ships. So if you draw the dreadnaut alongside the aircraftcarrier you could form a boarding party and attempt to capture their vessel. We may implement this based on how practical it is. To answer your question, yeah we can have ships with player controlled turrets on them, it's kinda like the battle fortress.

  7.  

    Blog 60! The one before christmas! But also slightly late :D Have no fear though, I'll still bring you guys a blog on Boxing day. (I think we had a boxing gday blog last year). Anyway, lets hit into the updates.

     

    <h3>Conference #1 Overview</h3>

    Our first AR team conference was held on the Friday of last week and I can safely say that it was a roaring success. Here's some juicy info on what we talked about. dtrngd organised all this so props goes to him for the info.

     

    -We need someone to make a new skeleton to apply to the current animations, as well as some new gun hand bones.

    -Tankmaster is currently setting up the website, should be done this week, and cfehunter is working on the forum skin.

    -We helped Ric with suggestions to improve the flak track, he will reunwrap it after the model is done, check it out at flak track unwrap progress topic.

    -Seems that only the Nighthawk transport is left to be unwrapped after Ric finishes the flak track and Chevy unwraps the Rhino tank. (Soviet_Deso has the Grizzly tank and the Chrono Miner)

    -Mero is not feeling 100% okey, hope he gets better.

    -The fake worldbox lets us many things to do.

    You may walk on/inside vessels/hovercrafts only when they are stationary. When moving, you'll have to enter certain "seats" (fake vehicles attached to the ship's body), but when stationary, you can actually move within these kinds of vehicles as with a building.

    ***

    Well, with the current fake worldbox behaviour, we may have boarding actions. Think of allies stopping for defense, attacking the approaching soviet ship. The ship sits next to the allied one and soldiers start jumping from ship to ship. You kill the opposing team and take control over the enemy ship. I think this would be something really interesting. Kind of like what pirates did hundreds of years ago.

    More about this later when danpaul explains how can it work with 1337 scripts added.

    -Rebuildable base defenses may have the scud storm superweapon system logic. You could just fly around and place the pillbox around your base. Number of buildable pillboxes, and the range where you can place them are limited. (You'll need a Conyard up and running to rebuild minor base defenses, and you'll have to place them yourself)

    -Some building weakpoints could actually be barrels, or ammo cache for Allied Barracks. Also several V3 warheads resting on the building's mainframe could go for a weakpoint for Soviets, etc..

     

    These meetings have been setup to not only provide you with more ideas to mull over but also to bring our team closer together as a unit as well as boost production and team morale. Pretty good stuff.

     

    <h3>New Flak Track</h3>

    Since the unwrap for our current Flak Track was horrible, we needed to redo it. We got Ric on the job, but he went one better and remade the entire model. This is considered to be our final model and will be unwrapped shortly.

     

    flakun12.jpgflakun14.jpg

     

    <h3>Allied Walls</h3>

    Since the allied walls were unwrapped, cfehunter has been busy texturising them. Here we can see that the allies like painting their walls but are extremely annoyed when the soviets shoot them and ruin the nice paint job. Check out some images below, because it's what you really want isn't it :)

     

    wallren3.jpgwallren4.jpg

     

    <h3>Old Fun Revisited</h3>

    Here's a video from ages ago. It's basically us ripping round in Demo Trucks and V3 Launchers in one of the very early alpha tests (from when we were at blazemods. I uploaded the video to youtube a while back but forgot to announce it, so here it is now. By the way, I'm the guy that gets killed by danpaul88 both times (He's too good D:)

     

    <object width="425" height="355"><param name="movie" value="

    name="wmode" value="transparent"></param><embed src="
    type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

     

    <h3>Team Notices</h3>

    I am a very happy guy right now. My coursework is basically finished up for the year, the mod is running smoothly and a I have a wonderful girlfriend (<3 Shannon). What more could a student game developer ask for? (Except moneys). Aslo, I got an airmail letter in the post and was perplexed as to where it came from. So, I opened it and lo and behold, it was from everyone's favourite aussie janitor, drunkill! I honestly could not believe it. totop it off he sent me a portal companion cube card which was leet. Pictures here and here.

     

    cfehunter is in the mood to texturise stuff so work will be coming from him pretty fast. He also bought me and Shannon some minature heroes chocolates. Ain't he just a legend :)

     

    Mero/Zion Fox will hopefully have the ACFHQ internals ready for the next blog.

     

    Chevy787 will be unwrapping the Rhino Tank after he finishes with the welder.

     

    Tankmaster has the website in testing, expect it to go live shortly.

     

    Chronojam is at Venompawz's house currently. Aren't they just an inspiring pair for long distance relationships? :)

     

    Christmas is coming so a lot of people are busy.

     

    <h3>OWA's Community Support Grotto</h3>

    I got a message from [FW]Wolf this week. The mod he works on, Battle For Dune is coming along quite nicely. As long as the progress keeps rolling, this old project should be one to watch in the months to come.

     

    Moddb voting is over on the 20th. Phase 2 will begin once the moddb guys grab their calculators and manage to write the word 6006135 using it.

     

    Since the newly announced Tiberium FPS is apparently lacking a C&C multiplayer mode, your going to have to look at the newly formed Order of Omega network (the OoO for short) to get the evolution of everyone's favourite multiplayer game mode.

    This collective is basically a multiude of C&C mods which have banded together to form a network where news can be displayed for all of them (so you can go to one site for all your news instead of several). The current mods signed up to the network are as follows:

     

    Red Alert 2: Apocalypse Rising

    C&C Reborn

    Renegade 2007

    Command & Crysis: The Dead Six

    C&C Farcry

    C&C Tiberian Eclipse

    Roleplay2

    JeepRubi Mod

     

    This benefits us a lot because it allows us to temporarily trade staffers skills. So if Ren07 needs a vehicle and AR needs a character, they can make us a character whilst we make them a vehicle. So it works on a tit for tat basica level of swappage. Which is pretty awesome news for us to say the least because now we can get on and trade for a hell of a load of texture work for some modelwork or something similar, which will rock.

     

    <h3>This is the end...</h3>

    Merry Christmas from the Apocalypse Rising team to our dedicated fans, followers and supporters! With you by our side in the months to come, we'll produce something mindblowing for you to play.

     

    See you on Boxing day (get your gloves and hooded dressing gowns ready).

  8. hey guy loce the blog as always but is the ppsh41 what the soviet conscripts used i always thought they would use an AK-47,AK-74,or AKSU-74U... i know the PPsh is a russian gun but it just doesn't fell right and i hope that wasn't the Auto fireing ...it didn't look right ...like it was fireing too slow or something

    im sry im just being honest as a fan

     

    Look closely at these two pictures. There is also concept art including the PPSH 41 as the conscript's main weapon.

     

    sovietconscript.jpgconscript.gif

  9. It's the 12th of the 12th and time for a blog! This is totally epic because loads of people did stuff in a massive blur of activity! Enjoy.

     

    <h3>Box O' Pills</h3>

    Here we go! It's the new allied pillbox by Poggel with bits taken from Ric's old model.

     

    This is the allies anti-infantry defence structure so don't get too close soviets or your going to feel it in the respawn. This is essentially an auto machinegun bunker which automatically targets enemy units but prioritizes on infantry so if you exit your vehicle whilst sieging on of these, expect to get shot at personally.

     

    Pillbox_WIP_3.pngPillbox_WIP_4.png

    Pillbox_WIP_6.png

     

    <h3>Rhino Tank</h3>

    The Rhino Heavy Tank is the main battle tank of the Soviet Union.

     

    Rhino tanks are designed to be heavily armored and mount a large 120mm gun, but sacrifice speed for this privilege. Like the Heavy Tank before it, the Rhino tank is more heavily armored and more heavily armed than its counterpart, the Grizzly Tank, but is also slower. Being very effective against vehicles, it forms the bulk of the frontline vehicles fielded in combat. And, like most other tanks, it is capable of grinding infantry under its treads and is good at shelling buildings in groups. Soviet high command deemed the Rhino tank worthy of mass production, and it is deployed throughout the Soviet Union, and to all major battlefields currently.

     

    Here it is The model was operated on by myself.

     

    RhinoTankFinals.png

     

    <h3>Wireframe Mode</h3>

    Hey guys we have no textures, we can't release! Wait a sec!? I have a great idea! Lets release this in wireframe mode!

     

    Kudos to danpaul88 for this awesomeness.

     

    Click for wireframe.

     

    <h3>March of the Unwrappers</h3>

    dtrngd, Ric and Chevy787 have all been working their socks off to bring unwraps for the texture artists so that we don't have to release everything in wireframe mode. We have sevaral things that are being worked on right now.

     

    Chevy787 has the soviet technician's gas bottled backpack for his welder.

     

    dtrngd has been working on the Allied Wall.

     

    Last but by no means least, Ric has been re-unwrapping the Flak Track! Racing texture especially for C&C_Pwnr69.

     

    <h3>PPSH 41</h3>

    danpaul88 has been rigging this beast of a weapon, which the soviet conscript shall wield. I personally can;t wait to use this gun in combat because it reminds me of some legendary gangster movies. We should really rig it to fire balls of cream like in Bugsy Malone :)

     

    Here's another video courtesy of the good man himself.

     

    Two videos in one blog!? Blasphemy!

     

    <h3>Team Messages</h3>

    I'm a very happy chappy, but coursework is still around and about.

     

    Pete needs to read the forums.

     

    Merovingian is the coolest Liverpudlian that I know.

     

    Ric, Chevy787 and dtrngd are all legends for unwrapping things.

     

    danpaul88 is just a legend. No questions asked.

     

    Chronojam has lots of suprises for everyone, in fact, he is always full of suprises!

     

    Nameme is back after a stint away.

     

    Poggel and rm5248 are working hard on some models for you people. rm5248 is also the owner of the BANHAMMER according to Mammutpanzer.

     

    Soviet_Deso will hopefully have a suprise for you next week!

     

    LeAlex will get to work on some textures soon.

     

    Mjfabian has kindly accepted to texture the IFV. Turret switching minigame's for everyone. Bash those buttons! (Not really, but it would be rather fun, the part about the texturing is the trues though).

     

    drunkill will be texturing some stuff for us so expect updates on his work in the coming weeks.

     

    <h3>OWA's Community Support Shed</h3>

     

    Shed Head

     

    I know that everyone does this but I had this down last year so here it is again. Purely and simply....

     

    Apocalypse_rising_iwantyou.png

     

     

    <h3>End Transmission</h3>

    That be the end. Phew, that was a lot. I hope you're satisfied.

     

     

    One last thing. See if you can find the easter egg hidden within the blog. It contains a secret message :D

     

     

    Alright, seeya next time!

  10. You're welcome...

     

    Though I just now though of something probably more insane...if you have the Comet fragment things worked out, any way invisible ones can be triggered to bounce up the wall, across, back down, and fire an equivalent beam from more or less the same spot as on the other side? Not perfect, obviously, but if it gets functionality in...

     

    ...Or maybe an even simpler special wall code to just fire a beam out the other side. I believe I remember seeing Prism Towers bouncing beams in a video...?

    The first idea is probably impossible.

     

    We can't single out a warhead that will go through walls. The Flamethrowers on renegade do, but they don't cause any damage on the other side of the wall.

     

    The prism towers don't bounce, they just fire into each other.

  11. Ummm...OK I know I have no idea how this all works in reality and I'll probably get chewed out for making stupid suggestions but...about Tesla Tanks arcing over walls, would it maybe be possible to make a trail effect, like the smoke for the shells, using a model of a sort of ambiguous...blob of lightning like the stuff in Diablo for instance, and have that running like a shell on an arc, fast enough so it appears to be instant?

     

    And about Prism Tanks...is it at all possible to make them just fire...through walls without hurting them, and see target data [at least for buildings] behind them?

     

    I hope...that I haven't just repeated stuff already said, can't remember what's been suggested at all.

    It could work, but it wouldn;t really look like a tesla bolt anymore.

     

    If the Prism tnak could burn hole in the wall that would rock, but the engine limits us on what we can do right now.

     

    Thanks for the suggestions though.

  12. So for the Tesla tank arc, are the the walls going to be high and the tesla tank has a secondary fire like ^, or something? Otherwise I don't get it

    Now there's a question that hasn't been asked before. Thinking about it now the secondary fire will probably arc over walls which will look really cool.

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