-
Posts
5,708 -
Joined
-
Last visited
-
Days Won
220 -
Donations
660.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Posts posted by OWA
-
-
acctually the deploy animation starts in midair, and it's fully deployed by the time it hits the ground. We may have to look into ways of improveing the system. Specificly haveing to get out of the vech.... sucks.
Go play Yuri's Revenge. The choper lands then deploys.
0 -
Excellent video, but why not deploy in mid air?
Siege Chopper can't deploy in midair on Yuri's Revenge.
0 -
Lol i've used the kirov in the v3 mod for ren and it does own lol, another great blog mate , anything final with the inside of the Battle Lab yet? shinra or shinra but modded?
We aren't generally working on the Battle Lab right now because it isn't going in the first release. The exterior was done a while back, I just forgot to post it :\
It looked to me that he was avoiding looking to the other side of the map the entire video. Notice how he kept the camera facing only in one direction the entire time? (Within limits)
Obviously they are hiding something on that map.
That is only a fraction of what is on that map
0 -
that'll be way too easy
On the other Kirov it is already in place
0 -
Looks great! Will you guys be able to animate the bomb rack on the Kirov?
Yes.
0 -
Is Urimas still addicted to WoW? I may have to go rip him out of his chair (and then set him back in it) but change his... Priorities... to rigging weapons and stuff.
Help with that problem would be much appretiated
0 -
2nd. Dang.
I love the Kirov, but it seems small, I mean, really small. It also seems to be overly manueverable, and has too low a flight ceiling. Besides that, I am looking forward to using it.
The water is nice as well.
As for the Siege Chopper, I think that it should have a ballistic weapon like the ARTY, not a straightshot cannon.
The last part was odd.
None of this applies since this is a 3 year old test from RA2 Vengeance, a mod that is being donating to us. None of the content in that video was made by the AR team.
0 -
Well well well. Today we have some treats for you Look below for the awesomeness.
<h3>Video full of goodies</h3>
This video is a taster of the type of things that will feature in Apocalypse Rising's future releases. This content has kindly been donated by TheKGBSpy, all of this is his work from RA2: Vengeance. These new additions will be put into the newer tests of AR to play around with This video also has something special for Chemwarss at the end of it <3
Remember, none of the unit setup, projectiles etc. applies to AR since this is a 3 year old test from RA2 Vengeance, a mod that is donating to us. None of the content in that video was made by the AR team.
<h3>Soundtrack</h3>
Thanks to NeptuneUK and Soviet_Deso, we now have an entire soundtrack of RA2-style songs to use in AR. Remember in the podcast I talked about having a "Hell March 3" song for the mod? Well, it is the background music for the video that is posted above along with another track called "Human Error". Expect to hear more of this wonderful soundtrack over the coming weeks.
<h3>Sidebar & Water</h3>
danpaul88 recently got the sidebar working ingame, with the help of jonwil. We have commandeered APB's textures until we get our own new shiny set from drunkill ^^
Now, thanks to all this great new stuff from TheKGBSpy, we have acquired a brand new water texture that literally screams RA2. Remember RA2 was not realistic at all and the game looked quite cartoony at times. To keep with this theme, I present to you all. RA2 water!
<h3>Jobs</h3>
Bluehell Productions are in need of Character and Weapon riggers right now. If you can do either, drop me a pm and we'll see if you have the talent we need to get our stuff ingame
<h3>Team Notes</h3>
I have a beautiful new girlfriend, so I am a very happy guy right now I have already lent her my APB disc
cfehunter quit World Of Warcraft but has now joined the ranks of Final Fantasy XI........
danpaul88 got his university results back and........
Highest mark was c++ programming 2, with 90%
Lowest mark was Professional Studies at 59%, but thats a load of bollocks anyway tbh
The other 4 marks were all over 85%.
So, since the pass mark is only 40%, it would appear that I have passed my first year with ease
Well done and good luck for the future my friend!
Merovingian is still out of action due to hardware failure
nameme99 was 16 yesterday. Happy Birthday!
Coolrock is still on vacation but should be back soon.
Ric is busy getting the Harrier ready to show to you guys.
Soviet_Deso has been busy working on the Chrono Miner texture, more on that later.
I did a podcast yesterday with Lord_Kane, Kushan and Duuude007 from "Tiberian Dawn" for C&C3. I'd just like to take this opportunity to say what a pleasure it is to be able to co-host these podcasts and plug AR at the same time. Any of you who are looking for an awesome mod for C&C3, go check it out as this mod is definitely going to be something special. Check it out here. I'd also like to thank Tocsin for his kind words from their seventh blog, it is really awesome to be where I am right now and I wouldn;t want to be leading any other project right now
<h3>End</h3>
See you next week for more awesome stuff
0 -
Will you be able to drive chrono miners and war miners?
Also, will there be like a yuri addon a couple of yrs after AR
1. Yes.
2. Possibly.
3. Keep your questions to the FAQ thread please.
0 -
I just want to remind everyone that the GI can't be too much of a super unit, it would put the Soviets at too much of a disadvantage early on unless each team starts with money. I've been out of the loop for a couple of months and I don't know if the AR team has talked about it, but if the Soviets start out with just Conscripts and the Allies the the GIs and the GIs can deploy and fire longer range and have added armor, every battle is going to be pretty one-sided until the first ore drop...
GI Heavy Gun (immobile to an extent) > Conscript gun > GI Gun
0 -
how will u get in a kirov though. Because it comes out the top and dosnt land unlike helis and harriers. it stays in the air.
Our Kirov will either.
1. Land
2. Have a deployable Rope Ladder or something.
0 -
Will the allied helicopter (I forget the name ) or Kirov to come out of the top of the War Factory like in RA2?
Or will they come out the front of the War Factory like regular vehicles?
By the way, when the Mirage Tank kills infantry, will it set them on fire like it does in RA2?
1. Yes, out the top.
2. Hopefully we can have firery deaths.
3. Please ask these questions in the FAQ thread.
0 -
ofcause it is espically (how the hell do you spell that word ) when you take into account that you have to be britain to even do it
It is spelt "especially", specially with an "e" at the beginning and yes, to get Snipers you need to be Britain.
0 -
How much is left to be done on the harrier anyways?
It should be ready for next week.
0 -
Is that all you're ever going to say?
Hmm, i agree. Looking at it now, posting "Lol." on these recent blogs is pretty pointless.
0 -
As OWA said earlier the sandbags will be lowered, so I don't think so as he wasn't in RA2 either, only the GGI was when deployed
I said they would be smaller. I should have said "smaller in circumferance."
0 -
Ah, I've another idea that I just waltzed right into my head. Perhaps when deployed, the infantry's armor type changes into a more hefty one to minimize damage.
This is what we are going with.
Update: The IFV we are using has been reposted to show the differance.
0 -
Then what will you have instead?
Something cool.
0 -
If AR would have renegade beacons, no1 could find my beacon in the big battle labs! First they might start searching - which building? And then they run out of time cuz too many floors
Beacons are annoying. So no.
0 -
Welcome to this week's edition of the AR blog. All the stuff you really want to read is below this sentence.
<h3>Renegade??</h3>
Thats right, we are now running our tests off a completely new build. Apocalypse Rising Test build 1. This basically means that we have taken out just about everything related to Renegade from the Always.dat archive (big credit to Spice), and rebuilt from the ground up. This makes our current build weigh in at around 80mb with scripts and such. All good stuff. Once I track down the Vengeance files from TheKGBSpy we may be able to start serious testing, this all depends on the volume of assets however.
<h3>Guess The Picture</h3>
Well, let me tell you straight. We have deployable GIs. As seen in the screen below. Now I remember a while back people were complaining about how the deployed GI would be too easy of a target for the soviets. The answer, spawn sandbags constricting movement but not as much as to let the player go too far. Kinda like the image below. (Although the sandbags will be smaller). Give us some feedback on this idea and how you think it would work better than a fixed position logic as we are quite interested on what you chaps think.
This was tested using our super new AR build, hence the lack of infantry textures.
<h3>What do you get when.....</h3>
What do you get when you cross a Sam Site, with a Light Tank and a Tesla Tank?
The answer is an IFV! (for comedy uses only, this will not appear ingame)
The IFV below is what we are using. Accept no imitations and no badly cobbled together mismatches. (Combo Mambo's, on the other hand, are win)
<h3>End</h3>
Thats it for this week. Apart from random announcements.
I finish college on friday! Yay! I'm off to a house party on friday and should be back on saturday. If my internet problems don't clear out I'm going to have to attack someone. I have also offered to co-host a podcast with canadian anime lover Lord_Kane, interviewing Kushan about the Tiberian dawn mod. Expect that soon
Ric has been working away on the Harrier, hopefully we can show you some shots next week
danpaul88 has been working loads on the core design and scripting of AR, without him you probably wouldn't be getting a mod this quickly. You are awesome my friend
Casting will start for the Bluehell Group's first major production. Watch out for that one.
And finally, Mammutpanzer is working on german localisation for the mod, so expect a german version of AR, release candidate 1!
Thats about it, see you next week.
0 -
I am pretty sure the engine handles it as a gun like any other that just can't rotate, but again I may be wrong, you probably know about that tan I do
Yeah, the engine handles the MRLS as a gun but it handles the V2 and V3 as a scripted animation assigned to a projectile.
0 -
Thank you for reminding me... I moved house last week and forgot to update that thingy. I now live just outside of Manchester, in a town called Glossop. Used to live in Teddington, which was near Wimbledon, so on the outskirts of London. The best place ever, basically.
Aye, back on topic now, folks. Does this mean we can be expecting a new test build soon, OWA?
Whoah, thats a pretty big move.
To answer your question, yes there will be a new build soon. I'll be announcing something special about that in the next blog, so hang tight
0 -
well wasn't that about what I did say?
I just couldn't resist mentioning those units when he said that
Aye, the thing being that the V2, V3 and MRLS don't have a gun as such, but more of a launch platform or pod.
0 -
V2? and V3 for AR too I believe and MRLS in renegade?
Turnable gun. the V2, V3 and the MRLS fire rockets and are indirect combat units as opposed to the Mirage which had a main gun which, in AR, will turn. The Tank Destroyer, however, will have to turn to fire upon targets.
0
Blog 38 (18/07/07)
in Red Alert 2: Apocalypse Rising
Posted
You haven't seen the other animation so.....