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Welcome to this week's installment of the AR blog. We have some cool things to show you so sit back and scroll down. <h3>Engineering</h3> The engineer is a neccessary unit that appears on both factions carrying a Barretta Pistol and a Utility Case. With this case he can repair buildings and capture enemy tech buildings. Every Engineer shouldn't be without his duct tape and can of WD40. They are mission critical... rm5248 completed the engineer model and I put some heads on him. This is where we announce our killer new feature: Random heads/ethinicity! We have a white engineer, a black engineer and an asian engineer. This is to vary things a bit so that we don't get a whole load of clones running round. As soon as you buy an engineer, the game will pick one of the three variants at random. These won't be selectable by camos. We are hoping to implement this for every infantry character who has an open face (i.e. not wearing a mask). Tanya, Boris and Yuri will also be exceptions to this rule. Anyway, enough of my textual infos. Look below for pix <h3>Barretta</h3> Unknown to anyone other than myself and cfehunter, our good friend DJS5590 stepped in recently to have a go at texturing the Barretta. Considering that this is his first proper texture of a model, it's looking damn good. DJS5590 is now officially a member of staff specialising in textures. Give him a warm welcome everybody The texture is not final yet. This is the Allied sidearm of choice for all basic units to use. Technicians and Engineers are issued with these as standard. You woud think that the spy would be packing one of these pistols as well. That's where you would be wrong. The spy fancies himself as a bit of a James Bond and therefore carries a Walther PPK/Wolfram PP7. Here is the Barretta below. <h3>Vengeance</h3> I have received a portion of the files from RA2: Vengeance There is definitely a lot we can use to get a test build running. Once I get all the files I will be having a serious sort through and show you a few renders of various things. The amount of 3d RA2 based content on my computer is incredible. I wouldn't have it any other way <h3>RA2_Rocky_Pass</h3> dtrngd has started work on an infantry-only map called Rocky Pass. This map will be fast paced and unpredictable as soviets and allies fight furiously, to destroy each other's barracks and oil derrick. It's a tiny bit like APB's fissure, but bigger in size and with three levels instead of two. It will also have a lot more cover than Fissure with added rocks, trees and other objects to hide behind. Secondly, it will have a medium tech level (SEALs, Crazy Ivans, Rocketeers). However, the map is going to be big enough to avoid these dangerous units but small enough to get to the enemy base quickly to destroy it. Check out the WIP images below. (Map is not final yet, things will not be omgwtfloldropped looking when finished). <h3>Team Messages</h3> Lots of stuff going on right now, busy busy busy. danpaul88 has started work on a totally new project on his own homebrew engine. The details are currently withheld. Work continues as usual on the mod and I can promise you that the mod won't dissapoint you with a lack of features, since we certainly have loads. Renegade 2 has been kind of announced. Lets hope that EA don't copy ours, APB's, BogdanV's or Reborn's ideas. Also lets hope that it is good and that it runs on my computer <h3>Bai</h3> Ok, time to go now. See you next week, ok?
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Oh noes! WallyWooD has found out my secret!
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I hate to say this but..... Reborn as well. I'm here now because I found a niche in the Renegade mod market and plugged it.
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I was on the team for SS a while back, I didn't do any work though since AR was my top priority. I think I'm a VIP over there if I remember right...
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People will need to go inside the buildings to buy things, but in the later releases we won't use PTs. They'll still have to go in the buildings to buy things though. The building weakpoint is an MCT, but it's not. If you understand. Destroying a single computer to kill the building is very silly so we will be implementing a new system that makes sense A.K.A building weakpoints. Each weakpoint will have a target and health bar, like an MCT. This should also give reason for units that carry C4 to carry more charges.
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Whoever suggested that we weren't going to give him a helmet? Currently we are undecided.
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E.G. in the refinery, the weakpoints would be the to ore furnaces and the junction pipe control.
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Bye bye MCT, hello building weakpoint.
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Err, no they didn't. There are selectable camoflages, but not variable heads. This is something we are looking into though.
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Look closely at this picture. The flak trooper could be wearing a helmet but it is hard to tell. We may hive him one of those synthetic russian army hats as seen on the left in this picture of Advnced Wars.
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Heya guys and girls, welcome to this week's AR Blog. As usual, we have some cool stuff to show you This week's Blog is an all Soviet special! <h3>Terror Drone</h3> I made a few modifications to the terror drone to get the model you see below. The dome is slightly transparent to reveal the inner workings of the drone. I think it looks kinda like a Metroid now, lets see what you think. I just had to put it with the Apocalypse Tank for coolness factor. <h3>Soviet Ore Refinery</h3> Merovingian has nearly completed modelling the interior to the Soviet Ore Refinery. This is going to be a nice structure to walk around because a lot of detail has been put into the features. This structure probably won't have an MCT but a total of three building weakpoints which all have to be destroyed for building destruction. (Two furnaces and a key pipe section). Here are some images of the new conveyer belt with a safety net for catching the ore and funneling it down to the furnaces. <h3>Flak Trooper Reporting</h3> I showed you the conscript last week bu with a few edits we can transform him into a Flak Trooper. Flak Trooper's need the visibility to sight the oncoming air units so they don't use a helmet. However, they are equipped with an eyeglass target system for making those precise shots to strike down Allied air units. Look familiar? <h3>Team Messages</h3> The release of APB Beta was a huge success! There are a few nasty bugs, but that doesn't stop the new version of APB being a lot of fun I've offered to help the Reborn team get their stuff up together. I'm currently doing the string table, so if you see a weapon name that you like, be sure to thank me I also recently got a Bluescreen on my computer, but Eggman891 helped me climb back fro it and I didn't lose anything. Big thanks to him for the advice. APB's texture artist, mjfabian, has come to our aid and has started texturing the Soviet Flak Track. Be sure to stay tuned in for updates on that. dtrngd has started working on a new infantry-only map, RA2_Rocky_Pass.mix. Expect to see some WIP shots of that in the coming weeks. Soviet_Deso is texturing the Allied Chrono Miner and the Allied Grizzly Tank. Expect to see some work from him soon! At the rate things are getting done now, we should have a fully textured set of vehicles for the first release fairly soonish AR is standalone, if you didn't know. Tankmaster is making us up a new website. Expect to see that in action soon. <h3>Home Time</h3> That brings our blog to a close for this week. See you next week for more of this.
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Yuri doesn't have an army in Apocalypse Rising.
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If Yuri is killed, the bot will probably switch sides. Yuri will also have his mind blast attack and possibly a Makarov pistol.
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This is our current idea.
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That last picture I posted is what Soviet Conscripts looked like in RA2.
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There hasn't been much going on this week unfortunately, but I have a few bits and pieces to show you so we can keep up our "46 Blogs with no break" record going. <h3>For Mother Russia!</h3> I have been working on the Conscript recently. Assassin from CnC Source sent me over the WIP that he had been working on (Originally modelled by me and Ric). I have begun to finish him up so expect to see this mean guy charging round a battlefield near you fairly soon! <h3>Allied Service Depot</h3> Ric is conquering photoshop to bring us the Allied Service Depot! The texture is currently WIP. The service depot will probably work in the same way that APB Beta's does, but with more added animation. Credits will be needed to repair. <h3>Pimp Ma' Ranger</h3> With APB Beta hopefully releasing on Friday, Eggman891, TagDaze and I decided to take some time out and create a short machinima spoof. This production was directed and filmed by me with TagDaze and Eggman as the "actors". We hope that our next production will be much much bigger than this. Lets just say that this is to put you onto what sort of material is to come. Click here to download Pimp Ma' Ranger <object width="425" height="350"> <param name="movie" value=" </param> <embed src=" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object> Go here for more infos and some exciting news concerning the Bluehell Group. <h3>Team News</h3> College started, the bus in the morning is crammed like an fat emo in tight jeans. Nameme has been away for ages due to computer troubles, he will ba back with us in a few weeks. drunkill is awesome for showing me The Chaser's War on Everything (Srsly good show, legal download) APB Beta is nearly out! I present you with an awesome screenshot of the new Tesla Tank on Shallow grave You must all download APB Beta when it comes out, fo it will be epic[/plugapb] <h3>End User Agreement</h3> That's it for this week, see you next week!
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1. Yes but it will be a Construction Yard, not an MCV. 2. That depends on the server owners.
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The plan is to have horrendous prices in a separate "team" fund which is separate from each individual player's revenue. Build cues are impossible to do at this point in time for units, let alone for buildings.
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Allied Technicians get a power drill, whilst Soviet Technicians get a beasty backpack gas welder.
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More detail on this next week.
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Probably RC2. Minor base defences won't be rebuildable without a Conyard.
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Rocket IFV + GGI = Super Rocket IFV
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Not really. We could have multiple weakpoints in one building if we wanted to and they don't have to be MCTs.
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We could introduce fully rebuildable buildings on maps with Construction yards though, to vary the gameplay a bit. That would slap a big "destroy me first" sticker on the construction yard which is basically how every C&C Game rolled, particularly RA2. Without the conyard, the ability to rebuild is lost.
