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Everything posted by danpaul88
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We *can* do purchasable Ore Trucks, but we probably won't. If you want extra income you need to work for it.
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I use Elegant
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Check the linked documentation, this is already the case. Just highlight the text, it's readable that way. I don't know why people insist on using fonts that are so hard to read on the white background... saying that, the default grey colour for quotes is hard to read too....
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There's plenty of footage of me dying too Mojo
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Blog 10 - I hear you guys like videos
danpaul88 replied to Wallywood's topic in Tiberian Sun: Reborn
Use bigger guns. Bigger guns solves everything. -
The mapper still has to do a bit of work to mark out areas that the vehicles should avoid otherwise they can indeed get stuck, unfortunately the engine simply isn't geared for that sort of dynamic obstacle avoidance, but I'm hoping we can add to these capabilities going forwards. What you see in the video IS the bots navigating the map, it's a lot more than any previous AI code could do (dynamically choosing places to go based on objectives etc.)
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Yeah, the flags are quite small so it's hard to spot what it is they are fighting over. I condensed the video down a lot too so you don't see as much of the less interesting "sitting about capturing a flag" bits
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I've been holding off on doing that Killing_You, I figured it's probably a good idea to actually get stuff organised and whip up a really early alpha build that could be distributed to testers first, just to prove it's not going to be a DOA project
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Probably should have used some WD-40 on them at some point to loosen them up
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If we had something new to tell you about it would be in a new blog, not on page 4 of the comments thread of an old blog. The wheels are slowly turning and things are happening, which we will tell you about when we're ready to do so. Having a PR person, or lack thereof, has no impact on what information you get since they would be subject to the same rules everyone else on the dev. team is subject to.
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Yes, there will be lots of [REDACTED][REDACTED][REDACTED] with the [REDACTED][REDACTED] and of course the [REDACTED][REDACTED][REDACTED][REDACTED].
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1...2.....Unhandled System.IndexOutOfRangeException! Debug this mod?
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code_man would be right for the most part, posting pictures of LevelEdit preset lists would be rather dull.... Don't forget Reborn has a LOT of models and whatnot already done and rigged and whatever... you've already SEEN all of that countless times. The stuff that was completely FUBAR-ed was the game logic and presets and whatnot, which isn't really something we can take screenshots of....
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All I can say is... Reborn is not dead.
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AR :: December 2012 Update
danpaul88 replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
So, you're saying you don't want a jabruary update? -
AR :: December 2012 Update
danpaul88 replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
We're still deciding that -
No, ore will not be damageable by weapons fire.
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Yep, the current AR miner could could easily cope with finding alternative ore fields when one is depleted and returning once it has a useful amount of ore again.
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AR :: December 2012 Update
danpaul88 replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
Because making copies of every single preset in the entire game just to set their points value to zero for conquest mode would be the most annoying thing ever to do and maintain in LE. -
AR :: December 2012 Update
danpaul88 replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
In the first release there won't be any Soviet air units so it has nothing to shoot... -
AR :: December 2012 Update
danpaul88 replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
We have to prioritise buildings that actually serve a useful purpose for the first release. Construction Yards don't really "do" anything beyond providing a too-slow-to-be-of-much-use auto-repair on buildings... assuming we make them work the same as they do in APB anyway. -
AR :: November 2012 Update
danpaul88 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
Of course he is, what else would you hold whilst running to the ice cream truck?- 35 replies
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AR :: November 2012 Update
danpaul88 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
So, you think we should just release *anything* simply to have a release out there? Hope you like games with no infantry units.... seriously, the reason we haven't released it is because we don't have enough assets ingame TO release it. It would be like releasing an FPS with no guns... As for not seeing how they would be different... I think all the current and previous testers would agree AR is very different to APB... it has veterancy, weakpoints and deployment for a start and those are only a few of the major differences.- 35 replies
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AR :: November 2012 Update
danpaul88 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
It's never too late to get involved! This isn't like RenForums, we don't bite- 35 replies
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AR :: November 2012 Update
danpaul88 replied to Apocalypse Rising Team's topic in Red Alert 2: Apocalypse Rising
We currently use the original RA2 icons, which look rather pixellated when blown up to sidebar icon size. I believe one of the recent new hires is supposed to be creating new icons based on the originals but at the correct resolution for the sidebar... not sure how far along that process is but I seem to recall seeing at least one 'new' icon.- 35 replies
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