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Blog 164 (24/12/09)


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Welcome to this special Christmas edition of the blog! This is it folks. The teaser that I revealed a couple of days back is going to be revealed. Just read down!

 

<h3>Teased to Death</h3>

So, last week I showed you guys this image of a Rhino Tank rumbling through the map, South Pacific. If you look closely at the tree on the left side of the screen, you'll see something sticking out from behind it.

 

game2009-12-2202-49-32-36.png

 

That "thing" is a Terror Drone!

 

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That's right, ChAoS has animated and rigged up the Terror Drone for use ingame, with dtrngd setting the physics values. The animations are working really well at the moment. It looks as if the final terror drone will be rigged up as a "wheeled vehicle". I've tested this out, and it works pretty well.

 

Now for the scripting side. danpaul88 has made some scripts for the terror drone that allow it to be remote controlled via terminals as you may know. However, what you may not know is the fact that it's totally possible to make the terror drone as it was in RA2. You attack an enemy by clicking the mouse and the terror drone will jump into the target vehicle. Smoke and other emitters will appear, indicating that a Terror Drone is ravaging the vehicle. Whilst this is happening, the driver of the terror drone gets to watch as their fiendish vehicular dismantling plans are carried out. When the target vehicle is destroyed, the terror drone will emerge again, ready to cause more havoc! We are also thinking of trying to implement a jump system for the terror drone, it it's possible. This means that the terror drone will be able to jump like a normal infantry. However, this is untested as of yet.

 

There's not much else to say until we get the attack mechanism setup properly really other than the fact that Allies need to keep their Repair IFVs close.

 

<h3>Weakpoint Node Madness!</h3>

danpaul88 has made two videos of the minor weakpoint and repair nodes in action. This is all done using custom scripting which enables the disabling of structures and more areas to get a repair bonus, respectively.

 

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Destroying the fusebox will prevent the Allies from purchasing advanced infantry classes until it has been repaired.

This updated demonstration includes the new destroyed state for the fuse box and Lt. Eva's notifications when the building goes offline due to the minor weakpoint being destroyed.</center>

 

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Here's demonstration of the repair nodes in the Allied Barracks.

Notice how much faster it is to repair a building using these special nodes rather than simply repairing the walls.

The repair speeds shown are somewhat exaggerated to make it easier to see the difference.</center>

 

<h3>Mining</h3>

danpaul88 is working on the scripts for each faction's Miner at the moment. Both function as they should do, so now we have the mining game mechanic sorted for the AI!

 

The Chrono Miner no longer needs to be spoon fed the IDs of waypaths it should use for each step of it's journey, making it much more flexible and allowing more scope for using multiple chronoshift zones (ie: this one is busy, lets try the next one) in future.

 

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Apocalypse Rising features two distinctively different Mining units for each faction, each with their pro's and cons.</center>

 

<h3>Apocalypse Rising Warhead and Armour Types</h3>

danpaul88 has been a busy guy this last couple of weeks. He's finalising the armour types for Release 1 so we can begin some sort of rough balancing. A lot of the choices are justified, but if you guys see something that doesn't look right, don't hesitate to point it out!

 

Armour Types
    Special Armour Types
  • None - Default armour type, takes 100% damage from every warhead type
  • Blamo - Immune to everything
     
    Generic Infantry Armour Types
  • Basic_Infantry_Skin (Rookie, Veteran, Elite) - Used for basic infantry units (GI, Conscript, Flak Trooper etc). Takes higher than normal damage from explosive weapons (flesh is weak!).
  • Basic_Infantry_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
  • Heavy_Infantry_Skin (Rookie, Veteran, Elite) - Used for heavy infantry units (those with lots of armour, ie SEAL ). Takes reduced damage from bullets and explosions compared to the Basic Infantry.
  • Heavy_Infantry_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
     
    Special Infantry Armour Types
  • Tesla_Trooper_Skin (Rookie, Veteran, Elite) - Used for Tesla Troopers, similar to Heavy_Infantry but takes no damage from Tesla warheads and less damage from bullets (Hurr - huge metal man!)
  • Tesla_Trooper_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
  • Flak_Trooper_Skin (Rookie, Veteran, Elite) - Used for Flak Troopers, similar to Basic_Infantry but with some resistance to flak... although you probably shouldn't be shooting yourself in the face anyway...
  • Flak_Trooper_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage.
  • Rocketeer_Skin (Rookie, Veteran, Elite) - Used for the Rocketeer, takes damage from AA Flak. Otherwise the same as Basic_Infantry (inside that flying thingymabob he has little armour)
  • Rocketeer_Shield (Rookie, Veteran, Elite) - As above, but has 0% absorbtion for Earth damage. Not that you would deliberatly turn off your jetpack and plunge to your death.... right?
  • Deployed_Infantry (Rookie, Veteran, Elite) - Used for deployed infantry, similar to Basic_Infantry but has more resistance to everything. NB: No skin/shield needed on this one as deployed infantry shouldn't be falling anywhere...
     
    Generic Vehicle Armour Types
  • Light_Vehicle (Rookie, Veteran, Elite) - Used for unarmoured or very lightly armoured vehicles (V3, Terror Drone). Takes higher than average damage from most warhead types.
  • Armoured_Vehicle (Rookie, Veteran, Elite) - Used for armoured vehicles (Flak Track, IFV). Takes average damage from most warhead types.
  • Tank (Rookie, Veteran, Elite) - Used for tank vehicles (Grizzly Tank, Rhino Tank). Takes less than average damage from most warhead types.
     
    Generic Aircraft Armour Types
  • Aircraft (Rookie, Veteran, Elite) - Used for aircraft units (Harrier, Nighthawk etc). Takes damage from AA Flak, otherwise similar to Armoured_Vehicle.
     
    Building Armour Types
  • Civilian_Building - Used for garrisonable buildings, takes above average damage from most warheads... those damn civvies don't think to make structures tank proof!
  • Tech_Building - Used for tech buildings, stronger than the Civilian_Building armour class, but not by much.
  • Base_Building - Used for main base buildings, this takes significantly less damage than the Tech_Building armour class. You should really look into those weak spots I overheard their engineers talking about... apparently they are quite vulnerable...
  • Base_Defence - Used for base defences, similar in many ways to the Tank armour type, it can absorb quite a bit of punishment before dying
  • Base_Walls - Used for base walls, generally you want to blow these up with C4 or bring a couple of tanks along to blow a hole in them...
     
    Building Component Armour Types
  • Building_Minor_Weakpoint - Yep, you guessed it... minor weakpoints. Need I say more?
  • Building_Major_Weakpoint - Major weakpoints. You get the idea.
  • Building_Repair_Node - Is quicker to repair than any other part of a building

Warhead Types

    Special Warheads
  • None - Default warhead type, does 100% damage to every armour type (except veteran/elite versions)
  • Earth - Also known as SPLAT, this is falling damage
  • Death - Does what it says on the tin, 100000% damage to everything. For use when you absolutely must kill something immediatly. Generally used by scripts...
  • Harmless - The opposite of death, enemies can shoot harmless weapons at you all day without any effect. Again, generally used by scripts....
     
    Bullet Warheads
  • Hollow_Point_Bullet - Basic bullet type, has very good damage against infantry but is poor against almost everything else. (Sniper, MP5-N, Revolver, various pistols)
  • Hardened_Bullet - Hardened bullets have improved penetration properties, but lose some of their effectiveness against infantry in favour of better all round damage. Has good damage vs infantry and light vehicles, medium damage vs other vehicles and poor damage vs buildings. (MP5K, PPSh-41)
  • High_Velocity_Bullet - Special bullet warhead for more powerful guns (FN Mimiminini, IFV gun, War Miner gun, Sentry Gun, Pillbox etc), it does better against armoured targets such as Armoured_Vehicle and Tank armour types than the bullet warhead, but is still not particularly effective against buildings.
     
    Explosive Warheads
  • High Explosive Anti Tank (HEAT) - An Anti-Tank explosive designed to penetrate armour and detonate a high explosive into the interior of a vehicle, also effective against infantry (they go BOOM) and standard buildings, but are less effective against heavy structures. (IFV)
  • Armour Piercing (AP) - An Anti-Tank explosive designed to penetrate armour, they are effective against vehicles and infantry but weak against structures due to lack of high explosive component. (GGI, GGI IFV)
  • High Explosive (HE) - A pure High Explosive warhead, this is devastating against every target type. (V3, Harrier)
     
    Beams
  • Tesla - Used by the Tesla Trooper and the Tesla Tower, this warhead has good damage against most armour types.
  • Heatwave - Used by the Mirage Tank, this warhead does good damage against infantry and light vehicles but is somewhat subpar vs heavy vehicles and structures
  • Prism - Used by the Prism Tank and Prism Tower, this warhead has good damage against most armour types.
     
    Shells
  • Tank_Shell - High explosive tank shell, this has good damage against most armour types. (Grizzly, Rhino, War Miner Cannon etc)
  • Flak_Bomb - High explosive ball of flak, this has good damage against infantry and light vehicles, moderate damage against other vehicles and poor damage against structures.
  • Flak_Cloud - Cloud of flak particles, this is very good against Aircraft and Rocketeer armour types as it wrecks their propulsion systems, but is very poor against everything else.
     
    Repair Magic
  • Repair_Tool - Repairs structures, has poor damage vs infantry and no damage vs vehicles. (Drill, Welder)
  • Disarm_Tool - Disarms bombs, has poor damage vs infantry and no damage vs vehicles or buildings. (Pliers, Bolt Cutters)
  • Medical - Heals infantry
  • Vehicle Repair Tool - Repairs vehicles, has poor damage vs infantry and no damage vs structures. (Whatever we use to repair vehicles...)
     
    Misc.
  • Explosive_Device - Goes BOOM, blows stuff up. Very high damage against everything except buildings, you should try putting it on the weakpoints instead. (C4, Bomb etc)
  • Terror_Drone - Vehicles worst enemy, does high damage against vehicles, moderate damage against infantry.
  • Melee_Weapon - Good damage against infantry, not very good against anything else. (Knifes etc)

<h3>ModDb Mod of the Year 2009 Awards </h3>

Just like in previous years, Bluehell Productions would like to ask for your help at the 2009 MOTY at ModDb. As drunkill explained in his news post on the issue, nominations are now open for mod and indie-game candidates. Until January 7th, you can nominate as many projects as you'd like. Then, nomations will close and the Top 100 Mods and Top 100 Indie Games will be presented for the MOTY voting phase.

 

Nominate us for Mod Of The Year 2009

(click images to go to respective moddb profiles)

post-14-1196657492.jpgpost-14-1196657483.jpg

Every vote counts!

 

We would also like to suggest nominating other strong C&C related projects, to let the world know we're still alive and kicking. C&C projects have always had a strong showing in this. My pick of the rest would have to be Renegade X, just for the sheer amount of work they've put in to recreate Renegade on the Unreal Engine. The feeling of nostalgia is something incredible and Fobby & crew are a good bunch of guys. So if you stop by their moddb page, you may as well give them a vote.

 

Please note again that the mods and indie games are handled in their own categories, so there are no reasons to hold back voting for other C&C mods just because you want to have a strong vote for APB and AR.

 

post-14-1261389046.jpg

 

<h3>Team Messages</h3>

I'm back home for Christmas and it's great to get the time off! I'm planning on using my new-found zBrush skills to work on AR a bit and make some awesome Normal maps ready for when they become available.

 

cfehunter completed his first semester and is now also home. From what I gather he had a good first go.

 

dtrngd is posting around the place like Pat. See what I did there?

 

danpaul88 is off to see Avatar!

 

Occult is working on his flashy water.

 

Eggman891 was playing APB when I went to wish him a Happy Christmas before I went home.

 

TruYuri wants to let you know that he thinks that you are all gay and TheBeerinator thinks about you guys in a sexual way. No, really. :D

 

the rest of the team are gearing up for Christmas!! :)

<h3>We're Looking For...</h3>

We are looking for extra staff members to join our ranks!

 

At the moment we are looking for:

 

<h4>2d Artists</h4>

 

What we are looking for in a 2d artist, is someone who:

  • is enthusiastic about working with the BHP Apocalypse Rising Team.
  • has spare time.
  • will be active in the foreseeable future (a.k.a we don't want you running off).
  • is competent at creating their own 2d textures.
  • is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule).

PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any.

 

<h3>OWA's Random Corner</h3>

How about this year in Auto-Tune?

 

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<h3>Before I Sign Off...</h3>

I'd like to take this opportunity to say

 

Merry Christmas Everybody!

 

And to all, a good night.

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Guest Chad1233

Love the new Terror drone in action! I hope to see cooler AR blogs in the near future. :D

 

Edit: Merry Christmas to everyone!

Edited by Chad1233
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Guest Pyrodaimon

Awesome Terror Drone. Can't wait to watch allied vehcs drowning under swarms of them, even if they're swarms of 3 or so drones. Just one little thing: I think it should move it's legs as in the RA2's gameplay, so it can match its speed a bit better.

 

The fusebox system is perfect. However, it's 'unneeded'. However, IMO, it should be 'unnecessary'.

 

Still have yet to read the warhead and armour text.

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Guest sadukar09

Why don't you give the Terror Drone a special jump animation when a button's pressed, and if possible speed up the drone a bit. Since squishing is instant kill, it's like RA2 anyway.

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Guest HYBRID BEING

Great stuff.

Those terror drones are such mindless beasts made of win.

The random corner is awesome aswell.

Yeah, Merry Christmas everyone.

Lucky you, in Soviet Russia Christmas is spent after the New Year. Though The New Year is spent here like Christmas in other countries, and the Christmas itself is lesser religious holiday.

:D

Edited by HYBRID BEING
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wow)... thats awesome blog guys!) :D and when will we see terror jumping in any vehicles?)

 

Soon enough, the animation is ready, but the code still needs finalising.

 

Why don't you give the Terror Drone a special jump animation when a button's pressed, and if possible speed up the drone a bit. Since squishing is instant kill, it's like RA2 anyway.

 

Please read.

 

Now for the scripting side. danpaul88 has made some scripts for the terror drone that allow it to be remote controlled via terminals as you may know. However, what you may not know is the fact that it's totally possible to make the terror drone as it was in RA2. You attack an enemy by clicking the mouse and the terror drone will jump into the target vehicle. Smoke and other emitters will appear, indicating that a Terror Drone is ravaging the vehicle. Whilst this is happening, the driver of the terror drone gets to watch as their fiendish vehicular dismantling plans are carried out. When the target vehicle is destroyed, the terror drone will emerge again, ready to cause more havoc! We are also thinking of trying to implement a jump system for the terror drone, it it's possible. This means that the terror drone will be able to jump like a normal infantry. However, this is untested as of yet.

 

It's pretty quick currently, although we still need to find the right speed compared to other units.

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Guest HYBRID BEING

Why don't you give the Terror Drone a special jump animation when a button's pressed, and if possible speed up the drone a bit. Since squishing is instant kill, it's like RA2 anyway.

Without slowdown players will certainly abuse jump. Sure everyone is aware of it though.

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Without slowdown players will certainly abuse jump. Sure everyone is aware of it though.

Bunnyhopping terror drones would be no different to bunnyhopping infantry.
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