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danpaul88
danpaul88 May 7 2014, 4:48am replied:

The launcher will automatically attempt to install any DirectX updates you need, but if you still get problems related to DirectX I would suggest using the official web update tool from Microsoft Microsoft.com

+1 vote   game: Tiberian Sun Reborn
danpaul88
danpaul88 May 7 2014, 4:45am replied:

TS: Reborn comes with the correct version of scripts.dll when you install it via our launcher tool and will offer updates via the Games tab when necessary. There is no need to manually download and install scripts, nor are there any publically released scripts which are compatible.

+1 vote   game: Tiberian Sun Reborn
danpaul88
danpaul88 May 7 2014, 4:44am replied:

The new patch in development limits teams to two MSAs and three MSGs to stop people spamming them.

+1 vote   game: Tiberian Sun Reborn
danpaul88
danpaul88 May 7 2014, 4:41am replied:

Did you not install it in it's own folder?

+2 votes   download: BHP Launcher 0.2.0.1 - Downloads the games!
danpaul88
danpaul88 May 7 2014, 4:40am replied:

You do not need to register or login to play our games, login is entirely optional

+3 votes   download: BHP Launcher 0.2.0.1 - Downloads the games!
danpaul88
danpaul88 Apr 28 2014, 4:21am replied:

^ Me by the way, for some reason it decided to log out after clicking the notification to come here :/

+1 vote   media: Harkonnen Barracks Main Frame (Temp)
danpaul88
danpaul88 Mar 17 2014, 1:27pm replied:

*Checks life support machine

+1 vote   game: Battle for Dune: War of Assassins
danpaul88
danpaul88 Mar 17 2014, 1:24pm says:

Hmm... I'm pretty sure Weakpoints in buildings are a feature of another W3D based game.... :)

+1 vote   media: Harkonnen Barracks Main Frame (Temp)
danpaul88
danpaul88 Jan 19 2014, 5:21pm replied:

Why not use the existing mech scripts that Reborn uses?

+2 votes   media: Avatar & Juggernaut & Pitbull Mortar & CarryAll
danpaul88
danpaul88 Feb 20 2013, 8:45am replied:

The buildings in AR are probably around the 5k poly mark EACH :P The engine can handle quite high poly counts even when textured, as long as you optimise the models to suit the rendering process (ie: merge meshes with the same texture into a single object to reduce the number of times the texture gets loaded per frame...)

Obviously it would be nice if it was able to cache the most frequently used stuff in the GPU memory buffers but W3D was written at a time when those buffers were far too small for caching anything in...

+1 vote   mod: C&C Total Annihilation
danpaul88
danpaul88 Jan 3 2013, 11:22pm replied:

Details of how to apply are in the full versions of the development blogs on our forums, but I believe applications have now closed for this round of recruiting. Keep an eye on the dev. blogs to see when we announce the next round of recruiting (generally once we've worked the current batch of testers to the bone and they've burned out lol :D )

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jan 3 2013, 10:42pm replied:

From my experience, AR seems to perform better than APB in terms of netcode, partly because our scripts and such were written after a lot of the core netcode improvements were made and can therefore do more with less bandwidth.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jan 3 2013, 10:40pm replied:

Also, infantry models. Lots and lots of them.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jan 3 2013, 10:39pm replied:

Technically we already have released a beta.... to our internal testers. Out first public release will be the gold edition of AR Release 1 which (as I recall) includes everything up to radar tech.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jan 3 2013, 10:26pm says:

I might be interested, if you're still looking for a coder. I work as a software developer as my day job (C/C++/Java/C#/etc) and also write all the scripts for the W3D based game Apocalypse Rising (http://www.moddb.com/games/red-alert-2-apocalypse-rising).

I'm curious about how you plan to implement the multi-player aspect of the game, is it simply several players defending their own castles against their own waves of enemies or is there going to be some interaction between players (either assisting each other with cooperative upgrades a-la SimCity 2013, or making life more difficult for the enemies by redirecting some of their own waves to attack other players via some means).

Also, you mentioned in your first news item a custom engine, but the mod profile lists CryEngine3 as the engine... is it a custom version of CE3 or have you switched engines at some point?

- Daniel

+1 vote   article: Under Siege Needs C++ Coder
danpaul88
danpaul88 Jun 19 2010, 10:36am replied:

It uses the Westwood W3D engine and we can release it as soon as we are done.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jun 19 2010, 10:35am replied:

The SEAL has the MP5-N, while the GI uses the MP5K

+1 vote   article: Blog 178
danpaul88
danpaul88 Jun 19 2010, 10:33am replied:

He is actually the slowest infantry unit in AR at the moment, moving 10% slower than other infantry units.

+1 vote   article: Blog 180
danpaul88
danpaul88 Mar 1 2010, 6:12pm replied:

There will indeed be some kind of deployment effect in the final version and it won't be an instant switch from deployed to undeployed either, there will be a short (2 or 3 seconds) delay to prevent it being abused.

+1 vote   article: Pre-Blog 173
danpaul88
danpaul88 Dec 27 2009, 12:35pm replied:

Indeed it did, but we can't balance things exactly as they were in RA2 because an FPS game has equal players on each side so it's not possible for the Allies to simply outnumber the Soviets all the time to balance the firepower each side has.

That being said we will be sticking as close to RA2 as possible without making it unfairly balanced against either team and it's a good bet the War Miner will be a lot tougher in the future.

+1 vote   article: Blog 164
danpaul88
danpaul88 Oct 31 2009, 1:43pm replied:

Hmm... we shall see ;)

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Oct 29 2009, 4:11pm says:

Over a year since the last news post.... is the mod still being developed?

+1 vote   game: SCUD Storm
danpaul88
danpaul88 Oct 29 2009, 7:03am replied:

Last time I posted a video as a ModDB video it got screwed up and I ended up re-uploading it as a download, so this time I just posted it as a download.

+3 votes   download: Crazy Ivan Revolver Demo
danpaul88
danpaul88 Mar 2 2009, 1:28pm says:

I don't know if it's some sort of bug or I am just not getting it, but even after watching a walkthrough video of chamber 2 I STILL cannot do the bit where you jump into an orange portal and come out the blue one to land on the ledge. The blue portal always seems just slightly too far away and I miss the ledge by about half a centimeter and slide back down the wall. I had my forward key pressed down the entire time from jumping off the starting ledge, so I don't see how else I am supposed to gain any additional speed to do this. The walkthough video showed someone just falling into the portal, popping up and landing easily on the ledge, which (after about 30 tries) simply doesn't seem to work for me.

The concept looks great, and I might have enjoyed it if I could actually get past the second chamber, but unfortunatly that really spoiled it for me... Have added to my list of watched mods, and remain hopeful that something might be done about this issue.

+1 vote   mod: Portal: Prelude
danpaul88
danpaul88 Feb 28 2009, 4:19pm says:

I wish I could draw like that! It must have taken a lot of time and effort to become so talented at it, congratulations.

As for the video, I think it was a great idea, it's really interesting to see process involved with creating the concept drawings, keep up the good work!

+1 vote   article: Concept art timelapse & music compilation
danpaul88
danpaul88 Nov 18 2008, 6:43pm replied:

That's because there are no missions, this is multiplayer only.

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Oct 10 2008, 3:11pm replied:

As busy as.... bluehell? (Yeah... it's a bit lame isn't it? :P )

0 votes   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Oct 4 2008, 9:30am replied:

Technically it's not the SAGE engine, but the predecessor of the SAGE engine, known as the W3D engine. The SAGE engine was built from the W3D engine.

+1 vote   game: Battle for Dune: War of Assassins
danpaul88
danpaul88 Oct 3 2008, 4:34pm says:

Not sure, but it was brought up on the forums too so maybe someone will change it at some point (not sure if it was you that posted it on the forum, the names are different...)

+1 vote   article: Blog 97
danpaul88
danpaul88 Sep 30 2008, 8:10am says:

I think it's supposed to say "wrenching" in Bulgarian or something, but I don't know either language so I don't really know.

+1 vote   article: Blog 97
danpaul88
danpaul88 Jul 17 2008, 5:08pm replied:

It's for the SEAL

+1 vote   article: Blog 90
danpaul88
danpaul88 May 13 2008, 5:17am says:

I hope when you put them ingame that they are smaller than they were in Renegade, you could hardly see anything past the great big reticle filling half your screen in Renegade!

And I like the enter vehicle one, very novel.

+1 vote   media: Reticles
danpaul88
danpaul88 Mar 21 2008, 11:28am replied:

The V3 Rockets speed will be increased in a future test build, it's in the list of changes planned for the alpha builds which was included in the latest blog.

+1 vote   article: Blog 72
danpaul88
danpaul88 Dec 13 2007, 8:44am says:

Press F8, type hud 0 and hit enter. Requires latest scripts.dll and also a modified bandtest.dll to work properly.

+2 votes   download: AR Alpha Video
danpaul88
danpaul88 Nov 13 2007, 6:33pm says:

Don't forget the boxtanks!

+4 votes   group: Bluehell Productions
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