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We have a roadmap, but don't want to announce any dates just yet in case we need to tweak things... final balance testing could take a few passes for instance.
You can host a LAN game of TS_Drought_Bots to play against infantry AI in a team deathmatch style map.
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
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.
The new patch in development limits teams to two MSAs and three MSGs to stop people spamming them.
Did you not install it in it's own folder?
You do not need to register or login to play our games, login is entirely optional
^ Me by the way, for some reason it decided to log out after clicking the notification to come here :/
*Checks life support machine
Hmm... I'm pretty sure Weakpoints in buildings are a feature of another W3D based game.... :)
Why not use the existing mech scripts that Reborn uses?
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...
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 )
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.
Also, infantry models. Lots and lots of them.
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.
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?
It uses the Westwood W3D engine and we can release it as soon as we are done.
The SEAL has the MP5-N, while the GI uses the MP5K
He is actually the slowest infantry unit in AR at the moment, moving 10% slower than other infantry units.
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.
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.
Hmm... we shall see ;)
Over a year since the last news post.... is the mod still being developed?
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.
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.
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!
That's because there are no missions, this is multiplayer only.
As busy as.... bluehell? (Yeah... it's a bit lame isn't it? :P )
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.