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Comment History  (30 - 60 of 98)
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 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 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 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
danpaul88
danpaul88 Sep 21 2008, 4:48am replied:

The engine *can* handle shaders, but nobody made any for this mod yet...

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Sep 14 2008, 5:03pm replied:

Correction, the *latest* PR guy is missing.... we seem to have problems keeping active PR guys :P

+2 votes   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Aug 30 2008, 7:53am replied:

Did you use the scripts.dll installer, or just install them by copying the dll files?

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Aug 27 2008, 5:24pm replied:

Interesting... did you install over an existing scud storm installation, or was it a clean installation to a brand new folder?

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Aug 26 2008, 5:53pm replied:

I have never installed SP3 due to compatibility issues with my hardware, so I don't know if it has any effect on Renegade's game.exe.

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Aug 26 2008, 8:24am says:

If your using Vista make sure to right click, go to properties, compatibility and set it to XP SP2 compatibility mode.

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Aug 24 2008, 8:18am replied:

OWA: If you hadn't posted one, I would have posted some random crap in it's place, so they had a lucky escape there xD

+1 vote   article: Blog 95
danpaul88
danpaul88 Aug 24 2008, 7:26am replied:

But it is patch 1, the 1.00 is the original beta version from ages ago. Changed the download name to 1.01, since that's effectivly the same thing.

+1 vote   download: Scud Storm 1.01
danpaul88
danpaul88 Aug 24 2008, 7:25am replied: +1 vote   game: SCUD Storm
danpaul88
danpaul88 Aug 23 2008, 6:00pm replied:

Patch installer has now been authorised by the ModDB staff, and you should be able to download it.

+1 vote   game: SCUD Storm
danpaul88
danpaul88 Aug 15 2008, 5:16pm replied:

For clarity;
Veteran units take 10% less damage, deal 10% more damage, are 10% more accurate and reload 10% faster.

Elite units have the same set of changes, but 25% instead of 10%.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Aug 9 2008, 1:13pm replied:

It's armour was reduced in a subsequent patch, the video was meant to show how it functions ingame, but was by no means the final setup.

+1 vote   download: Pillbox
danpaul88
danpaul88 Aug 9 2008, 1:06pm replied:

I think you meant only VEHICLES have camos at the moment :P

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Aug 9 2008, 1:04pm replied:

Yes, both AR and APB are developed by the Bluehell Productions team.

And the British Sniper will make an appearance in the second(?) release, along with the random country selector, see some of the older blogs for more information about that.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jul 17 2008, 5:09pm replied:

Tell me about it, the old one was terrible :P

+1 vote   article: Blog 87
danpaul88
danpaul88 Jun 17 2008, 11:13am replied:

Allied tanks will have camouflage too, we are just waiting for the modellers to stop messing around with the models all the time so we can unwrap and retexture them all.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jun 6 2008, 6:24am replied:

Apart from anything else, we actually have more vehicles ingame and working than we do infantry at the moment, so an infantry beta would be a major step backwards.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 Jun 6 2008, 6:22am replied:

Servers support up to 127 players, but normally server hosts set the maximum player count lower than that as it starts to lag badly with higher player counts. Most likely the official server(s) will be around the 40-50 player mark, but don't quote me on that.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 May 27 2008, 3:21pm says:

Indeed, the fourth position one was my favourite too, but the team voted otherwise *shrug*

+1 vote   article: Blog 82
danpaul88
danpaul88 May 23 2008, 6:25am replied:

Nope, it has no weapons. But there was talk of giving it some kind of spray weapon or something... I don't remember exactly

+1 vote   article: Blog 81
danpaul88
danpaul88 May 23 2008, 6:24am replied:

Testers are picked from among the most active and positive members of the official forums, keep an eye on both the APB and AR blogs there to see when we are recruiting new testers, but it likely won't be happening for a while yet as we just brought in a load of new, active, testers.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 May 18 2008, 5:21am replied:

You can't yet, as the profile states it is not yet released. Keep an eye on the forums and the ModDB profile to watch the development and you will see when it is released.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 May 16 2008, 6:24pm replied:

Well we have some of the maps setup with AI for testing, so we might release AI versions of some maps when we get to release stage for single player or small groups of players to have some fun. Bots tend to lag a bit in multiplayer though, so it's not recommended for large games.

+1 vote   game: Red Alert 2: Apocalypse Rising
danpaul88
danpaul88 May 12 2008, 10:56am replied:

Normally they are low poly, yes, but ROTD was using a fairly high poly count for a Generals mod, and anything we do use would probably be modified to include more polys. Or something like that...

+1 vote   article: Blog 80
danpaul88
danpaul88 May 9 2008, 5:14am replied:

Yeah, OWA is aware that there are a few issues with the model, and it is still a WIP. I probably should have mentioned that on the news article actually... oh well :P

As for the 0.5 moustache mentioned in the post above yours, that's a limitation of the auto-generation software OWA used due to the shadow on that side of the image he fed in, but that will obviously be fixed.

+1 vote   article: Blog 79
danpaul88
danpaul88 May 8 2008, 8:21am replied:

I am pretty sure the killing your computer thing was just a rumour that someone started. I installed it a few times on various machines and versions of windows and never had a problem with it.

You will struggle to find anyone else to play it with though, it is a REALLY old version with a lot of bugs and glitches.

+1 vote   game: Tiberian Sun Reborn
danpaul88
danpaul88 May 8 2008, 7:42am replied:

It's still a WIP, as you can tell by the facial hair being entirely missing on one side of his face!

+1 vote   game: Red Alert 2: Apocalypse Rising
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