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Comment History  (60 - 90 of 98)
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

Indeed, apologies for the lack of updates here. The blogs have still been getting posted at the official forums (www.apathbeyond.com) but the person who normally puts them up here has gone missing. I have now posted up the blogs from the last two weeks for you to view.

Good karma+1 vote
danpaul88
danpaul88 @ Renegade X - Ingame/CG Trailer

Looking good, shame I don't have UT3 to play this on, although if this gets released and continues to progress as well as it has so far I might have to buy the game simply to play this mod. Keep up the good work.

Good karma+1 vote
danpaul88
danpaul88 @ Blog 77

The current builds run at roughly the same framerates you would get in stock Renegade games, so there's no problems in that department at this stage.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

The trees as buildings thing is simply because we are still waiting on our interior modeller to actually finish some buildings, so for now I just threw the purchase menus onto some trees so they are easier to find.

Good karma+1 vote
danpaul88
danpaul88 @ RA2AR Alpha 4 Patch 1 Demonstration

There was a download link in the blog that featured the video, go to the forums on www.apathbeyond.com and look for it in the blogs.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

Testers voted for Q to be the default deploy key. I originally suggested the middle mouse button, but that kinda sucks if you don't HAVE a middle mouse button. However it's easy to change the default key, and I may even include an optionally section in the installer to install using the middle mouse button as the default deploy key.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

We do indeed have much better sandbags, but they have not be added to the LE core files, so the old ones I made in 3 minutes for testing are still being used :P

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

You will randomly be assigned a country at the start of each map, and any country specific units for your country will be made available, or if your the Allies and you get France a Grand Cannon or 10 will be spawned to defend your base. Some maps may have certain countries disabled (such as France on maps with no base defenses), depending on how they work on the map.

Good karma+1 vote
danpaul88
danpaul88 @ Blog 75

Heh, this was actually something that was mentioned in the internal forums, and changes were made to make it less paintball like. Otherwise the final result would have looked even more like a paintball gun than it does :P

Good karma+1 vote
danpaul88
danpaul88 @ Blog 74

This is just some trivia OWA cooked up, these will not be ingame graphics (although it's possible we might release cell shaded units as extras for fanmaps or something, or include them as Easter Eggs.... anything could happen ^^)

Good karma+1 vote
danpaul88
danpaul88 @ Blog 74

Unfortunatly the Renegade engine does not really support Cell Shading, so if we did texture the models that way the lighting would be fixed in a certain position, which would not look very good.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

Ingame the sides sort of open outwards IIRC, although we might only have a few of the sides open and use the remaining sides (the one facing the back of the soldier for example) fixed and use that space to put a ramp to a basement in or something. All depends on what our interior designer people come up with.

Good karma+1 vote
danpaul88
danpaul88 @ Battle for Dune: War of Assassins

I just prefer to see people being credited for their work, guess I just get annoyed by it because in the past people have tried to pass my work off as their own.

Looks like your making fast progress on this, are you intending to do what APB did and start with a low poly release and then improve the models over time?

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

Simple: You enter a control terminal and control the vehicle by remote control. I think there was a video showing it off somewhere, but it's not been uploaded here so I have no idea if it is still online anywhere...

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert: A Path Beyond

Actually it is, the server is generally full all day round, you just have to keep trying, or perhaps try one of the alternative servers (I think there are a few kicking around)

Good karma+2 votes
danpaul88
danpaul88 @ Battle for Dune: War of Assassins

EDIT (Apparently you can't edit comments): Didn't notice Wolf's post about them being from Renegade PKG's, although that does not change the fact that no credit was given to their creators.

Anyway, good luck with your mod.

Good karma+1 vote
danpaul88
danpaul88 @ Battle for Dune: War of Assassins

I was not trolling, I was simply pointing out that the video makes no mention of the fact that the infantry used are in fact from the Reborn mod, which is technically plagiarism.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

However, if there is sufficient demand I may release bot versions of the official maps, but they would not be in the official server rotation.

Good karma+1 vote
danpaul88
danpaul88 @ SCUD Storm

The tutorial levels do not work in the old beta, you should play single player LAN games instead.

Good karma+1 vote
danpaul88
danpaul88 @ Bluehell Productions

You can download A Path Beyond's latest version from www.apathbeyond.com. The team's other game, Apocalypse Rising, is still in active development and cannot be downloaded at this time. Feel free to keep an eye on the blogs and watch the development progress though ;)

Good karma+4 votes
danpaul88
danpaul88 @ Bluehell Productions

It's actually the silhouette of an upside down Mammoth Tank from A Path Beyond.

Good karma+5 votes
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

Perhaps, the Kirov is one of our older assets after all. In fact there was a recent post on the forums from a non developer showing a much more detailed Kirov model, which might get adopted for use in the mod if they agree.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

As far as I know dtrngd is planning to remake a lot of the original RA2 maps, so that might indeed be one of them. You will just have to wait and see what his lightning fast terrain modelling skills come up with next.

Good karma+1 vote
danpaul88
danpaul88 @ Red Alert 2: Apocalypse Rising

I don't think it is cell shaded, no. But it does look awesome :). As for arcing tank shots, I did try that out at one point but it made aiming next to impossible so I decided against it. That and the fact you can't see the health of what your shooting at if you have to aim above it.

Good karma+1 vote
danpaul88
danpaul88 @ Blog 72

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.

Good karma+1 vote
danpaul88
danpaul88 @ Battle for Dune: War of Assassins

I hope your planning to credit the Reborn team for the infantry units you stole to make your mod look good. Using another teams work without credit is also known as stealing you know.

Good karma0 votes
danpaul88
danpaul88 @ Allied Walls

They are currently MIA, but will be added soon :)

Good karma+1 vote
danpaul88
danpaul88 @ PPSh-41 Demo 2

Aye, this was meant to show a more realistic setup for the weapon than the previous example, which was to show off the weapon animations mostly. The settings used in this demo were based off true to life settings for the PPSh-41.

Good karma+1 vote
danpaul88
danpaul88 @ PPSh-41 Demo 2

Infantry skins are placeholders since those have not been finished yet :)

Good karma+1 vote
danpaul88
danpaul88 @ PPSH 41 Demo

Aye, the ROF was slow to showoff the animations better, if you check the blog on the forums I posted a smaller video showing it in full speed.

Good karma+1 vote
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