Wargames ZH is a good mod, but it has been inactive so long i would consider it dead. So my question is:
Are you gonna finish it? If no, why?
there busy working on other mods.
AFAIK The team are putting most of their efforts into Shw and ROTR atm.
This might not get properly updated until after the final releases (or later releases) of those projects.
OK, but I thought this mod would have a good chance to be very good since its beta release.
You may now lock this topic if you want
They mostly likey won't imo but that IS just my opionion
Just to put an official statement out there we will defently at least make one more release for this before moving on.
That´s enough for me. Please lock this topic.
We do not lock topics unless it is really necessary to do so.
I can guess that the other faction will be part of the next release for this mod.
NOD or w/e it's called
Heh, trust me to pick the wrong one out of the two
NORAD vs WOPR. Btw, was the cloning thing your idea?
the cloning thing was in the original game
This is where the mod comes from:
http://en.wikipedia.org/wiki/WarGames:_Defcon_1
(Click me =o )
We basically made it modernized in the SAGE engine. Google for screenshots and you'll find out that the only 3D models were the vehicles and infantry were but mere sprites =o
Wait, I thought this Mod was based on the PC Version, not Playstation?
o_O
- E.V.E.
I believe it's the same if memory serves right
Interesting enough I knew it is a kinda old game, but I did not know it was for Playsi.
But you´ve done a great work with the models and everything looks well except for the scaling of course. Units just seem kinda giant compared to any civilian building.
Nothing wrong with that at all.
He's kinda got a point there. Everything in WGZH is so large. I can't help but think it would look and play better if the tanks were scaled down.
Regarding the unit size the camera in WG is not set so high as it is in ShockWave or ROTR so the units do look slightly larger, and some units like the Slayer tank are considerably bigger that other tanks simply because we wanted them to be the same as in the original game.
Also I remember I had a talk about this with the Hunter about the time when the beta was about to be released and one thing that I suggested was to scale down all units and buildings by 30-50%, to reduce the weapon and sight range for the units and to reduce the height and the angle of the camera, and doing this would make the whole map to look allot bigger for the player and also it would help to make the graphics look better simply because the camera would be closer to the objects and the mipmaping which uses the lower resolution textures for that are far away from the camera wouldn't happen and everything would look allot sharper.
Only thing is that at the time I suggested this the beta was ready to be released and changing all this would require allot of time because we would have to edit models and ini files for every unit and doing that would postpone the beta release, so we decided not to do it, but we will consider doing something like this for the next release.
That´s very good.
Be nice for the mod to have one more release , me and edd played this mod a few times its so simple its fun
Personally i got bored because it was too unfinished
we figured its more of a Aircraft / infantry game , also after you lose your main cloning center i rebuilt it and i couldn't make a command center still , why is that
Me and edd performed a base trade
heh, yeah.
Only useful tanks are the Gladiator in large numbers, mobile SAMs and the stealth laser
This game is simply really fun.
i must agree
The reason you can't build a command center is that you need the helipad to build it. And for infantry rush, you might want the ADV. helipad as that can build the M*A*S*H unit, that can heal infantry.
Hey everyone. Anyway, I hope that the navy is finished soon. I will love the navy. I also can't wait for W.O.P.R. Hope it works out.
Double post
And I didn't know there was a navy planned for this mod
I've never played the original WarGames - but the SAGE engine doesn't like naval units...
http://www.moddb.com/mods/project-evans-the-global-domination begs to differ
Sage still hardly supports it , Evens is Probably having to hard code that stuff in and even so it will still be buggy as holy shit
I kinda agree with Zhao. Somtime back there was a mod called navy giants. It was buggy as hell. The ships were damn big to begin with and sometimes they used to travel on land :S.
Well, at least the shipyard does not http://www.moddb.com/mods/project-evans-the-global-domination/videos....
Well it'd be easier just to make it a capturable tech building
The problem with that technique is that I see no measures to prevent the player from deploying at supposedly impassible terrain, like a really, really small pool of water. Really, a navy can only be counted bugless if the shipyards could be properly placed. Since dozer logic won't work, the other option is, as said, tech buildings.
well that simple to fix, since that hack van/egg or w/e they are calling it, uses one locomotor for both ground and water, make the terrain in worldbuilder impassible for small pools of water, then anything that can cross water should have a separate locomotor that uses:
The main thing I wanted to bring up there is that you can go next to some impassible place, then deploy it. Since the structure almost certainly has a much bigger buildup than the vehicle, it will turn out odd.
how if make the vehicle/core geometry same as (or bigger than) the building's geometry? so it can't be deployed on narrow passable terrain.
fun fact about evans shipyard method:
if you deploy the core on unflat terrain (like in small ponds or near the shore cliffs), it will flatten the surrounding terrain no matter what.
it's funny to see the cliffs flattened.
if ZH have DEEP_WATER option for locomotor (like in CNC3) this can be prevented.
well when EA releases the ablity to code the ZH engine things will be alot better D:
which to be honest, might not happen for 6-7 more years :-/
Or not at all, knowing EA's track record.
They're no id.
good point, but maybe since EALA is gonna be replaced, it MAY happen :/
and i will quite happy if it does
I think until SAGE is completely dumped, EA would rather keep the source code to itself.
Well shame on EA
OVERUSED Line warning.
I don't think so. SAGE is updated a lot. First is was W3D engine, then it was SAGE, and now for RA3 and C&C 4, RNA.
So ? why dont they release the old one there (Never) probably ever gonna use again.
Well, red alert: a path beyond and red alert 2: apocolypse rising (both by bluehell productions) are using W3D to create there game. One has been put on a convention by EA Games. And not only that, renegade is still popular.
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