Are you gonna finish this mod?, It seems dead |
Are you gonna finish this mod?, It seems dead |
18 Oct 2009, 2:00
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#26
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Kitteh Group: Legend Posts: 590 Joined: 31 May 2009 From: Northern Ireland Member No.: 6 Projects: SWR Productions |
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.
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18 Oct 2009, 16:57
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#27
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Group: Leader Posts: 272 Joined: 3 June 2009 From: Loznica, Serbia Member No.: 13 Projects: SWR Productions |
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. |
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18 Oct 2009, 20:14
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#28
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Yeah, I'm not nicknamed. I'm Eddnamed Group: Members Posts: 56 Joined: 14 July 2009 Member No.: 264 |
That´s very good.
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3 Nov 2009, 18:07
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#29
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
Be nice for the mod to have one more release , me and edd played this mod a few times its so simple its fun
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3 Nov 2009, 18:47
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#30
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Personally i got bored because it was too unfinished
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7 Nov 2009, 13:40
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#31
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
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 |
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7 Nov 2009, 17:07
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#32
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Yeah, I'm not nicknamed. I'm Eddnamed Group: Members Posts: 56 Joined: 14 July 2009 Member No.: 264 |
heh, yeah.
Only useful tanks are the Gladiator in large numbers, mobile SAMs and the stealth laser This game is simply really fun. -------------------- |
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7 Nov 2009, 22:25
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#33
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
i must agree
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8 Nov 2009, 2:13
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#34
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
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.
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8 Nov 2009, 22:57
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#35
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
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.
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9 Nov 2009, 0:46
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#36
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Double post
And I didn't know there was a navy planned for this mod -------------------- |
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9 Nov 2009, 1:06
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#37
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Group: Members Posts: 199 Joined: 9 August 2009 From: Outer Space Member No.: 340 Once you see the blue light you are already dead |
Double post And I didn't know there was a navy planned for this mod neither did i... -------------------- |
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9 Nov 2009, 5:44
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#38
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
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10 Nov 2009, 0:03
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#39
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
I've never played the original WarGames - but the SAGE engine doesn't like naval units...
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11 Nov 2009, 2:09
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#40
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Group: Members Posts: 211 Joined: 16 August 2009 Member No.: 356 l33t |
Project Evans begs to differ
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13 Nov 2009, 18:28
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#41
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
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
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13 Nov 2009, 21:54
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#42
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Group: Members Posts: 565 Joined: 14 June 2009 From: Sri Lanka Member No.: 155 |
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.
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14 Nov 2009, 3:06
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#43
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
Well, at least the shipyard does not deploy on land....
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14 Nov 2009, 3:12
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#44
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Well it'd be easier just to make it a capturable tech building
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14 Nov 2009, 20:17
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#45
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
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.
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14 Nov 2009, 21:20
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#46
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Group: Members Posts: 211 Joined: 16 August 2009 Member No.: 356 l33t |
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:
CODE Appearance = HOVER to cross that, while the egg thing that deploys cannot since it has FOUR_WHEELS probably |
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15 Nov 2009, 19:36
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#47
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Group: Members Posts: 227 Joined: 7 June 2009 Member No.: 65 Projects: SWR Productions |
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.
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16 Nov 2009, 8:22
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#48
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Enlima Studios Group: Project Leader Posts: 757 Joined: 11 October 2009 From: Jakarta, Indonesia Member No.: 482 |
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. -------------------- |
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19 Nov 2009, 18:41
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#49
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
well when EA releases the ablity to code the ZH engine things will be alot better D:
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19 Nov 2009, 22:07
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#50
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Group: Members Posts: 211 Joined: 16 August 2009 Member No.: 356 l33t |
which to be honest, might not happen for 6-7 more years :-/
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