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SWR Productions Forum _ WarGames Zero Hour _ Are you gonna finish this mod?

Posted by: EddJimyDD 5 Oct 2009, 0:27

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?

Posted by: Zhao 5 Oct 2009, 0:34

there busy working on other mods.

Posted by: EddJimyDD 5 Oct 2009, 2:19

QUOTE (Zhao @ 4 Oct 2009, 16:34) *
there busy working on other mods.


I know, but I mean after shockwave´s 0.96 release.

Posted by: Pickysaurus 5 Oct 2009, 2:56

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.

Posted by: NergiZed 5 Oct 2009, 6:00

QUOTE (EddJimyDD @ 4 Oct 2009, 18:19) *
I know, but I mean after shockwave´s 0.96 release.

After 0.96's release and the next RotR release, we still have to work toward SW 1.0 and RotR 2.0.

There's no better reason than the fact that RotR and SW are simply much better mods on a much greater scale and deserve the attention and the effort to get them finished as fast as possible.

Even after we release RotR 2.0 and SW 1.0, I really don't think we'll come back and revisit this old mod.

But that's just my opinion, all decisions ultimately reside with the_Hunter.

Posted by: EddJimyDD 5 Oct 2009, 6:48

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

Posted by: Shock 5 Oct 2009, 10:57

QUOTE (NergiZed @ 5 Oct 2009, 4:00) *
After 0.96's release and the next RotR release, we still have to work toward SW 1.0 and RotR 2.0.

There's no better reason than the fact that RotR and SW are simply much better mods on a much greater scale and deserve the attention and the effort to get them finished as fast as possible.

Even after we release RotR 2.0 and SW 1.0, I really don't think we'll come back and revisit this old mod.

But that's just my opinion, all decisions ultimately reside with the_Hunter.

That's pretty presumptuous. Mind you

A: The wargames Zero Hour that you see now was also made during Shockwave development, and it did not slow it to such a point that the community noticed the team might have something else to do.

B: I think the chance to finish this mod is not less than the chance that Shockwave reaches 1.0.

Posted by: Zhao 10 Oct 2009, 4:16

They mostly likey won't imo but that IS just my opionion

Posted by: The_Hunter 12 Oct 2009, 21:22

Just to put an official statement out there we will defently at least make one more release for this before moving on.

Posted by: EddJimyDD 13 Oct 2009, 5:20

That´s enough for me. Please lock this topic.

Posted by: Stinger 13 Oct 2009, 12:57

We do not lock topics unless it is really necessary to do so.

Posted by: Raven 14 Oct 2009, 14:47

QUOTE (The_Hunter @ 12 Oct 2009, 18:22) *
Just to put an official statement out there we will defently at least make one more release for this before moving on.


Thats great news smile.gif. Are you guys working on this on the background now or planning to do so in the future when another ROTR or SWR release is done.

Posted by: Wi-Ta 14 Oct 2009, 14:56

QUOTE (Raven @ 14 Oct 2009, 12:47) *
Thats great news smile.gif. Are you guys working on this on the background now or planning to do so in the future when another ROTR or SWR release is done.


I think i can say safely (as far as i can see) the focus is in the moment on SW and ROTR.
But from time to time there can be done some work in the background.

Posted by: Pickysaurus 14 Oct 2009, 15:22

I can guess that the other faction will be part of the next release for this mod.

NOD or w/e it's called I8.gif

Posted by: Comr4de 14 Oct 2009, 18:38

QUOTE (Pickysaurus @ 14 Oct 2009, 6:22) *
I can guess that the other faction will be part of the next release for this mod.

NOD or w/e it's called I8.gif

MYSEARCHTERM




Think Skynet. It's pretty much the same.

Posted by: Pickysaurus 14 Oct 2009, 19:59

Heh, trust me to pick the wrong one out of the two tongue.gif

Posted by: KamuiK 14 Oct 2009, 21:13

NORAD vs WOPR. Btw, was the cloning thing your idea?

Posted by: The_Hunter 14 Oct 2009, 21:31

the cloning thing was in the original game wink.gif

Posted by: Comr4de 14 Oct 2009, 21:34

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

Posted by: E.V.E. 14 Oct 2009, 21:36

Wait, I thought this Mod was based on the PC Version, not Playstation?

o_O

- E.V.E.

Posted by: Comr4de 14 Oct 2009, 21:38

I believe it's the same if memory serves right dope.gif

Posted by: KamuiK 14 Oct 2009, 21:44

Interesting enough XD.gif I knew it is a kinda old game, but I did not know it was for Playsi.

Posted by: The_Hunter 14 Oct 2009, 21:49

QUOTE (Comr4de @ 14 Oct 2009, 19:38) *
I believe it's the same if memory serves right dope.gif


Thats a negative the playstation game was different from the pc.

Posted by: EddJimyDD 15 Oct 2009, 5:24

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.

Posted by: Жao 16 Oct 2009, 6:25

Nothing wrong with that at all.

Posted by: Stinger 18 Oct 2009, 2:00

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.

Posted by: Rade 18 Oct 2009, 16:57

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.

Posted by: EddJimyDD 18 Oct 2009, 20:14

That´s very good. cool_worm.gif

Posted by: Zhao 3 Nov 2009, 18:07

Be nice for the mod to have one more release , me and edd played this mod a few times its so simple its fun smile.gif

Posted by: Pickysaurus 3 Nov 2009, 18:47

Personally i got bored because it was too unfinished

Posted by: Zhao 7 Nov 2009, 13:40

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

Posted by: GenEddDoubleDD 7 Nov 2009, 17:07

heh, yeah.

Only useful tanks are the Gladiator in large numbers, mobile SAMs and the stealth laser
This game is simply really fun.

Posted by: Zhao 7 Nov 2009, 22:25

i must agree

Posted by: Generalcamo 8 Nov 2009, 2:13

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.

Posted by: Generalcamo 8 Nov 2009, 22:57

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.

Posted by: Pickysaurus 9 Nov 2009, 0:46

ohmy.gif Double post

And I didn't know there was a navy planned for this mod ohmy.gif

Posted by: IonCharge 9 Nov 2009, 1:06

QUOTE (Pickysaurus @ 8 Nov 2009, 20:46) *
ohmy.gif Double post

And I didn't know there was a navy planned for this mod ohmy.gif

neither did i...

Posted by: Generalcamo 9 Nov 2009, 5:44

QUOTE (Pickysaurus @ 8 Nov 2009, 15:46) *
ohmy.gif Double post

And I didn't know there was a navy planned for this mod ohmy.gif

Well, in the original game, yes, there was. This mod is all about making zh the ORIGANAL game. Hope that it is there

Posted by: Pickysaurus 10 Nov 2009, 0:03

I've never played the original WarGames - but the SAGE engine doesn't like naval units...

Posted by: huhnu 11 Nov 2009, 2:09

http://www.moddb.com/mods/project-evans-the-global-domination begs to differ wink.gif

Posted by: Zhao 13 Nov 2009, 18:28

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

Posted by: Raven 13 Nov 2009, 21:54

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.

Posted by: Generalcamo 14 Nov 2009, 3:06

Well, at least the shipyard does not http://www.moddb.com/mods/project-evans-the-global-domination/videos....

Posted by: Pickysaurus 14 Nov 2009, 3:12

Well it'd be easier just to make it a capturable tech building

Posted by: JJ 14 Nov 2009, 20:17

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.

Posted by: huhnu 14 Nov 2009, 21:20

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

Posted by: JJ 15 Nov 2009, 19:36

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.

Posted by: n5p29 16 Nov 2009, 8:22

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.

Posted by: Zhao 19 Nov 2009, 18:41

well when EA releases the ablity to code the ZH engine things will be alot better D:

Posted by: huhnu 19 Nov 2009, 22:07

which to be honest, might not happen for 6-7 more years :-/

Posted by: Murray 19 Nov 2009, 22:10

Or not at all, knowing EA's track record.
They're no id.

Posted by: huhnu 19 Nov 2009, 22:16

good point, but maybe since EALA is gonna be replaced, it MAY happen :/

Posted by: Jimyasd 20 Nov 2009, 2:31

QUOTE (huhnu @ 19 Nov 2009, 13:16) *
good point, but maybe since EALA is gonna be replaced, it MAY happen :/


You´re right, it "MAY" happen. cool_worm.gif

Posted by: Zhao 20 Nov 2009, 6:38

and i will quite happy if it does

Posted by: JRK 20 Nov 2009, 22:36

I think until SAGE is completely dumped, EA would rather keep the source code to itself.

Posted by: Zhao 22 Nov 2009, 11:09

Well shame on EA

OVERUSED Line warning.

Posted by: Generalcamo 27 Nov 2009, 11:28

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.

Posted by: Zhao 28 Nov 2009, 19:50

So ? why dont they release the old one there (Never) probably ever gonna use again.

Posted by: Generalcamo 29 Nov 2009, 0:51

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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