@aGorm
This reminds me on kknd2 somehow.
Search found 57 matches
- 02 Aug 2009, 23:37
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1188842
- 22 Feb 2009, 02:13
- Forum: Off Topic Discussion
- Topic: Forum Game: Jail Break
- Replies: 108
- Views: 14999
Re: Forum Game: Jail Break
I lay the poo at the door, so it would catch fire. It smells.
- 19 Oct 2008, 22:35
- Forum: Feature Requests
- Topic: Fog of War
- Replies: 71
- Views: 6951
Re: Fog of War
That sucks. I don't need cool grahpics if I turn them into a colored mess.Brain Damage wrote:press L ingame
- 27 Aug 2008, 00:56
- Forum: Feature Requests
- Topic: Checkpoints
- Replies: 7
- Views: 1250
Checkpoints
Hi! I'm pretty sure I already read something about a request for checkpoints. Well, today I saw this: http://www.youtube.com/watch?v=vkEzRrTqieY&feature=related The look of the checkpoint showing up there after some seconds is quite impressive, and I would be happy to see something similar / ins...
- 24 Aug 2008, 22:38
- Forum: Art & Modelling
- Topic: A new Mod is born! Also help with 3ds max 2008
- Replies: 57
- Views: 8506
Re: A new Mod is born! Also help with 3ds max 2008
No, they were waiting for u to show up with another unpayd job. Didn#t u recieve their applications? :>ErIpMaV wrote:Why do you say that?Snipawolf wrote:You'll be hard pressed to find any.I will need Modellers and scripters for this project.
Did they all die or something?
- 22 Aug 2008, 13:40
- Forum: Lua Scripts
- Topic: Advanced Players List widget
- Replies: 175
- Views: 28735
Re: Advanced Players List widget (v02)
I think it would be nice to be able to hide certain parts. If I don't ever want to see the list of enemies, I should be able to klick a button in the title row of the enemy tab and then it hides. e.g. visible: Allies [hide] ---------------- - Ally 1 - Ally 2 Enemies [hide] ---------------- - E1 - E2...
- 14 Aug 2008, 22:37
- Forum: Off Topic Discussion
- Topic: WAMP
- Replies: 7
- Views: 1016
Re: WAMP
Is it possible to install WAMP in such a way I can plonk it on a usb drive and carry it around? Is it already like that and its a simple copy paste affair? Isn't there a manual for exactely that purpose? Anyways, a simple copy&paste should keep most of the functionality. You will habe to start ...
- 05 Jul 2008, 17:40
- Forum: General Discussion
- Topic: Remove "eyes" as default for LuaWidgets
- Replies: 22
- Views: 2930
Re: Remove "eyes" as default for LuaWidgets
I think it should stay. It's an efficient way to make all ppl using the lua configuration, to let them know where they can turn things on and off.
- 11 Jun 2008, 20:13
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1188842
Re: Random WIP
Uhm, may you tell me the name of that song / sound or whatever that is?LordLemmi wrote:http://www.youtube.com/watch?v=_YhcLQe-LFE <- trailer on youpoop @ smoth
- 01 May 2008, 15:45
- Forum: Feature Requests
- Topic: bloom effect.
- Replies: 74
- Views: 9735
Re: bloom effect.
:? looks likethe bloom effect "may" be good. but... can it be a widget to switch on/off? then it would be convenient and if one with a poor computer has bad performance and low fps, he could switch it off easily at any time. But usually, u don't play from this camera mode don't you? And i...
- 16 Apr 2008, 15:41
- Forum: Game Development
- Topic: Creating a standard for checkpoint-based maps
- Replies: 22
- Views: 2345
Re: Creating a standard for checkpoint-based maps
Means, that something like Z (http://en.wikipedia.org/wiki/Z_(computer_game)) will be possible?
- 17 Feb 2008, 00:28
- Forum: Map Creation
- Topic: Fog of war
- Replies: 19
- Views: 3096
Re: Fog of war
While we're at it, is it possible to remove purple color of existing LOS? No. As long as you are not able to do it on your own, you won't get a fog of war, or a usefull colored line of sight or somethong else nearly every rts game provides. I wonder why, since spring usually has all the cool things...
- 03 Feb 2008, 12:57
- Forum: Game Development
- Topic: Scenarios
- Replies: 9
- Views: 1213
Re: Scenarios
So Here's my rough draft of a script(Work in Progress): http://docs.google.com/Doc?id=df7qd3dg_9124xwgtg7 --- okay, I'll finish later. any suggestions so far? Bubble: Same goes for attacking, it looks like the enemy has sent a scout, right click on the enemy Flash Tank to attack it. [Script generat...
- 01 Feb 2008, 00:01
- Forum: Off Topic Discussion
- Topic: Site Critique
- Replies: 12
- Views: 1047
Re: Site Critique
Don't set a cookie at the first page. I hate that.
- 26 Jan 2008, 00:37
- Forum: Game Development
- Topic: Scenarios
- Replies: 9
- Views: 1213
Re: Scenarios
[quote="[Krogoth86]"]Imo as a very first step you should just explain the general TA gameplay. Such lessons can be applied to pretty much any TA based mod and give you a good basis... Later on there could be mod specific "extensions" which go into detail concerning balance, unit ...
- 25 Jan 2008, 16:33
- Forum: Help & Bugs
- Topic: KAIK013 + BA6.0 + capture unit = crash
- Replies: 0
- Views: 2622
KAIK013 + BA6.0 + capture unit = crash
Hi! I wonder if AIs hate me, but i really don't get any to work for a game. KAIK started properly, but as i captured an enemy builder from the AI, it ragequits (crashes). I'm using WInXP SP2 with my AMD 5200+ and some GB DDR2 RAM. Could that be fixed? That the AI don't crash when a unit gets capture...
- 24 Jan 2008, 19:10
- Forum: Help & Bugs
- Topic: crash ba6.0 AAI
- Replies: 1
- Views: 711
crash ba6.0 AAI
Hi! If i want to start a BA6.0 game vs. AAI, it crashes every time. Here i sthe log: Using script script.txt SDL: 1.2.10 GL: 2.0.1 GL: NVIDIA Corporation GL: GeForce 7600 GT/PCI/SSE2/3DNOW! GLEW: 1.4.0 Section game\mapoptions missing in file buffer Section game\modoptions missing in file buffer Usin...
- 22 Jan 2008, 01:08
- Forum: Engine
- Topic: TASClient (latest version available here)
- Replies: 442
- Views: 51152
Re: TASClient (latest version available here)
[quote="Peet"]'FINDIP <ip>' to get a list of users that have used that ip.
[/quote]
Are you sure you can give anway my data that easily? Not that we get trouble with some penetrant advocates...
[/quote]
Are you sure you can give anway my data that easily? Not that we get trouble with some penetrant advocates...
- 22 Jan 2008, 01:06
- Forum: Game Releases
- Topic: Balanced Annihilation V6.0
- Replies: 313
- Views: 37512
BA 6.0 shield question
Dear all!
Whats the matter with those shields in ba 6.0?
Sometimes they repulse a bullet, sometimes they dont.
When do they do so and when not?
Could we implement an indicator for it? Using antnukes, u have some antinuke-count and know if it will avoid a nuke or not.
regards, pktm
Whats the matter with those shields in ba 6.0?
Sometimes they repulse a bullet, sometimes they dont.
When do they do so and when not?
Could we implement an indicator for it? Using antnukes, u have some antinuke-count and know if it will avoid a nuke or not.
regards, pktm
- 20 Jan 2008, 20:58
- Forum: Map Creation
- Topic: Idea/Suggestion: Sea map with cliffs
- Replies: 33
- Views: 2782
Re: Idea/Suggestion: Sea map with cliffs
[quote="TheFatController"]It seems like in 95% of sea maps the land masses are just meters above sea level, with beaches going straight into grassland or whatever which makes it nice for all-round hovercraft attack and naval bombardment but it would be nice to see some sea maps with coasts...