Search found 2665 matches
- 25 Dec 2010, 05:19
- Forum: Zero-K
- Topic: Future Planetwars Windows only
- Replies: 42
- Views: 9457
Re: Future Planetwars Windows only
We would love to have a linux compatible PW/Lobby/etc. We do not have the developers for it. It is not about dropping support, it is about not having anyone to create that support in the first place. The game is open source and open development, if linux people want to contribute, we encourage it. P...
- 25 Dec 2010, 05:11
- Forum: Zero-K
- Topic: Internal Rename.
- Replies: 37
- Views: 7036
Re: Internal Rename.
When we transitioned to ZK, the janus because nsaclash, the mumbo hoverriot, the egg hoverassault, and all the factories became factory<name>. It didnt break all that much. People are right that if we want to do this, we should do it now. It isnt about 'idealogy', it is about finding units easily fo...
- 25 Dec 2010, 05:00
- Forum: Zero-K
- Topic: Return of the pro game?
- Replies: 30
- Views: 6206
Re: Return of the pro game?
To get a pro in ZK you need to play every day at least 2 hours against good players. And you need to know all units which are eh more than 30? , well to much to know. To get 'Pro' at Starcraft you have to play 8+ hours a day against insane koreans. How good you want to get at a game is entirely up ...
- 25 Dec 2010, 04:54
- Forum: Game Development
- Topic: Start scripting TA model replacements!
- Replies: 22
- Views: 4222
Re: Start scripting TA model replacements!
Important note for anyone making lua scripts: /cheat /luarules reload allows you to reload the script in game, for easy tweaking. Since Behe is working on his models again, we'll script them when he releases them. Crems game is huge, and needs dedicated scripters. It already has a lot of scripted u...
- 25 Dec 2010, 04:44
- Forum: Art & Modelling
- Topic: Core t2 bots - Finished!
- Replies: 88
- Views: 23238
Re: Core t2 bots
Fantastic, ETA to release?
- 20 Dec 2010, 13:54
- Forum: Zero-K
- Topic: Internal Rename.
- Replies: 37
- Views: 7036
Re: Internal Rename.
The problem is some names may change, especially if we dont want certain OTA names. Then again, sometimes roles change too, so... The problem i have with name is that nobody knows these, the name is pretty irrelevant to how the unit is used: I think you said this yourself licho. The reason FactoryRo...
- 20 Dec 2010, 08:14
- Forum: Zero-K
- Topic: Internal Rename.
- Replies: 37
- Views: 7036
Re: Internal Rename.
FactoryRole
HoverRiot
HoverAssault
etc
Seems the cleanest way to do it, its the format i have been following.
For statics, naming is less clear.
HoverRiot
HoverAssault
etc
Seems the cleanest way to do it, its the format i have been following.
For statics, naming is less clear.
- 20 Dec 2010, 08:13
- Forum: Zero-K
- Topic: Zero-K Campaign
- Replies: 5
- Views: 2175
Re: Zero-K Campaign
Generally, i have referred to humans in the story as 'Man', in a semi-biblical language. Sort of 'Thus Man created Machine, and then on the seventh day he rested. Man said unto machine 'go forth and multiply'. Etc. It fits very well. but that kind of semi-biblical rhetoric may be reserved for one sp...
- 12 Dec 2010, 22:11
- Forum: Zero-K
- Topic: Zero-K Campaign
- Replies: 5
- Views: 2175
Re: Zero-K Campaign
Feel free to dive in, on any front. CA is open development, and if you do the work you get to decide what it looks like, so dont worry too much about stepping on toes story/campaign structure wise. You're free to operate a more closed shop, but you cant expect the same level of coordination and assi...
- 12 Dec 2010, 21:44
- Forum: Zero-K
- Topic: campaigns!
- Replies: 16
- Views: 3869
Re: campaigns!
Oh feel free to get stuck in Kaiser! As i said in the other thread, until we have actually made a campaign there is no 'unofficial' or official anything, if you start working on a campaign, especially with custom maps, we'll work around you not the other way around. I've actually been thinking that ...
- 10 Dec 2010, 03:59
- Forum: Art & Modelling
- Topic: Core t2 bots - Finished!
- Replies: 88
- Views: 23238
Re: Core t2 bots
Looking forward to these, beherith! Glad to know you've taken them up again.
- 09 Dec 2010, 10:19
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 222339
Re: BA model replacements
The lineup looks great, very stylish, but height vs base size is a balance matter, and in some ways these dont reflect the units ingame: http://i131.photobucket.com/albums/p315/Saktoth/BAtowers.jpg?t=1291886339 For example, the llt is actually taller than the pulverizer, and the flak turret has the ...
- 08 Dec 2010, 17:31
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 222339
Re: BA model replacements
Thats Licho.A word from Spring CEO...XD
- 08 Dec 2010, 14:18
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 222339
Re: BA model replacements
[quote="Mr. Bob"]Also, how does the spring engine recognize reflection? Is it texture based or just checked off later?[/quote]Texture 1 is RGB Alpha, alpha being teamcolour. Reflections and glow are done with a second RBGA texture, red being glow, green being reflectivity. Alpha is transp...
- 08 Dec 2010, 13:18
- Forum: Game Releases
- Topic: Eternal Struggle 0.53
- Replies: 159
- Views: 86057
Re: Eternal Struggle 0.53
GPL or Artistic Liscence 2.0 for content is good. What sort of provisions and restrictions, if any, do you want to put in your licence?
- 08 Dec 2010, 12:06
- Forum: Balanced Annihilation
- Topic: May be worth considering donations
- Replies: 39
- Views: 9654
Re: May be worth considering donations
Big important note : You can get these models from the authors site, here, for a third of the price: http://www.3drt.com/3dm/3d_vehicles.htm Their liscence agreement: You are not permitted to: 1) Market, distribute, give, transfer, sell or sublicense the products in any format with the exception of...
Re: Gunships
I disagree Google. If you've ever played World of Warcraft you would know that all gunships are built by goblin and gnomish engineers for the horde and alliance respectively and are important for the icecrown citadel quest branch.
- 02 Dec 2010, 13:27
- Forum: Zero-K
- Topic: campaigns!
- Replies: 16
- Views: 3869
Re: campaigns!
The game and units will be introduced a few at a time, and you might start with a run-and-gun and then go into a game where you have mex, wind, llt and a factory with 3 units, etc, but like the starcraft 2 campaign, tutorial missions will be separate. We're not going to make the player sit through a...
- 02 Dec 2010, 12:42
- Forum: Zero-K
- Topic: Get rid of the OTA commanders
- Replies: 29
- Views: 5690
Re: Get rid of the OTA commanders
The textures are fine bob! The units look really good in game. There are a few things that could be done, like giving them stornger highlights/shadows, and a base metal texture, but these are easy to add onto the work you already have. We're even adding upgrades and custom abilities and stuff, so th...
- 01 Dec 2010, 09:10
- Forum: Map Releases
- Topic: New Asteroid Map: Apophis v2
- Replies: 275
- Views: 50800
Re: New Asteroid Map: Apophis v2
Thanks Beherith, i'd like to use this or another of your asteroid maps as the first map for the ZK campaign. No reason to introduce wind generators so early in the campaign anyway, the player can stick to solars.