Search found 289 matches
- 10 Jun 2005, 14:05
- Forum: General Discussion
- Topic: An idea for corpses
- Replies: 41
- Views: 5053
- 10 Jun 2005, 14:03
- Forum: General Discussion
- Topic: animalia
- Replies: 36
- Views: 6691
Well these things add to the realism. For example TA fights over planets in a galaxy, well how likely is it that the planets themselves are uninhabited and don't support wildlife. So yes it would in effect be really GREAT if we'd have wildlife, birds and maybe eventuall a map that supports an animat...
- 10 Jun 2005, 14:00
- Forum: General Discussion
- Topic: For the next release
- Replies: 29
- Views: 3973
- 09 Jun 2005, 16:27
- Forum: Game Development
- Topic: Strafing Hovercraft
- Replies: 12
- Views: 2982
- 09 Jun 2005, 10:50
- Forum: Engine
- Topic: Regarding the CSunParser object
- Replies: 8
- Views: 1616
- 09 Jun 2005, 10:39
- Forum: Game Development
- Topic: Adrenaline Rush Key (idea) ()
- Replies: 44
- Views: 10038
I'm no great fan of the idea, even I think I'd prefer to annoy other players by using it while there is nothing to do and say: nana, y'all have to wait a bit, and when it is just over i'll do it again. What you're saying about time perception is true. For instance lowering the body temperature affec...
- 09 Jun 2005, 10:32
- Forum: Art & Modelling
- Topic: Ok.. time to redo the OTA textures.
- Replies: 46
- Views: 13765
the reason PNG beats JPG here is that the image is very small. It is therefore not reasonable to use jpg because if you start to compress something really small you lose too much. However I'd like to see you pull of the same quality / size thing with a 2 MP image. JPG versus PNG. We both know that J...
- 09 Jun 2005, 10:26
- Forum: Game Development
- Topic: Strafing Hovercraft
- Replies: 12
- Views: 2982
Redfish, so not true, all the tank has to do is turn it's chassis, tanks can turn around 360° while keeping their turret in one spot, strafing is completely possible and even make it look fine. well, can't attach a picture, imageshack is offline. [edit] attached a picture to demonstrate how tank...
- 09 Jun 2005, 10:21
- Forum: Engine
- Topic: Add + remove from group commands
- Replies: 1
- Views: 727
Add + remove from group commands
Maybe i'm a total newb by asking this question as it may already be there, but maybe we could add a function that adds units to a particular group. For instance you have a group of 2 flash. You want to add another 3 flashes. Maybe it would be easier if you could just select the 3 flashes and press C...
- 09 Jun 2005, 10:16
- Forum: General Discussion
- Topic: transport dropping
- Replies: 41
- Views: 3813
properly used, lvl1 tranports are very quick to move troops. build 10+ (20 suggestedfor large battles, its cheap to do so.), select them all, click repeat, load point, unload point. Done. IF YOU COULD ONLY USE MORE THAN ONE POINT BETWEEN LOAD AND UNLOAD!! right now, the path between load and unload...
- 09 Jun 2005, 10:14
- Forum: General Discussion
- Topic: Useful anti-micro feature for the Atlas
- Replies: 8
- Views: 1029
I think it's a good idea. Maybe we can not only use area load but also area unload, which might be shown as a marker on the map. So you can assign transports to either move from area 1 to area 2 or from area 2 to area 1. Any unit that moves into the area will be moved. Nevertheless my experience is ...
- 08 Jun 2005, 15:47
- Forum: Map Creation
- Topic: GUI Map Converter Ready for public poundage! [v.RC2]
- Replies: 76
- Views: 10231
Yeah the gimp can handle bigger images but don't expect to do anything except swap if you don't have 4 GB of ram. Also doing these map sizes is not efficient in editing programs. However the use of command lines cannot be used here. So maybe we need a tiling editor that can edit parts of a huge map ...
- 08 Jun 2005, 15:38
- Forum: Game Development
- Topic: Strafing Hovercraft
- Replies: 12
- Views: 2982
- 08 Jun 2005, 15:37
- Forum: Help & Bugs
- Topic: Problem with Units Stuck in Factories
- Replies: 4
- Views: 930
- 08 Jun 2005, 14:21
- Forum: General Discussion
- Topic: "Wait - Go" orders
- Replies: 13
- Views: 1959
I always thought the guard + a queue was very limited, because guard really makes a unit ignore the rest of the queue until the object guarded is destroyed. So in making queues it's not a real option because most of the times what you guard does not get destroyed or self-d and there is no real queue...
- 07 Jun 2005, 09:45
- Forum: Game Development
- Topic: The one reason why XTA isn't fun
- Replies: 36
- Views: 9555
Krogoth is very powerful but also very expensive in metal. XTA wasn't designed for spring, and it shows. So it's kinda pointless to keep discussing this. Another thing is that statistics don't tell the entire story. If they did, we might as well email someone our build strat and order and put those ...
- 07 Jun 2005, 09:40
- Forum: Game Development
- Topic: Adrenaline Rush Key (idea) ()
- Replies: 44
- Views: 10038
- 04 Jun 2005, 23:45
- Forum: General Discussion
- Topic: Weapon firing in first-person mode
- Replies: 14
- Views: 2264
Like the commander, A should fire laser, D dgun. However, I'm not sure what they mean with weapon 3. Maybe reclaim, which should be activated with E then. However a lot of units have multiple weapons like a pel and skeet or crussie. Crusader should be able to switch it's weapon because you CAN shoul...
- 04 Jun 2005, 09:01
- Forum: Engine
- Topic: New (modified, actually) in game GUI
- Replies: 16
- Views: 3021
Blah blah modifiable. I'd just like to add that the original interface was kinda okay. Making an interface in C has always been kinda artificial imo. However we could do with some nice graphics. All gnome did at the moment was edit the colors and the placement, which looks good, but didn't change an...