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by Redfish
10 Jun 2005, 14:05
Forum: General Discussion
Topic: An idea for corpses
Replies: 41
Views: 5053

I think these suggestions would rock, but only when watching a demo, because while playing I doubt anyone will be that close to his units to see the details that are proposed here. Maybe we can also have burning wreckages, which seems pretty realistic to me.
by Redfish
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...
by Redfish
10 Jun 2005, 14:00
Forum: General Discussion
Topic: For the next release
Replies: 29
Views: 3973

If someone would include my Gow2 map in the package, let me know so that I can tweak the last small bugs that are currently present in the map, but don't degrade gameplay significantly.

I also vote vor a map package maybe that would more handy instead of an entire huge download.
by Redfish
09 Jun 2005, 16:27
Forum: Game Development
Topic: Strafing Hovercraft
Replies: 12
Views: 2982

Could someone come up with a situation in which it would be useful to have a strafe toggle function for units? I can't really.
by Redfish
09 Jun 2005, 10:50
Forum: Engine
Topic: Regarding the CSunParser object
Replies: 8
Views: 1616

I agree there aren't that many of options for maps so without tags and a bit of comment it still is quite easy to get the entire picture, especially when we have a map loader/editor.
by Redfish
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...
by Redfish
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...
by Redfish
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...
by Redfish
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...
by Redfish
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...
by Redfish
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 ...
by Redfish
08 Jun 2005, 15:53
Forum: Engine
Topic: Goal!
Replies: 29
Views: 4943

Brilliant work, except that I prefer a working crappy looking interface over a beautiful non working interface :D
by Redfish
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 ...
by Redfish
08 Jun 2005, 15:38
Forum: Game Development
Topic: Strafing Hovercraft
Replies: 12
Views: 2982

well yes it seems a bit stupid if these advanced robots can't strafe, but it completely removes the use of turn speed for units and is not very doable for tanks or tracked vehs.
by Redfish
08 Jun 2005, 15:37
Forum: Help & Bugs
Topic: Problem with Units Stuck in Factories
Replies: 4
Views: 930

I think it has to do with the new pathfinding algorhitm that is more strict to prevent units from moving over steep areas and prevent ships from getting stranded.
by Redfish
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...
by Redfish
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 ...
by Redfish
07 Jun 2005, 09:40
Forum: Game Development
Topic: Adrenaline Rush Key (idea) ()
Replies: 44
Views: 10038

It's a RTS: REAL TIME strategy game. So bad luck with the slowdown :P
by Redfish
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...
by Redfish
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...

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