Gundam 1.2 f1
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Re: Gundam 1.2 f1
The two wall facings (leftovers from TA?) are really unnecessary.
I disagree with Zwzsg on the point of teching up, i much prefer upgrading an existing fac over the TA style.
Also, one [CoW]Manolo said he had trouble with the research tab. Said it opened and immediately closed again but it worked later in the game.
I disagree with Zwzsg on the point of teching up, i much prefer upgrading an existing fac over the TA style.
Also, one [CoW]Manolo said he had trouble with the research tab. Said it opened and immediately closed again but it worked later in the game.
Re: Gundam 1.2 f1
They are necessary because building rotation doesn't rotate the footprints.Andromeda wrote:The two wall facings (leftovers from TA?) are really unnecessary.
yeah, I accidentally turn off all gundam widgets and that was all me but I don't want to rerelease until some other issues are also fixed.Andromeda wrote:Also, one [CoW]Manolo said he had trouble with the research tab. Said it opened and immediately closed again but it worked later in the game.
Thank you for the feedback though. Keep it coming.
Re: Gundam 1.2 f1
of the looks of the video it defenatly frontpage news. Since i have a nettop someone plz make me some juicy screens.
Re: Gundam 1.2 f1
Yeah I am sure if I do some lua bullshit argh. Kdr offered to do something to fix the issue later, but as it stands using standard '[' ']' no it is broken. By posting that it isn't you undermine me and confuse people.
Re: Gundam 1.2 f1
None is necessary, or I would have said so. Nor was that meant to undermine you.Yeah I am sure if I do some lua bullshit argh.
Here's the stuff from the fence corner sections in World Builder, for example:
Code: Select all
FootprintX=4;
FootprintZ=4;
YardMap=oooo oyyy oyyy oyyy;
Code: Select all
FootprintX=8;
FootprintZ=1;
YardMap=oooooooo;
Re: Gundam 1.2 f1
Did it occur to you that the walls in gundam aren't living units?
Re: Gundam 1.2 f1
Well, that's easily solveable also, but it requires Lua and a "living unit" that's treated like a Feature. Not a biggie.
Re: Gundam 1.2 f1
smoth wrote:Yeah I am sure if I do some lua bullshit argh. Kdr offered to do something to fix the issue later, but as it stands using standard '[' ']' no it is broken. By posting that it isn't you undermine me and confuse people.
Re: Gundam 1.2 f1
<shrugs> it never occurred to me that a new game would still be using Features, tbh.
Re: Gundam 1.2 f1
Having reduced unit counts is a good reason, especially for tiny little modular wall pieces, as is a reduction in lua callins. If culling is still screwed up that should be fixed on its own. There is no reason to make them units.
Also, that line will be fun to quote out of context.
Also, that line will be fun to quote out of context.
Re: Gundam 1.2 f1
well, I am.
if they are living units they are auto-targeted
if they are gaia they are not team colored.
Please, just let it go, it is already filling up a page of the thread. I am in a FOUL mood and nothing good will come of it.
if they are living units they are auto-targeted
if they are gaia they are not team colored.
Please, just let it go, it is already filling up a page of the thread. I am in a FOUL mood and nothing good will come of it.
Re: Gundam 1.2 f1
Make them Neutral. Neutral stuff is not auto-targetted even if AvoidNeutral is false.if they are living units they are auto-targeted
Then do the teamcolor with a drawUnit operation. Or don't make them Gaia.if they are gaia they are not team colored.
And there are other solutions. But they're annoying enough that I removed them from World Builder.
At any rate, I will not post further on this. Meh, I didn't come here to fight about something, I figured that it might be helpful to get some advice, since I've had to deal with all of this crap already.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Gundam 1.2 f1
He also wants them teamcoloured Argh.
Re: Gundam 1.2 f1
so yeah, much awesomeness we had a change get through without any of us catching in in the release. The change is that the gundam base widgets are turned off(MY BAD) and all you have to do if gundam is not working:
hit the f11 key
turn on the gundam widgets which are ones marked with a '*'
hit the f11 key
turn on the gundam widgets which are ones marked with a '*'
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Gundam 1.2 f1
zwzsg wrote:I have luaUI on. The Gundam widgets still started red. From the infolog they weren't even loaded. And I'm not the only one in this case.
Turning reflecivity on brings its own whole load of issues since .78.
Like what? You want transparent textures? Turn on reflectivity. I'm not 100% entirely sure this applies to ceg's as well, but that is my guess.
Re: Gundam 1.2 f1
Like that.Forboding Angel wrote:Like what?
And you guessed wrong, unlike units CEG have transparency even if reflectivity is off.
Anyway, these are none of Smoth's problem, all I wanted to post is to warn Smoth than on some computers, such as mine, planes flames look odd.
Re: Gundam 1.2 f1
yeah that sucks man, I am sorry because I think you would be pleased as punch to see how far gundam has come in the graphics area.
Re: Gundam 1.2 f1
Perhaps its time an engine side fix for the problem of 'minimum requirements' in graphics such as reflective needing to be turned on should be addressed with regards to settings. Another example being a game requiring Lua UI.
Re: Gundam 1.2 f1
i have that problem with the xta-anni-beam (only there)zwzsg wrote:Like that.Forboding Angel wrote:Like what?
And you guessed wrong, unlike units CEG have transparency even if reflectivity is off.
Anyway, these are none of Smoth's problem, all I wanted to post is to warn Smoth than on some computers, such as mine, planes flames look odd.