TA:WD - Page 38

TA:WD

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yeah, its scriptable, I forgot where it was, damnit...
Somewhere on the forums someone showed me the script....
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Essentially i'd have to have a script that is read once when the unit is created, and it activates only one of the weapons, if you go in FPS mode you'd get alot of "aiming" weapons though.

BTW I moved the regular snipers to the Barracks.
User avatar
Muse
Posts: 21
Joined: 01 May 2006, 00:53

Post by Muse »

Hey are the missing units fixed for Mospact, like they were missing the Offshore Platform and some LVL 1 armored vehicle?

are you also going to add the windmills to TECV? I see they are already ingame, just not buildable.

I also remember a long time ago I think that the offshore platform could be built by the airborne cons, but only the NATO commander can build them now, and that feels a bit unrealistic.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah you are right, I will certainly get that fixed.

I fixed the missing units, I will also include the firebases for NATO and make one for Mospact.

Also I will add decals to the buildings like C&C style muddy/rundown ground around them, but I will have to see when I get a chance to do that.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I have had little succes on getting a good looking decal to work, I experimented with the NATO barracks but the results were questionable.

What I plan to do is release a test release fairly soon and i'd like feedback on the new explosions implemented in it.

the nuclear powerplant self-destructs with a semi-mushroom cloud just as a preview of what a nuke could look like with the new explosions.

The release will be ready hopefully by August 16/17th.
User avatar
Muse
Posts: 21
Joined: 01 May 2006, 00:53

Post by Muse »

yay!
jolt8me
Posts: 17
Joined: 03 Feb 2006, 13:34

Post by jolt8me »

The release will be ready hopefully by August 16/17th of 2008.
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Muse
Posts: 21
Joined: 01 May 2006, 00:53

Post by Muse »

yay!
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

needs less tanks shooting down planes with their machineguns, really. Spring needs to be able to handle mods definining the aircraft flight height, and also perhaps the aircraft being able to specify it themselves...
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I didn't get it done yet but I should get it done pretty soon...

sorry :P
Kozuka
Posts: 7
Joined: 31 May 2005, 12:12

Post by Kozuka »

You still around Ground Zero, I don't want this topic to get lost in the depths of the messageboard.

I look forward to your next update. :)
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am going to wait till the next release of Spring to release the next version.

I am currently trying to improve WD and I am afraid that some changes for the test build will be incompatible with the old spring.

I am sorry to put off the release.

If you want I can release a beta, but I can not guarantee it will work.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

GrOuNd_ZeRo wrote:I am going to wait till the next release of Spring to release the next version.

I am currently trying to improve WD and I am afraid that some changes for the test build will be incompatible with the old spring.

I am sorry to put off the release.

If you want I can release a beta, but I can not guarantee it will work.
Thats alright GZ its better to get it working how you want it too man :-)
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

just a thought... if ever get around to doing a remodel for some units:

http://www.derelictstudios.net/cta/imag ... render.jpg

would make a good model for the anti tank HMMWV.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

it is a good model, however there are no nato antitank system that look like that, such as the TOW system which IIRC is the one used in WD
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

just makin a suggestion cause the current one does not make sense to me. all it seems to have on it is something akin to the IR sensor on an Abrams.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That doesn't look like anti-tank at all, multiple launchers are usually reserved for "stationary" weapons like rocket artillery or SAM.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

LOSAT has multiple rockets.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

only split the up in factions like US and Canada...
That'd be quite the epic battle. Canada vs. US. US moves first, fires nukes. Canada counterattacks with beaver swarm and leaky submarine.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Cadyr, I'm not one to post flames....but STFU.
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