Battletech - Page 20

Battletech

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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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Dunno about that, the closest i've seen is this.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

I took the liberty of making a profile for the mod atModDB, so yeah, enjoy! :lol:
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

your mod sucks
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Anyway, bob is withdrawing from the team. He mostly finished one last version of the next Mechwars beta. I'll finish that up and release it in a couple of weeks, when finals are over :| .
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Wow! why didnt i check this mod more often? This work is stunning, i never thought i'd see something look so good in spring.


You are a god.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Whats up with bob??
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Any progress?

Its a shame that the animation system is so shit in spring, these models visually appear so much better then what they will look like when walking.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Actually...animation is no longer really that hard at all. Upspring has a bos exporter, so its very simple. JC is the man :D
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Having semester finals so no updates from the graphics side. Will resume work after Dec 16th.

I dunno what the rest are doing though....

I could release a fixed version of the mini test mod that bob whipped up for me to test the Timber Wolf ingame *later* after my exams, but I dunno whether AoD is ok with that or not.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Sounds like a good idea to me. We can pack it in with the next update on Mechwars.

But the approaching doom of finals is upon me as well, until December 7th. So expect updates after that.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Image
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

:-)
Last edited by bobthedinosaur on 31 Jan 2007, 03:13, edited 1 time in total.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

i need an idea to limit the spamming of heavier infantry, infantry is great to have lots of but its almost overwelming at times and unbalanced at times since you can just spit soo many out.

i was thinking having the barracks have some kind of timer that only run whil building and since all the infantry will have the same build time it shuts of after so much time to turn back on again. the reason i dont want to use a set unit limit is because each map and limiting the unit type would destroy game play in certain game types.

ideas any one?
Last edited by bobthedinosaur on 18 Jan 2007, 05:03, edited 1 time in total.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

using the unit limit?
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

please read.. ugg
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

whoops sry :P
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Bob,

Since it normally takes forever to train a guy to be ready to fulfill his office in the military, why not make them take forever to build, or as you mentioned, a sleep time after every group of 5 units built or so.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

well infantry thing is fixed by timing it so only 4 units (fire team) can be built and then itllenter a paused phase and after sometime allow 4 more to be built.

other news: i have a question for experienced modders, is it possible to have a mobile unit have an activation (on/ off) set a defensive posture, such as animation, 'set amoured = 1', and maybe prevent movement? if not the movement part thats fine aslong as moving the unit will turn off the defensive posture.
im trying to make infantry units take kneeling and prone positions via command since taking fire isnt working great with the motion controls ive tried.

thanks
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

The LRM infantry need to go. Seriously. They don't exist in the universe and pose a balance issue.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

bobthedinosaur wrote:well infantry thing is fixed by timing it so only 4 units (fire team) can be built and then itllenter a paused phase and after sometime allow 4 more to be built.

other news: i have a question for experienced modders, is it possible to have a mobile unit have an activation (on/ off) set a defensive posture, such as animation, 'set amoured = 1', and maybe prevent movement? if not the movement part thats fine aslong as moving the unit will turn off the defensive posture.
im trying to make infantry units take kneeling and prone positions via command since taking fire isnt working great with the motion controls ive tried.

thanks
yes thats all possible. You can set speed, change the activation to on off and armoured to 1/0. (didnt tried the speed thing but i read about it in one of the newer spring versions)
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