A empty mod base. - Page 3

A empty mod base.

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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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: A empty mod base.

Post by Otherside »

thats very impressive i know theres no need to uneccesarly up poly's but you could if you wanted :P
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: A empty mod base.

Post by Tribulexrenamed »

I want to fps that plane.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: A empty mod base.

Post by Quanto042 »

This looks excellent! To hear that you've already gotten your models and textures done is awe inspiring to be honest. I hope this goes far with time!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: A empty mod base.

Post by Snipawolf »

MAEK ONTOS!

Or not, if you don't want late 60's units.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: A empty mod base.

Post by yuritch »

Well, that would be more like late 50s - late 60s vehicle, as they were put out of service in 1969. Still, it definitely looks interesting...
Image
That's not an AA vehicle, it's a tank destroyer. 6x106mm recoilless guns. They could only be reloaded from the outside though, so rate of fire wasn't very high.
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MechaStalin
Posts: 18
Joined: 14 May 2008, 09:25

Re: A empty mod base.

Post by MechaStalin »

Sorry about no new updates, I've been busy partying and still am this weekend. :P I'll try to get some work done soon and post a whole new thread with info.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: A empty mod base.

Post by KDR_11k »

almost...
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: A empty mod base.

Post by Guessmyname »

Or

Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: A empty mod base.

Post by smoth »

KDR_11k wrote:almost...
Image

:P
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: A empty mod base.

Post by Snipawolf »

They don't have real life videos though, and in color.

M50A1 Ontos at Hue
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MechaStalin
Posts: 18
Joined: 14 May 2008, 09:25

Re: A empty mod base.

Post by MechaStalin »

Sorry I was away for so long, lots of random crap happening in my life all of a sudden. I'd like to get back to work when I have the energy soon.

Anyways, what do you guys think of Tech level 1 being 60s/70s units Tech level 2 being 80s/90s and Tech level 3 being modern day stuff? There would probably be less units as you moved up the list though so you wouldnt always be always in any one tech level.

Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: A empty mod base.

Post by FLOZi »

WD took that route somewhat... imho it leads to unit bloat. S44 spans a war lasting 6 years and focuses on just 2 of them.

If you really want to span a large period of time, an idea i had was to break up units into half-decade sections and load the ones relevant to the year picked by the player as a modoption.

Would mean a huge amount of work though. Probably best to focus on one period of time at first. Perhaps you could cooperate with TabloMaxos on his modern warfare mod.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: A empty mod base.

Post by KDR_11k »

MechaStalin wrote:Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
If your bullets are fast and your units small the bullet can move through the unit between two collision checks.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: A empty mod base.

Post by Forboding Angel »

MechaStalin wrote:Sorry I was away for so long, lots of random crap happening in my life all of a sudden. I'd like to get back to work when I have the energy soon.

Anyways, what do you guys think of Tech level 1 being 60s/70s units Tech level 2 being 80s/90s and Tech level 3 being modern day stuff? There would probably be less units as you moved up the list though so you wouldnt always be always in any one tech level.

Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
Avoidfriendly=0;
collidefriendly=0;

or if you are using luadefs it's prolly true, or false, .
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MechaStalin
Posts: 18
Joined: 14 May 2008, 09:25

Re: A empty mod base.

Post by MechaStalin »

Hmm my units aren't that small I don't think and my weapons are configed properly, I'm not sure. I used the auto settings for radius and my unit height is set to 10
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