TA:WD - Page 22

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.

Moderator: Moderators

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

submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

could anybody upload a fixed version of ta:wd? im not sure but i think gz will agree with that

and please fix this "infantry fdrilling holes" issue!
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

That can be solved by giving infantry weapons a very small impulse factor. something like .001, or maybe smaller. Unfortunatly, if the weapon is meant to blow things around (like a grenade) then it will remove all 'push' from the weapon.

If this is just from gunfire though, making the impulse factor very small should be fine.
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

OK, here is the WD mod with the heap objects included:

http://www.fileuniverse.com/?p=showitem&ID=2298

I also hacked the factory-gunning vehicles so they used the 120mm sabot model instead... not really a fix and certainly less hilarious than seeing vehicle plants flying through the air.

Ground Zero et al., if it's not OK with you for me to post this, I will take it down forthwith.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Sorry to have been gone for a while...

Recently interest in TA:WD has been at an all time low :(

I am now a little more motivated to go out and release the new version, I only need a place to upload it, I am thinking of releasing the main game data files and sound seperately so the file size can stay 10mb.
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

How about here... http://www.yousendit.com/

they host files of upto 1GB for 7 days
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Why not use FileUniverse? Its there specifically for OTA/Spring/Kingdoms files.
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

I can host the mod using my university webspace. Its fast and such.

Send it to baloogan @ gmail . com and I'll host it.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

sorry gz for not telling you but ive been waiting impatiently for you to release a new version of ta:wd
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

I am really happy the new TAWD is coming. My favorite mod =) :-)
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

i dled the 5.0b6 version of TAWD but when the game starts i get a cob error and the game end immeadiately.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

:o yaaay WD soon!
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

j5mello wrote:i dled the 5.0b6 version of TAWD but when the game starts i get a cob error and the game end immeadiately.
sorry to double post but any chance of getting a link to it?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

User avatar
FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

I had a problem with it freezing on creating unit textures.. I fixed that by putting into a Sd7 file with no compression.. But get that cob error something about NATOcom


Is it just me or are there no scripts in the new WD file ?

update:

I took the old NATOCOM.cob from the old WD and put it in the new WD and then it complains about another Cob file

I suspect that the script Directory has been left out
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

FolCan wrote:I had a problem with it freezing on creating unit textures
I'm getting this too.
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

I got it working... by putting the old versions cob files with the new version

There are some problems... but hey its playable...

I just want to say that its Totallly Awesome the new stuffs
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

FolCan wrote:I got it working... by putting the old versions cob files with the new version

There are some problems... but hey its playable...

I just want to say that its Totallly Awesome the new stuffs
Explain in detail how you did that please.

Edit nevermind I fiured it out
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

Extract both versions using 7zip into separate directories then copy from the old version the scripts folder and paste it into the directory with the new version re 7zip the file with no compression and volia it works sort of
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

groundzero should probably think about repacking and re-releasing ta:wd since most of the players will only become frustrated and not look into this forum...
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

I'd really like to see TA:WD repacked and hosted, its about time I played this mod again but I dont want to go through the precarious steps described in prior posts just to get it to work, nor will that help spread the mod to others if its so confusingly put together.
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