TA:WD - Page 23

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

User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

http://www.fileuniverse.com/?p=showitem&ID=2304

It should work fine now, if not...back to the drawing board!
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

thx for teh quick fix GZ and ur mod ROCKS!!!
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

unfortunately it seems that there's another file missing ta:wd quit showing the message "missing file : 3x3a.3do" (i hope that was the file)
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

submarine wrote:unfortunately it seems that there's another file missing ta:wd quit showing the message "missing file : 3x3a.3do" (i hope that was the file)
Got this too in a EPIC battle. The A10s were making so much wonderful noise.
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

C:\Program Files\TASpring\mods\lol>grep -S "3x3a" *
.\features\corpses\ARMEMP_dead.tdf: object=3x3a;
.\features\corpses\Armvulc_dead.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\BRDM-2_dead.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\Corkrog_dead.tdf: object=3x3a;
.\features\corpses\Corsumo_dead.tdf: object=3x3a;
.\features\corpses\CORTRON_dead.tdf: object=3x3a;
.\features\corpses\HMMWV.tdf: object=3x3a;
.\features\corpses\IHCATPB_dead.tdf: object=3x3a;
.\features\corpses\IHCCONT_dead.tdf: object=3x3a;
.\features\corpses\IHCRADT_dead.tdf: object=3x3a;
.\features\corpses\IHCRAD_dead.tdf: object=3x3a;
.\features\corpses\JERNAS_dead.tdf: object=3x3a;
.\features\corpses\LOSAT.tdf: object=3x3a;
.\features\corpses\NATOATPB_dead.tdf: object=3x3a;
.\features\corpses\NATOCONT_dead.tdf: object=3x3a;
.\features\corpses\NATORADT_dead.tdf: object=3x3a;
.\features\corpses\NATORAD_dead.tdf: object=3x3a;
.\features\corpses\PAC-3_dead.tdf: object=3x3a;
.\features\corpses\ZU-23_dead.tdf: object=3x3a;

Disallow all those units. And it shoudl work.
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

I was able to get a working version of this latest version (springwd5b6) by adding in the 1x1A.3do etc. files that were again missing, adding the missing scripts directory (which I copied from the previous release), and finally re-archiving it in normal, non-solid format so it doesn't crash on loading.

GZ, it's truly a testament to the entertainment value of your mod that we go this extra step (or 3) to play it! Most mods, I would just say "feh" and move on. I'm wondering though, do you have all of WD's component files just sitting in your root TASpring directory? I'm puzzled as to how you get the mod to run at all without those files in there...

Quick comments on new release (content-wise):
You've fixed a lot of things, most noticeably the missing texture errors. Yay! (I did notice one still missing: "smokeflare00".) The couple new units are a good call (geothermals, Nato targeting facility). And btw, once I renamed Submarine's AAI .cfg file for WD to match the weird name I gave my re-packed version, AAI ran fine just like before.

I did notice a couple issues: the Humvee can't load units; transport vehicles don't "know" they have to move closer to units to load them (they park outside their load radius); some tanks shoot their main guns at aircraft; and I couldn't get the F-117 to land when it was damaged (it just kept circling around and wouldn't use the repair field). I could see how making it "idle" in the air instead of on the ground could be an advantage, but it might be nice to able to force it to land (with an "on/off" button?).

Good work, especially on the texture files. It's nice to not have the constant spam of error messages in the chat window.

When I get home from work I'll check the boards again... if GZ hasn't released another fix and there's a clamor for it I'll post my repacked version.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

That's just freaking weird...I think it's because I put this file in the root folder of Spring and play in in single player...which probably loads XTA anway.

i'll just include the heap files...I have no other choice...WHY CANT THE XTA TEAM STICK WITH ONE FUCKING NAME FOR THEIR MOD FILE!!!!
User avatar
FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

Is there an ETA on when there will be naval units?
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

FolCan wrote:Is there an ETA on when there will be naval units?
I don't even think that ground_zero is up to doing anything with his mod right now. :(
MRKim
Posts: 4
Joined: 17 Dec 2005, 12:33

Post by MRKim »

http://www.fileuniverse.com/?p=showitem&ID=2311

GZ already has uploaded including heap files version(NO CRASH). yay!
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Baloogan wrote:
FolCan wrote:Is there an ETA on when there will be naval units?
I don't even think that ground_zero is up to doing anything with his mod right now. :(
thats a shame , this mod was coming along very nicely
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

yeah, ta:wd is my favourite mod....
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

Anyone have any good replays?
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

After playing this mod a bit, I have to ask, why do helicopters beat fighters? It's utterly rediculous.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Heh, Helicopters are a bit over-powered in WD, they need to have a targetMoveError tag in thier weapons (guns mainly) so they wont kill aircraft that way.

And Maestro is doing an overhaul on the Ships.

I currently dont feel up to doing alot for WD, but perhaps later I will...
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

I was starting to actually get people interested in it... :(
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Maybe making the helis do less damage against air? Like wayyyyyy less damage?And then ramp up fighter damage vs helis. Does this mod use armortype yet?
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Decimator wrote:I was starting to actually get people interested in it... :(
What do you mean?
User avatar
Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

GrOuNd_ZeRo wrote:
Decimator wrote:I was starting to actually get people interested in it... :(
What do you mean?
He simply means hes been hosting servers with WD TA and generally promoting it to friends.

I think you should really consider putting out at least a final release that corrects the remaining issues (no metal converters?) and helicopter balances. Since you have no interest left, it could be at least your last complete package.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

I've been hosting 8-player WD games. People will play it if I host it. It's a completely different game from AA, which is what I normally play.
Post Reply

Return to “Game Development”