TA:WD - Page 28

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 »

Shadows work fine for me under every condition, come to think of it, even in full screen!!
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Shadows work fine for me in full screen as well. However, it's definately something that can kill some video cards.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I had to update my Catalyst drivers. Fixed the problem. yeehaw, shadows again!
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I think i'll release a beta, maybe someone can figure out what's up, but Zaphod already said that it had to do with the unit parser, but what unit is not being parsed right?!
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Good news!

I got WD up and running now and it seems like it's all working fine.

some maps don't work like Painted Desert, but this seems inherent to the new Spring engine, unfortunate but unavoidable.

Right now i'm going to make some new frontends for it and i'll release the latest build!

I'll paste it later.
jolt8me
Posts: 17
Joined: 03 Feb 2006, 13:34

Post by jolt8me »

I'm not updating to the new spring till wd is compatable with it. I wont do it.
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

I got some cactus features done for the desert maps.. 8)

just gimmie a small credit and I'm happy :wink:
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

If you feel like making some good urban buildings... ;)

WD works with 0.7B2 now.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Smoth made some basic buildings. check in the Art & Modeling forum. its a thread about scale.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I saw that already, they look nice!

I have an idea to make guard towers more effective.

How about i give them automatic grenade launchers?

Mk.19 mod.3

AGS-30

These would be extremely effective infantry deterents (if you don't believe me just use Grenadiers against large groups of infantry).
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Well... there is very little cooler then an automatic grenade launcher... so I say add it... even though I don't play your mod very much...
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

SinbadEV, i'm hurt :P j/k

on a sad note, my progress for the new version is stalled due to my SDZ erasing it self for no clear reason (besides poor programming).
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

GrOuNd_ZeRo wrote:SinbadEV, i'm hurt :P j/k

on a sad note, my progress for the new version is stalled due to my SDZ erasing it self for no clear reason (besides poor programming).
:shock: thats harsh. but yes i'd agree on the nade launchers but would you put them in at their full combat range because that would make them pretty powerful.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

-me tries to escape from the grasp of BF2-

Alrighty, I am gonna work hard on WD this week and hopefully get another version out, I am shelving the damn infantry though (the new s3o infantry) until I get that UV-mapping figured out.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

GrOuNd_ZeRo wrote:-me tries to escape from the grasp of BF2-

Alrighty, I am gonna work hard on WD this week and hopefully get another version out, I am shelving the damn infantry though (the new s3o infantry) until I get that UV-mapping figured out.
:lol: :( BF2 hardly works on my computer its evil i need to upgrade badly!
User avatar
Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Error when loading

Post by Peekaboom »

Hello all,

I get the following error when trying to run TAWD 2005 (V5.0b62):

"parse error in download/ihctow.tdf at line 10 column 5 near"

Any ideas what'g goin on with that? I do have the most current version of WD running right? Please help!
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I never had that one before, but i'll look into it.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I think the new WD is ready for release again.

No new infantry yet but hopefully in the next version.

I will see if there is a way to test it with members of the lobby before I release so all bugs are squashed.
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

Hey GZ, would you be interested in a collaboration on the infantry thing? I'm looking at adding infantry to my mod (Gear Commande, see the thread) right now, and I'm sure i could give you a hand on the tricky UV mapping and .s3o segment, and I'd sure like some help on the script part, or atleast your infantry scripts would provide me with a running start?
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Just keep in mind the walk script is directly stolen from the zipper script, the rest are mine :P

I'd be glad to cooperate on this with someone, all I need is a decent UV-mapped model for infantry that look decent from the range they are viewed.
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