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Posted: 13 Nov 2006, 18:15
by Decimator
I also put up the Grampybone autoserver so anybody can play without having to host.

Posted: 13 Nov 2006, 22:40
by knorke
This probally known already, but still:
-units, even T2 can often walk through gaps in GD-walls that are not perfectly lined up..maybe make them wider?
-there are black lines at the edge of explosion-sprites or something:
Image
(above the blue tank)

Posted: 13 Nov 2006, 22:46
by Neddie
Did you rotate the walls? Because that does not work.

Posted: 13 Nov 2006, 23:32
by knorke
No, I only rotate the factories sometimes..

Posted: 13 Nov 2006, 23:48
by j5mello
not sure about the wall bug but it will get checked for sure. The black line thing has to do with explogen and i don't know if anyone has a solution to that yet? Tell me though, does it show up in other views?

Posted: 14 Nov 2006, 00:44
by knorke
Yes, its also visible from above.
But it does not happen with every kind of explosion I think.

Ok, I unterstand that one, also it still shouldnt be possible:
Image
They walked through without any visible difficulty...

But this is strange:
Also notice the footprints - right through the walls.
Image

Hm, looking at their long legs most URC would be able to climb over those walls anyway :shock:

Posted: 14 Nov 2006, 17:26
by j5mello
can u check that replay again this time select some units and hit F2 to check the passability of the area. were these your walls or someone else's?

yeah only certain graphics have that problem i believe argh mentioned in one of his dev threads somewhere.

Posted: 14 Nov 2006, 18:13
by rattle
Those "thin lines" also appear at the end of a laser beam, this is not EE specific though. It looks like the texture is being repeated there for one or two pixel... haven't had that problem with my LOS laser weapons with custom graphics.

Posted: 14 Nov 2006, 18:19
by MrNubyagi
discriminatingly banned by decimator

Posted: 14 Nov 2006, 19:56
by knorke
Those were my walls.
I never noticed this in any other mod and also never saw it happen with the URC barricades or the 0.163 walls.
Here is the replay, you might want to check the F2 thing for yourself I don't have time atm, sorry.
its around 20min and yea, its not very good :wink:

http://download.yousendit.com/CE51C4F86D2E81D5

A compatible AI

Posted: 18 Dec 2006, 21:38
by Axel
Helo, does anyone know about any compatible AI's , or a way to make AAI (delivered with spring) compatible with this mod??

Posted: 18 Dec 2006, 21:42
by AF
Ok I shall explain this again:

EE uses hubs

The only AI that can use hubs is NTai

AAI can never work with EE for the same reason it wont work with Nanoblobz. No amount of config renaming, buildtable fiddling or keywords will get AAI to work with EE.

Goto the AI forum, download NTai toolkit, and write us a buildtree or find someone else todo it, because untill somebody does do it there wont be an AI for EE.

Posted: 19 Dec 2006, 08:03
by yuritch
Sorry, AF, I think you are wrong. EE 0.163 has no hubs and so AAI works good with it (not perfect - it still cannot use superweapons, but everything else works).
This is 0.163 topic, not the 0.171 one :)

Re: Expand and Exterminate version 0.163 Released

Posted: 09 Oct 2009, 17:49
by 1v0ry_k1ng
does this exist anywhere on the internet right now?

(epic rez)

Re: Expand and Exterminate version 0.163 Released

Posted: 09 Oct 2009, 18:13
by Tribulex
I miss EE. Lets go play it...

Re: Expand and Exterminate version 0.163 Released

Posted: 09 Oct 2009, 18:14
by knorke
http://www.springfiles.com/show_file.php?id=2189
?
lol i remember the last thread that started like this.

Re: Expand and Exterminate version 0.163 Released

Posted: 09 Oct 2009, 18:21
by 1v0ry_k1ng
lol im such a noob, im even the one who uploaded it onto springfiles