TA:WD - Page 14

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.

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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

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

Post by GrOuNd_ZeRo »

I have an idea, what if I modify the pitch tollerance so it wont fire at aircraft at all? either that or modify the turnrate
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

GrOuNd_ZeRo wrote:I have an idea, what if I modify the pitch tollerance so it wont fire at aircraft at all? either that or modify the turnrate
Unfortunately I think we're going to have to go through all the weapons and add huge damage sections... As well as add some more classes of units and make liberal use of the badtarget tag... Can you have multiple of those? :P

BTW I've got an ATACMS MRLS mocked up here... Just a black textured Arm EMP missile... The weapon tdf should be good, but someone hopefully will make a model of an actual TACM missile...
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Is there any news on TA:WD? Does the modinfo file on fileuniverse actually fix the synch error problems? If it does, you should definitely upload a new TA:WD version with it included (Since so many have downloaded TA:WD and so few have downloaded the modinfo file).
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am currently preparing the latest build for release.

I included CrushStrength Tags, hopefully solved the sync errors (it was actually due to ZW's OTA files being used as dependancies) and added some other small issues.

I am also adding transport capbility to the HMMWV and perhaps some other vehicles, the HMMWV can now carry 3 infantry units, ofcourse they are much weaker than the armored M2 or M113 but they are quite a bit faster.

I am thinking of adding some minimal transport capability to some other vehicles, i'm also working on adding the UH-60 blackhawk transport helicopter, and maybe a Mi-17 (Mi-8MT) Hip for Mospact, either that or the sexy KA-60 Kasatka chopper which is more modern.

Perhaps I will add UH-1Z and Mi-8 to the vehicle factories.

Later I will add seperate factories for Level 1 aircraft (buildable by the Engineer), Level 2 factory which is mostly the stuff available from the current L1 factory and ofcourse the L3 factory for bombers and advanced aircraft.

A similar aproach will eventually be made on the ships, Level 1 will be Frogmen infantry, Simple boats and hovercraft, Level 2 will be Frigates, PT boats and such, level 3 will be carriers, Destroyers and such.

I tested the old ships for TA:WD 3.x and they worked fairly well, although they had some major scripting issues.
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

Been playing your mod today for the first time and i must say amazing. Cant wait for update and ships.

Jsut one question is it normal to be able to see the planes all the time? at least some of them. It kinda gives away teh position of the oposition which is a shame.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

GrOuNd_ZeRo wrote:I am currently preparing the latest build for release.

I am thinking of adding some minimal transport capability to some other vehicles, i'm also working on adding the UH-60 blackhawk transport helicopter, and maybe a Mi-17 (Mi-8MT) Hip for Mospact, either that or the sexy KA-60 Kasatka chopper which is more modern.
I tested the old ships for TA:WD 3.x and they worked fairly well, although they had some major scripting issues.
uhm...
I already made the Kasatka :oops:
Papasky
Posts: 22
Joined: 27 Aug 2005, 14:21

Post by Papasky »

That mod is amazing.

Talking about adding minimal transport capability to some units, I think the hind should have some, after all, it's an attack / transport helicopter.

Also, could you possibly add the B1-B to the existing bombers ?

I think I remember a cool TU-22 torpedo bomber for TA, was it from WD ? if it was, will we see it in spring once ships work ?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

B-1B, is planned, probably gonna be a CALCM bomber since we rather have the B-52 as a carpet bomber :)

you already made a Kasatka? cool!

the Mi-24 and Mi-28 could use some transport capability, that'll be fun...

I also experimented with Trajectoryheight tags and wobble tags, had some interesting results with MLRS and rocketpods on aircraft.

I also added the trajectoryheight to AT weapons and Artillery, inaccuracy is added with wobble for both MLR and Artillery, it still looks a bit funny on artillery since a smoke cloud is drawn following the projectile.

I'll upload some video's with the MLRS and Artillery in action, i'll still need some more debugging on the rocketpods since they are a bit odd.

On a side note, I also was able to fix the multiple fire sounds weapon shotguns and such were fired so it sounds like one shot is fired instead of alot...lol
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

http://www.fileuniverse.com/?p=showitem&ID=1492

Go here for a video showing off trajectoryheight weapons and trajectoryheight weapons with wobble.

Looks pretty good IMO.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

GrOuNd_ZeRo wrote:B-1B, is planned, probably gonna be a CALCM bomber since we rather have the B-52 as a carpet bomber :)

you already made a Kasatka? cool!

the Mi-24 and Mi-28 could use some transport capability, that'll be fun...
uhm... I already have B-1B and tu-160 too :oops:
it is since TA:WD which i havent release coz AlCM bomber sucks in TA :shock: -- even if the missile range 20000pixel they will still move very close to fire it... curious to see if same problem happened in spring too

oh... and Mi-28 dont have transport capability
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Cruise Missile aircraft work fine in spring, they can even fire in an arc to avoid the terrain.

I could've sworn the Mi-28 could carry 2 infantry somewhere in the back behind the canopy...either that or cargo...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Check out a new vid, the Apache firing it's improved Top Attack Hellfires and the Hydra rocket pod spreading out.

http://www.fileuniverse.com/?p=showitem&ID=1495
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

GrOuNd_ZeRo wrote:Cruise Missile aircraft work fine in spring, they can even fire in an arc to avoid the terrain.

I could've sworn the Mi-28 could carry 2 infantry somewhere in the back behind the canopy...either that or cargo...
ugh... that is a human carrying underwing special pod iirc, similar pod once developed for harrier too.... but the soldier hates to be packed and packaged that way :lol:
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Ahh, lol, Well at the very least the Hind can carry a small group of infantry, quite an interesting feature, but isn't the Mi-24 based on a transport helicopter ala UH-1/AH-1?

on a random note, I changed the MaxAngleDif to 240 for infantry, this would be a GREAT way to make realistic subs and weapons that have no turret like LOSAT and maybe M110 at some point (heavy artillery) if anyone wants it, I know I do :)

I'm also experimenting with infantry footprints, it looks okay.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Those Apache rockets and cannon tracers look excellent G_Z! :shock:
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Thank you :) I was quite pleased with the effect, the tracers are lasers actually, here are some of the stats:

Code: Select all

       
rendertype=0;
linneofsight=1;
beamweapon=1;
color=255;
color2=226;
thickness=0.8;
intensity=0.9;
and the rocketpod:

Code: Select all

pitchtolerance=12000;
trajectoryheight=0.1;
wobble=2000;	
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

New Nato infantry sounds!
As always released under the GNU GPL version 2.0 or later.
Source file's included (Audacity)
And yes it's my own voice, don't you laugh! :wink:
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Had some idea's by the way, why don't you change the resources to steel and oil GZ?
And change the engineer unit to a cement truck?
If the Spring engine won't allow if for some reason we can bug the developers about it so that it's changed.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, engine doesn't allow it right now. I've bugged them about letting us set that stuff (along with the team icons, proper team names, etc) in the sidedata.tdf file, and the only answers I've really got so far are basically "OMG NEW GUI" and "We'll look at it"...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Tim Blokdijk wrote:New Nato infantry sounds!
As always released under the GNU GPL version 2.0 or later.
Source file's included (Audacity)
And yes it's my own voice, don't you laugh! :wink:
Great work!

I really need to do some TACW stuff.

I am pretty sure I can do bridgelayers to some extent. :-)

And also try out some stuff with tank ammo types... and steal your cool tracers G_Z. ;)
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