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Posted: 07 Nov 2006, 18:01
by Wolf-In-Exile
Dunno about that, the closest i've seen is this.

Posted: 14 Nov 2006, 08:30
by Wolf-In-Exile
I took the liberty of making a profile for the mod atModDB, so yeah, enjoy! :lol:

Posted: 17 Nov 2006, 20:05
by bobthedinosaur
your mod sucks

Posted: 17 Nov 2006, 20:33
by Archangel of Death
Anyway, bob is withdrawing from the team. He mostly finished one last version of the next Mechwars beta. I'll finish that up and release it in a couple of weeks, when finals are over :| .

Posted: 17 Nov 2006, 21:12
by Sheekel
Wow! why didnt i check this mod more often? This work is stunning, i never thought i'd see something look so good in spring.


You are a god.

Posted: 18 Nov 2006, 05:39
by Wolf-In-Exile
Whats up with bob??

Posted: 24 Nov 2006, 00:17
by hawkki
Any progress?

Its a shame that the animation system is so shit in spring, these models visually appear so much better then what they will look like when walking.

Posted: 24 Nov 2006, 02:43
by Nemo
Actually...animation is no longer really that hard at all. Upspring has a bos exporter, so its very simple. JC is the man :D

Posted: 24 Nov 2006, 12:52
by Wolf-In-Exile
Having semester finals so no updates from the graphics side. Will resume work after Dec 16th.

I dunno what the rest are doing though....

I could release a fixed version of the mini test mod that bob whipped up for me to test the Timber Wolf ingame *later* after my exams, but I dunno whether AoD is ok with that or not.

Posted: 24 Nov 2006, 17:22
by Archangel of Death
Sounds like a good idea to me. We can pack it in with the next update on Mechwars.

But the approaching doom of finals is upon me as well, until December 7th. So expect updates after that.

Posted: 07 Jan 2007, 16:20
by Wolf-In-Exile
Image

Posted: 09 Jan 2007, 01:44
by bobthedinosaur
:-)

Posted: 18 Jan 2007, 04:23
by bobthedinosaur
i need an idea to limit the spamming of heavier infantry, infantry is great to have lots of but its almost overwelming at times and unbalanced at times since you can just spit soo many out.

i was thinking having the barracks have some kind of timer that only run whil building and since all the infantry will have the same build time it shuts of after so much time to turn back on again. the reason i dont want to use a set unit limit is because each map and limiting the unit type would destroy game play in certain game types.

ideas any one?

Posted: 18 Jan 2007, 04:58
by j5mello
using the unit limit?

Posted: 18 Jan 2007, 05:04
by bobthedinosaur
please read.. ugg

Posted: 18 Jan 2007, 05:08
by j5mello
whoops sry :P

Posted: 19 Jan 2007, 05:43
by TA 3D
Bob,

Since it normally takes forever to train a guy to be ready to fulfill his office in the military, why not make them take forever to build, or as you mentioned, a sleep time after every group of 5 units built or so.

Posted: 31 Jan 2007, 03:20
by bobthedinosaur
well infantry thing is fixed by timing it so only 4 units (fire team) can be built and then itllenter a paused phase and after sometime allow 4 more to be built.

other news: i have a question for experienced modders, is it possible to have a mobile unit have an activation (on/ off) set a defensive posture, such as animation, 'set amoured = 1', and maybe prevent movement? if not the movement part thats fine aslong as moving the unit will turn off the defensive posture.
im trying to make infantry units take kneeling and prone positions via command since taking fire isnt working great with the motion controls ive tried.

thanks

Posted: 31 Jan 2007, 04:13
by Neddie
The LRM infantry need to go. Seriously. They don't exist in the universe and pose a balance issue.

Posted: 31 Jan 2007, 11:49
by Optimus Prime
bobthedinosaur wrote:well infantry thing is fixed by timing it so only 4 units (fire team) can be built and then itllenter a paused phase and after sometime allow 4 more to be built.

other news: i have a question for experienced modders, is it possible to have a mobile unit have an activation (on/ off) set a defensive posture, such as animation, 'set amoured = 1', and maybe prevent movement? if not the movement part thats fine aslong as moving the unit will turn off the defensive posture.
im trying to make infantry units take kneeling and prone positions via command since taking fire isnt working great with the motion controls ive tried.

thanks
yes thats all possible. You can set speed, change the activation to on off and armoured to 1/0. (didnt tried the speed thing but i read about it in one of the newer spring versions)