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Posted: 31 Jan 2006, 10:50
by GrOuNd_ZeRo
http://www.fileuniverse.com/?p=showitem&ID=2304
It should work fine now, if not...back to the drawing board!
Posted: 31 Jan 2006, 16:05
by j5mello
thx for teh quick fix GZ and ur mod ROCKS!!!
Posted: 31 Jan 2006, 16:40
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)
Posted: 31 Jan 2006, 18:41
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.
Posted: 31 Jan 2006, 18:50
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.
Posted: 31 Jan 2006, 19:06
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.
Posted: 31 Jan 2006, 20:21
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!!!!
Posted: 01 Feb 2006, 02:02
by FolCan
Is there an ETA on when there will be naval units?
Posted: 01 Feb 2006, 14:05
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.

Posted: 01 Feb 2006, 14:16
by MRKim
http://www.fileuniverse.com/?p=showitem&ID=2311
GZ already has uploaded including heap files version(NO CRASH). yay!
Posted: 01 Feb 2006, 22:02
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
Posted: 01 Feb 2006, 23:14
by submarine
yeah, ta:wd is my favourite mod....
Posted: 02 Feb 2006, 04:47
by Targon
Anyone have any good replays?
Posted: 02 Feb 2006, 05:07
by Decimator
After playing this mod a bit, I have to ask, why do helicopters beat fighters? It's utterly rediculous.
Posted: 02 Feb 2006, 09:01
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...
Posted: 02 Feb 2006, 09:05
by Decimator
I was starting to actually get people interested in it...

Posted: 02 Feb 2006, 09:23
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?
Posted: 02 Feb 2006, 09:25
by GrOuNd_ZeRo
Decimator wrote:I was starting to actually get people interested in it...

What do you mean?
Posted: 02 Feb 2006, 09:33
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.
Posted: 02 Feb 2006, 09:35
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.