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Re: Better AI

Posted: 13 Jun 2007, 22:35
by Pressure Line
reshey wrote:Thank you for sharing your AI AAI work. It makes singel player more fun! But I dont see RAI work any better with this file.
make sure you are playing the 'b3h PL' version in the lobby client. RAI should work reasonably well, but has lost to AAI almost every time ive tested it.

Just a note. AAI does not seem to work at ALL on water maps. and try to avoid maps with 'shallows' (Tropical, EE Deltaglade, Swamp Islands) as the units are too short to traverse the water properly.

Posted: 25 Jun 2007, 16:38
by FLOZi
Image

New LUA teamcolour selection platters. 8)

Posted: 25 Jun 2007, 17:39
by Neddie
You sick, sick puppy. When do I get to play with that build?

Posted: 25 Jun 2007, 17:40
by FLOZi
You can play with it now if you want but isn't your PC being a pain?

Posted: 25 Jun 2007, 17:45
by Neddie
It is, and I am at work.

Posted: 25 Jun 2007, 18:15
by 1v0ry_k1ng
supression makes the mp40 dudes totally useless, i spawned 500 of them and beat them with 20 snipers and a mg lol

Posted: 26 Jun 2007, 00:51
by Nemo
Okay, thank you, we will look into it.

However, if you find more problems or have suggestions, please report them here, on our site: https://1944.bountysource.com/development/feedback

Bugs--> bug report, other feedback to that link.

Posted: 26 Jun 2007, 13:47
by chillaaa
*Thinks better of putting "Nemo is an asshat" as a bug report*

Posted: 16 Jul 2007, 01:48
by SpikedHelmet
Alright, I've modelled Tank Yards for all sides -- based on the old-ish US vehicle yard with oil barrels and a truck with oil barrels in the back... truck changes depending on which side it is...

Posted: 16 Jul 2007, 02:25
by SpikedHelmet
And British Sten Gun infantry

Posted: 16 Jul 2007, 11:54
by 1v0ry_k1ng
whens the release? this will own hard thanks to the zoned armour

Posted: 16 Jul 2007, 12:19
by KDR_11k
1v0ry_k1ng wrote:whens the release? this will own hard thanks to the zoned armour
Zoned armour didn't make it into 75b1.

Posted: 16 Jul 2007, 14:05
by SpikedHelmet
Also did British Commando, Bren gunner, Observation and Engineer. They're all in the "New Stuff" folder in my section of the SVN, and, of course, everything is compatible with other guys' scripts, so they can be put in right away. Like I said, the Tank Yards use the US Vehicle Yard script so they can go right in too. Off to work now!

Posted: 16 Jul 2007, 19:08
by FLOZi
I did PIAT!

Image

Just leaves sniper and 3" mortar to do iirc, of british infantry i mean.

Posted: 17 Jul 2007, 02:02
by chillaaa
That guy is almost as ugly as you Floz

Posted: 17 Jul 2007, 03:11
by Warlord Zsinj
Given the minor deformation on the gun (Which is relatively insignificant), and the noticeable deformation/blurriness on the face (which is extremely important), I think you need to give a lot more texture space to the face of that infantry guy. It's what people look at first, and it needs to be pretty good.

Posted: 17 Jul 2007, 03:50
by Snipawolf
Being an asshat, never mind..

Posted: 17 Jul 2007, 04:07
by Nemo
Since the british infantry are at last done (bar some potential texture adjustments), I'll be spending this week implementing the new-fangled infantry scripts and slowly piecing together the build we've been planning on - namely, all four sides with inf, light/medium arty, light vehicles and light/medium armor. So yeah, gasp, shock, horror - there's a proper 44 release in the foreseeable future.

Posted: 17 Jul 2007, 04:29
by Snipawolf
My bad, looks like his face needs higher res. More details, etc.

Had a bad day, sorry for being an ass....

Edit: While Infantry are a pain in the ass, try a little harder. You guys can do it and I know you can. Here's my infantry.. Not too good, but they get by... :|

Image

Posted: 17 Jul 2007, 07:51
by Felix the Cat
Infantry don't need high-res faces. At the scale they're at in-game, if you can see their face at all, a high-res face will look weird. Floz's PIAT face is just fine... though you may want to work on some of the rest, it looks like the white back strap things don't line up when they cross edges.