Page 28 of 50
Posted: 25 Feb 2006, 12:00
by GrOuNd_ZeRo
Shadows work fine for me under every condition, come to think of it, even in full screen!!
Posted: 26 Feb 2006, 03:13
by SwiftSpear
Shadows work fine for me in full screen as well. However, it's definately something that can kill some video cards.
Posted: 26 Feb 2006, 13:52
by SpikedHelmet
I had to update my Catalyst drivers. Fixed the problem. yeehaw, shadows again!
Posted: 26 Feb 2006, 22:38
by GrOuNd_ZeRo
I think i'll release a beta, maybe someone can figure out what's up, but Zaphod already said that it had to do with the unit parser, but what unit is not being parsed right?!
Posted: 28 Feb 2006, 05:08
by GrOuNd_ZeRo
Good news!
I got WD up and running now and it seems like it's all working fine.
some maps don't work like Painted Desert, but this seems inherent to the new Spring engine, unfortunate but unavoidable.
Right now i'm going to make some new frontends for it and i'll release the latest build!
I'll paste it later.
Posted: 02 Mar 2006, 08:30
by jolt8me
I'm not updating to the new spring till wd is compatable with it. I wont do it.
Posted: 02 Mar 2006, 08:38
by LathanStanley
I got some cactus features done for the desert maps..
just gimmie a small credit and I'm happy

Posted: 02 Mar 2006, 11:35
by GrOuNd_ZeRo
If you feel like making some good urban buildings...
WD works with 0.7B2 now.
Posted: 02 Mar 2006, 18:45
by j5mello
Smoth made some basic buildings. check in the Art & Modeling forum. its a thread about scale.
Posted: 03 Mar 2006, 07:37
by GrOuNd_ZeRo
I saw that already, they look nice!
I have an idea to make guard towers more effective.
How about i give them automatic grenade launchers?
Mk.19 mod.3
AGS-30
These would be extremely effective infantry deterents (if you don't believe me just use Grenadiers against large groups of infantry).
Posted: 03 Mar 2006, 07:39
by SinbadEV
Well... there is very little cooler then an automatic grenade launcher... so I say add it... even though I don't play your mod very much...
Posted: 03 Mar 2006, 07:52
by GrOuNd_ZeRo
SinbadEV, i'm hurt

j/k
on a sad note, my progress for the new version is stalled due to my SDZ erasing it self for no clear reason (besides poor programming).
Posted: 03 Mar 2006, 11:02
by raikitsune
GrOuNd_ZeRo wrote:SinbadEV, i'm hurt

j/k
on a sad note, my progress for the new version is stalled due to my SDZ erasing it self for no clear reason (besides poor programming).

thats harsh. but yes i'd agree on the nade launchers but would you put them in at their full combat range because that would make them pretty powerful.
Posted: 08 Mar 2006, 11:37
by GrOuNd_ZeRo
-me tries to escape from the grasp of BF2-
Alrighty, I am gonna work hard on WD this week and hopefully get another version out, I am shelving the damn infantry though (the new s3o infantry) until I get that UV-mapping figured out.
Posted: 08 Mar 2006, 16:06
by raikitsune
GrOuNd_ZeRo wrote:-me tries to escape from the grasp of BF2-
Alrighty, I am gonna work hard on WD this week and hopefully get another version out, I am shelving the damn infantry though (the new s3o infantry) until I get that UV-mapping figured out.

BF2 hardly works on my computer its evil i need to upgrade badly!
Error when loading
Posted: 09 Mar 2006, 03:59
by Peekaboom
Hello all,
I get the following error when trying to run TAWD 2005 (V5.0b62):
"parse error in download/ihctow.tdf at line 10 column 5 near"
Any ideas what'g goin on with that? I do have the most current version of WD running right? Please help!
Posted: 09 Mar 2006, 09:38
by GrOuNd_ZeRo
I never had that one before, but i'll look into it.
Posted: 14 Mar 2006, 10:24
by GrOuNd_ZeRo
I think the new WD is ready for release again.
No new infantry yet but hopefully in the next version.
I will see if there is a way to test it with members of the lobby before I release so all bugs are squashed.
Posted: 14 Mar 2006, 12:12
by centurion-1
Hey GZ, would you be interested in a collaboration on the infantry thing? I'm looking at adding infantry to my mod (Gear Commande, see the thread) right now, and I'm sure i could give you a hand on the tricky UV mapping and .s3o segment, and I'd sure like some help on the script part, or atleast your infantry scripts would provide me with a running start?
Posted: 15 Mar 2006, 10:09
by GrOuNd_ZeRo
Just keep in mind the walk script is directly stolen from the zipper script, the rest are mine
I'd be glad to cooperate on this with someone, all I need is a decent UV-mapped model for infantry that look decent from the range they are viewed.