TA:WD - Page 32

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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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

There's such a large number of planes (and other seemingly redundant units) in WD that I wouldn't mind seeing them split up for various factions. After all, one side doesn't need three MBTs and the like so factions with one MBT each would probably work better.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

Charlemagne wrote:
Sweden has one of the most cutting edge militaries in the world, Charlemagne, and has for a long time. Wink
I'm sorry, but Sweden has no place in any military game depicting large scale warfare after 1700, at least not anyone aiming for realism.
:cry: but i want the grippen and (wonderfully obsolete but still cool) S tank :cry: heck throw finland in aswell they're my fav country and have a pretty..... eclectic military.
KDR_11k wrote:There's such a large number of planes (and other seemingly redundant units) in WD that I wouldn't mind seeing them split up for various factions. After all, one side doesn't need three MBTs and the like so factions with one MBT each would probably work better.
not only that but if you put in units depending on country then you can have different countrys being strong in different things eg the american maybe having the A10 but their infantry costing a disproportionate ammount while i dunno China have cheap infantry & viechs but not as advanced etc.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

ur takin a C&C generals route if you do that and i advise against it. China's military isn't some hordeish zergling fest their technology is pretty well advanced.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I wont give up on this project but I AM SO SICK of the devs turning a blind eye on my needs for this mod! I need so much stuff to make this mod REALISTIC...and playable.

Scripting infantry to go prone and such is difficult, esspecially the animation of such.

Armor types are handled differently in TA:WD, it's much like in OTA, weapons do a certain damage against certain units, it was easier for me to convert the original weapon damage setting compared to converting it to armor types.

I'll tell you why i'm so sick of the devs;

-I have been asking for reasonable alpha-rendering for muzzle-flashes and cockpits, something that would add alot to the way units are portrayed, as of right now it looks really lame and unprofessional.

-No offense to the AI devs but AF has put no effort into making TA:WD work with his AI, Submarine's AI crashes to often so I have little to test my mod on.

-Conventional take off and landing aircraft are not implemented even though they were in the early stages of Spring development, this would add alot to gameplay.

Aside from the AI's none of my numerous amounts of requests have been honored.

I just ask for a little support from the devs and I get NOTHING, i'm sick of it, that's why I am not working very hard on releasing it, besides I am working hellish hours at Wally World...2-11 shifts don't give me much time to work on anything.

ALL I ask for is a few things that ARE easilly implemented, alpha-rendered textures have been around for probably 8-10 years now?

If you want me to work on WD then the devs will have to start working with me.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

:( **gives GZ a cookie** maybe if we all get together and harrass the Devs a bit we can get more of a result.
ur takin a C&C generals route if you do that and i advise against it. China's military isn't some hordeish zergling fest their technology is pretty well advanced.
lol i know that but i was just steriotyping there the onyl things china really lacks in terms of military capability is force projection in terms of ships. but with their new carrier just round the corner! yikes!
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

GrOuNd_ZeRo wrote:ALL I ask for is a few things that ARE easilly implemented, alpha-rendered textures have been around for probably 8-10 years now?
Write a patch then. Flaming the devs is uncool.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Build your mod around the engine, not ask for the engine to be built around your mod.


I know it seems silly at times, but everybody else (SWS, 1944, AA, EE, ect) is making do. Why can't you?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

GrOuNd_ZeRo wrote:I wont give up on this project but I AM SO SICK of the devs turning a blind eye on my needs for this mod! I need so much stuff to make this mod REALISTIC...and playable.
Don't we all? Don't be silly G_Z.
Armor types are handled differently in TA:WD, it's much like in OTA, weapons do a certain damage against certain units, it was easier for me to convert the original weapon damage setting compared to converting it to armor types.
It is exceedingly easy to use OTA-type per-weapon armour classes in Spring, AATA has done this ever since i ported it.
I'll tell you why i'm so sick of the devs;

-I have been asking for reasonable alpha-rendering for muzzle-flashes and cockpits, something that would add alot to the way units are portrayed, as of right now it looks really lame and unprofessional.
Yes, all modders want alpha. All modders don't have it. Yet.
-No offense to the AI devs but AF has put no effort into making TA:WD work with his AI, Submarine's AI crashes to often so I have little to test my mod on.
Put your own effort into making WD work with nTAI! AAI is pretty stable these days for me, when was the last time you tried it?
ALL I ask for is a few things that ARE easilly implemented, alpha-rendered textures have been around for probably 8-10 years now?
If it's so easy, do it yourself. If it were that easy it would have already been done just because a technology is not well established doesn't mean it isn't complex to implement.
If you want me to work on WD then the devs will have to start working with me.
Then it's a good job there are others willing to do it. Really, I expect better of you G_Z given how long you have been working on this project and in this community. :| :(
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Well..nevermind. I'll leave WD to its original (albiet inactive/busy with other stuff) creators. Maestro flipped out on the TAU forums about "mod robbers" hijacking his mod behind his back. So yeah, best of luck to the WD team.


If I came across as if I was trying to take over this mod, I apologize. Folks were posting that there were a few blatent bugs that needed fixing, so I figured I'd help out and fix a few in a small patch. But, Maestro doesn't want anyone 'stealing' his mod, so I'll go back to playing with 1944 stuff <_<
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

FLOZi wrote:
I'll tell you why i'm so sick of the devs;

-I have been asking for reasonable alpha-rendering for muzzle-flashes and cockpits, something that would add alot to the way units are portrayed, as of right now it looks really lame and unprofessional.
Yes, all modders want alpha. All modders don't have it. Yet.
:(
Floz, I concern more on Upspring smoothing than alpha rendering... if the Upspring fixed its smoothing engine Im fine with it.....
beside alpha sound likes more UV hell and polycout budget break :lol:
btw I saw how 1944 solve the alpha problem, just keep the window being a hole, do this really work ?
but again, this means some polycounts budget break

Oh and hellow GZ, long time not see :)
I have finished remodeling the Il76, Tu-95, Frogfoot, T-80 etc... btw I hopes U dont mind with 600-700 poly model. Spring 1944 experience show ca 1500 tris (750 model) wont cause game speed lag... :) Im gonna skin them after Upspring next update which zaphod promise me to fix the Upspring smoothing problem.

Oh and to Flozi, need some Yak-7 ? I will volunteered for that :) Unfortunately I cant send the pe-2 model yet as my motherboard broken and I temporarily work in my laptop


Oh and flozi, did anyone
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

A good fix for alpha would be to simply use the alpha channel and put TCs into the remaining channel in the extra texture but that'd break mod compatibility. The other way would be to use the remaining channel for alpha, that'd require some loading trickery to work but wouldn't break mod compatibility. Either way, I'd say a subobject has to be flagged as transparent (please give a choice between alpha blend and alpha test, preferrably with modifiable alpha func. In combination with disabling nanobeams and the "buildup" that could make for some cool new building effects) since unnecessary alpha calculations always cause a mess.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

j5mello wrote:ur takin a C&C generals route if you do that and i advise against it. China's military isn't some hordeish zergling fest their technology is pretty well advanced.
Well, to be fair the Chinese military was quite Zergling-ish during the cold war and the reputation stuck. For example, the Chinese airforce was primarily an assload of J7 variants, which are the closest thing to flying zerglings. But yes, the Chinese military did modernize after the collapse of the Soviet Union, so the whole "zergling Chinese" is a bit of an anachronism.

If you did a modern-warfare mod, I'd almost do two seperate factions for the US military just because the US has such a wide variety of hardware - one for the US Marines, and one for the US Army.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I do think it makes sense to give China cheaper infantry, if they've got a larger army they'll have less of a problem fielding more soldiers in a single conflict.
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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

Larger army is an understatement. The Chinese armed forced outnumber the American (the 2nd largest) 2 to 1. Add paramilitary forced to that list and the Chinese have 7 times more manpower than the USA, and that is right now. Imagine what would happen if China would start conscripting people.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

Charlemagne wrote:Larger army is an understatement. The Chinese armed forced outnumber the American (the 2nd largest) 2 to 1. Add paramilitary forced to that list and the Chinese have 7 times more manpower than the USA, and that is right now. Imagine what would happen if China would start conscripting people.
however as i noted before force projection is their current problem. It is all well and good having a massive army but if your supply lines dry up or you simply can't deliever troops to your itnended target then all the troops in the world are a waste :-)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Maestro: Break the verts on the edges you don't want smoothed. There, smoothing problem = fixed. It only smooths merged verts...
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Maestro, Ground_Zero, now that we know that you're both not dead.. what would you say if I (and maybe Nemo) took WD's content and made another mod, but didn't call it WD and gave you appropriate credit in the readme.. would you be okay with that?
Last edited by Neuralize on 06 Jul 2006, 08:12, edited 1 time in total.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

What I'd like to see is the UK introduced... Split NATO into 2 forces. UK/Europe and US. That way, you've got the forces reduced slightly, but given more actual combat forces...
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

Scripting infantry to go prone and such is difficult, esspecially the animation of such.
yes, some kind of collision sphere control, via script or something! that would definately help p make some things have a lower silouete... and jump jets for mechs.....
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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

BlackLiger wrote:What I'd like to see is the UK introduced... Split NATO into 2 forces. UK/Europe and US. That way, you've got the forces reduced slightly, but given more actual combat forces...
I would rather have the mod placed a few years into the future and star the European Union (or maybe Federation?) as one of the playables, together with China and the USA.
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