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Re: TA:WD
Posted: 28 Dec 2007, 01:28
by BlackLiger
GrOuNd_ZeRo wrote:It's funny how much more attention to detail you get when you get into the Army and actually understand alot more about the equipment.
As soon as I have a decent amount of progress and have some trivial things squared away I will upload the public beta, I have some crash bugs I can't particularly attribute to anything.
Have a look at the detail in World In Conflict, GZ. It's fucking awesome. And the gameplay works well for it too, even if some things aren't realistic.
Re: TA:WD
Posted: 28 Dec 2007, 09:06
by GrOuNd_ZeRo
looks promising, my computer isn't very high-speed but I will atleast get the gist of it, while I play Supcom my computer goes crazy unless I play on the lowest graphical settings and FA is barely playable

Re: TA:WD
Posted: 28 Dec 2007, 09:20
by BlackLiger
I'll record you some footage so you can watch it :)
Re: TA:WD
Posted: 28 Dec 2007, 12:53
by GrOuNd_ZeRo
Sweet, that works.
I'll play the demo anyway...see if my computer can take it...:p
Re: TA:WD
Posted: 29 Dec 2007, 04:56
by HyperNut
Ill beta test for ya. Ive been playing this mod on the spring engine for a few years now
Re: TA:WD
Posted: 30 Dec 2007, 14:42
by GrOuNd_ZeRo
Awesome, I am just asking for some cooperation for some special effects for WD, some NOTA animations look real good so I asked the author if he would lend me the script for it...otherwise i'll just copy it...hehehe....
Re: TA:WD
Posted: 01 Jan 2008, 02:25
by HyperNut
Ive always thought that if the units had better radar and worked better with the radar then the units would be much better. Perhaps increasing the view range would help
Re: TA:WD
Posted: 01 Jan 2008, 04:35
by SpikedHelmet
Whatever happened to Maestro?
Re: TA:WD
Posted: 01 Jan 2008, 10:04
by GrOuNd_ZeRo
Maestro is AWOL at the moment, whereabouts unknown.
So I am a 1 man team once again...
Re: TA:WD
Posted: 05 Jan 2008, 07:17
by HyperNut
So.. i don't know how to write my own auto-host program. If someone wrote one i would put a server up when im sleeping/working.
Re: TA:WD
Posted: 18 Jan 2008, 12:27
by GrOuNd_ZeRo
I'm really in need of a dedicated spirte artist and my knowledge on texture layers and such is outdated, for example my s3o models for tracer rounds dont show up with reflective textures enabled.
So I need help there.
I also need help with LAU.
Any takers?
Re: TA:WD
Posted: 18 Jan 2008, 13:18
by SpikedHelmet
Why are you using S3O's for tracers! Spring weaponry has advanced enough that their graphics are far far superior to anything a model can make. You can make projectiles of any size, shape, colour, transparency, light, etc etc...
I can help you with texture stuff since I seem to have gotten a lot better at it (boy was it ever a slow, painful process switching from 3do to s3o... but i'm better now). I don't know what you mean by sprites -- special FX (such as explosions, weapons graphics, etc)? If so, I may be able to help *a bit*...
As for LUA, what kind of LUA exactly are you looking for? Lots of stuff for LUA has been done, from spawning units on maps to having units build in groups to having things fall from the sky, so you gotta be specific

Re: TA:WD
Posted: 18 Jan 2008, 13:25
by smoth
steal the bullet effects from gundam. I CC'ed them a long time ago.
Re: TA:WD
Posted: 19 Jan 2008, 01:20
by GrOuNd_ZeRo
Gotcha Smoth, it's not a big deal, I was just too lazy to switch to something else, that's all...
SH, I need help with explosions in particular, for some reason my alpha looks all fucked up, I am wondering if gimp is ideal for this or not.
I will post screenshots of what happens with my sprites.
Re: TA:WD
Posted: 20 Jan 2008, 23:27
by Triaxx2
GZ lives? Well, you know what I mean. I wondered where you got to after TAD went offline.
Glad to hear you're out there protecting us. I was looking for the mod to calibrate my AI with, and I think WD will do just perfectly.
Re: TA:WD
Posted: 21 Jan 2008, 10:15
by GrOuNd_ZeRo
It's my pleasure to serve Triax!
I am currently looking into using fancy tracer animations.
I will be honored for you to use my mod to calibrate your AI! always good to see new AI development too.
Re: TA:WD
Posted: 21 Jan 2008, 20:14
by Triaxx2
Good for you. At least you're somewhere safe. Anyway, I wanted to play it anyway, now, if only I can figure out how to install it so Spring detects it I'll be doing well.
Re: TA:WD
Posted: 27 Feb 2008, 06:10
by HyperNut
The current version doesn't work with this version of spring
Re:
Posted: 29 Feb 2008, 02:53
by yosemite
chillaaa wrote:Very nice GZ. I can't wait for a playable WD for spring! I will gladly help you test it if needs be!! any excuse to get hold of one of my favourite mods!
Same here, i like it.
Re: TA:WD
Posted: 14 May 2008, 05:16
by HyperNut
So, is this mod dead? There is no playable version