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Re: TA:WD

Posted: 02 Sep 2008, 15:24
by jolt8me
:(:(:( i fear that this mod is dead. Too bad cause i loved it.

Re: TA:WD

Posted: 04 Sep 2008, 05:56
by REVENGE
Right...

Time to lock? Where did GZ go anyways, I heard there was talk about him coming back to work on this.

Re: TA:WD

Posted: 07 Sep 2008, 22:34
by bobthedinosaur
is any one taking over? with lua scripted objectives small unit tactics instead of factory city building would be cool

Re: TA:WD

Posted: 08 Sep 2008, 00:33
by Nemo
Careful about trying to help out WD without getting permission from Maestro or G_Z. A long while ago Neuralize and I figured we'd upload a build with some (fairly blatant) bugs fixed, obviously without claiming any credit for the work of the mod, and Maestro emerged from the darkness with a huge flame about me trying to steal his mod.

Re: TA:WD

Posted: 08 Sep 2008, 05:43
by TheBigPK
Well thats one way to get him back to spring...

Re: TA:WD

Posted: 14 Dec 2008, 23:09
by GrOuNd_ZeRo
OK, let's start a WD think tank, what needs to be done first?

Re: TA:WD

Posted: 14 Dec 2008, 23:30
by Pressure Line
GrOuNd_ZeRo wrote:OK, let's start a WD think tank, what needs to be done first?
rationalise build lists (this is easy compared to other things)
balance with your 3do content and decide how you are going to do economy (current style? or something different?)
fx work
start making uberhawt s3o content

pretty much in that order too imo.

Re: TA:WD

Posted: 16 Dec 2008, 06:12
by bobthedinosaur
models/textures seem to be secondary to complex scripting or lua for unique game play concepts (in my experience) and im sure that you dont want WD to be another TA clone with modern military units instead of sci fi ones.

also id suggest start off small if you plan on doing mroe than 2 races. plan for small releases of early tech trees for only 2, and slowly expand with later releases for more races/ content, bug fixes and balance issues.

Re: TA:WD

Posted: 16 Dec 2008, 09:58
by KingRaptor
I'd say the first priority is cleaning up unit/weapon defs. Make a working armor.txt, clean up obsolete tags, etc.

Re: TA:WD

Posted: 16 Dec 2008, 13:46
by Warlord Zsinj
Last time I had a look at WD the whole design looked fairly messy. With a bit of thought about the design, as well as a serious Trim The Fat regime, I think you can cut down a significant amount of your workload by having clearer goals to work towards, so that you aren't wasting time on things that are going to be thrown out later.

Re: TA:WD

Posted: 17 Dec 2008, 00:06
by bobthedinosaur
i agree. although older WD was a everything that nato and warsaw could throw at you, however that might not be the best for game play. having a more designed and dynamic outline without destroying the aspect of realism for units might be better. for instance with the fall of the ussr russia's military technology hasn't really been able to keep up with the US ie: f-22 /f-35 and nothing to counter except mig concept planes


edit:

something else i was considering for a mod i would probably start to make and never finish was the idea of instead of each commander of a faction having the abilities to command naval, air, and ground to be more specific. such as 'sub factions' of each side, so it encourages more team play. however there are obvious disadvantages for this in spring, if you don't have a smart enough ai and there arent enough human players..

Re: TA:WD

Posted: 19 Dec 2008, 22:10
by 1v0ry_k1ng
id say balance it first with just infantry until the base gameplay is solid

Re: TA:WD

Posted: 19 Dec 2008, 22:12
by smoth
the older wd didn't even work right in spring some shit was weird with weapons etc. I would just get wd working again first, then begin the process of replacing all of the content with proper s3os.

that way at least people can play it and give you feedback.

Re: TA:WD

Posted: 20 Dec 2008, 02:11
by FLOZi
I'd start from scratch like we did with S44.


Only with the benefit of S44 to steal stuff from. :wink:

Re: TA:WD

Posted: 20 Dec 2008, 10:01
by Sabutai
I'd start from scratch like we did with S44.


Only with the benefit of S44 to steal stuff from.
+1

Re: TA:WD

Posted: 21 Dec 2008, 00:37
by 1v0ry_k1ng
use the models- making/balancing unit fbis is the funnest(least tedious) bit

Re: TA:WD

Posted: 21 Dec 2008, 01:51
by FLOZi
Modelling is by far the least tedious bit.

Unfortunatly new models means new UVmaps and textures, which is by far the most tedious.

Re: TA:WD

Posted: 21 Dec 2008, 07:33
by GrOuNd_ZeRo
Hey Flozi, what do you use to model with?

Re: TA:WD

Posted: 21 Dec 2008, 10:39
by FLOZi
I'm still using Rhino 2.0 8) :lol:

Re: TA:WD

Posted: 21 Dec 2008, 23:07
by GrOuNd_ZeRo
SO I know what to get then :)

I don't feel like making new infantry models argh.