Nevermind...

Nevermind...

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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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Nevermind...

Post by Fanger »

yeah so shitstorm was not intentional.. but bad miscommunication prolly attributes itself to that.. Ill remove all the EE versions from wherever they are, I apologize for this farce..
Last edited by Fanger on 16 Dec 2006, 02:43, edited 3 times in total.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Awsome. Those screens, they look familer. 8)

I can't wait to play the full non-beta. I'll wrangle some people up right now!
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Those screenshots were damn awesome.. I demand you make more!
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Zoombie
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Post by Zoombie »

Okay. How about a naval battle this time?
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

anything, if they are the same quality.. well damn.. shit man your screenshots make me like my mod more than anything else Ive ever had..
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Fang, I've sent you a PM about a very urgent problem with the release...
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

If it's about seeing the build ranges of enemy hubs that's fixed in the CVS already.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

No, it's another, minor thing. Don't worry about it, it won't cause the game to crash or anything. The mod is fine. Looks great and plays well thus far :-)
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

SHINEH! nice work fang, guess i need to reassign /j #ee on startup
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Added to http://modinfo.unknown-files.net/modit.php

Btw, you have many units with wrong side, hard to browse the mod sides, and some of them are written wrong: like UCR.

I liked the old unitpics more, those new ones are too shiny (less effects on unitpics = better).

GJ anyways, i like the mod, cant wait for NI side getting ready :)
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

... you know, I've never tried E&E before. Looks like win, though. Want me to give making it an advertisement trailer a go?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Incredisexy

Post by Pxtl »

Gorgeous models. My only worry is how those super-detailed textures look from a distance - a lot of detail looks like noise when seen from long range. Still, I'm itching to try it out.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Heh that modweb is funny, yeah see those entries have nothing to do with the actual ingame function so I didnt pay much attention to them.. However since it seems like I will have to re release in order to address a issue argh has pointed out to me perhaps I can fix it then..
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Finally :-)

some not really important things:
why is there bitmaps\core1.gif and arm1.gif?
Not sure if armsilo1.bmp is from TA too.

loadingscreen:
GD commanders+buildvehs are also amphi, the info suggests only urc has amphi stuff.
THe stupid "spring license blabla" text overlaps with the infotext. (1024 resolution) Maybe move the text around as long as you cant do anything about the spring-default text.

My only wish now are buildpics that let you see the differnce between the various helicopters and airplanes, maybe with icons or something because they look very similiar.
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

Has it always been the way that the URC commander can not build an reactor?
I think thats strange because he can build the tidal powerplant but 1k startenergy is just enough to build a hub which can build reactors...
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

People - it's slightly borked - urc com unable to build reactors.

A patch will be released shortly - please don't go running off "OMFG THIS SUCKZZZZ"
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Image

Constructions Hubs can be airlifted - bug or feature? (Bug I think, at least its annoying if you have a load-area around your factory and suddendly the hub sits at the front line :shock: )

(wow gifs at abload.de suck too)
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

this is pretty much out of your control but if you could bug/convince someone into getting an AI to work with this new version of EE that'd be great. Heck maybe you could make a HUB-less variant.

Of course we don't really seem to have any decent working AIs at the moment I think
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Yeah...

I think Argh has the right of this, and as much as I like E&E and the community, you need to give him credit. This isn't a personal attack, it is a fair request.
Last edited by Neddie on 16 Dec 2006, 02:05, edited 1 time in total.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

The hubs are pretty central to how the mod plays, so I'm not sure that would work well.
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