Search found 750 matches

by kage
05 Dec 2009, 06:25
Forum: Artwork
Topic: Gfx help needed
Replies: 118
Views: 57527

Re: Gfx help needed

Now that's smart thinking right there! You may have to make sure that it wont cause any problems if the text if much larger than the 2 characters "go" has, not all languages have words that are as small as "go". you're right, but i'll bet most cultures will have either an abbrev...
by kage
18 Dec 2008, 18:24
Forum: Other Talk
Topic: The Future of RTS...& the 7 Deadly Sins
Replies: 151
Views: 77461

Re: The Future of RTS...& the 7 Deadly Sins

In SVN, have we switched over to using SQLite, for any data import, or are we still using the plaintext files?
by kage
20 Nov 2008, 06:04
Forum: Development
Topic: New Terrain
Replies: 144
Views: 98368

Re: New Terrain

I like the new terrain textures very much, except for the foliage/plant life. It looks weird especially being flat, besides, there shouldn't be plant life in WZ should there? Chernobyl. plant life is fine, animals will still die or suffer mutation to this day. isn't that because the plants have ver...
by kage
18 Nov 2008, 17:05
Forum: Other Talk
Topic: WZ2100-esque
Replies: 19
Views: 9486

Re: WZ2100-esque

It's not unfeasible to make a wz-2100-esque game with graphics that good (or better) that would run on the same machines that the source engine is targetted for (or even using the source engine, though for oft-discussed reasons, this team isn't going to use the source engine as long as it's not FOSS...
by kage
21 Oct 2008, 16:48
Forum: Mapping / Modding tools & discussions
Topic: Animated .pies
Replies: 24
Views: 12616

Re: Animated .pies

I've worked with them a bit. The normal campaign-available cyborg legs do not use trans/ani animation, just the simple frame-based animation, however the heavy/assault cyborgs (forget the name) available in at least the 1.11 and 1.12 mods do use trans animation. I have also made 'centaur' cyborgs th...
by kage
16 Oct 2008, 18:59
Forum: Technical Help / Troubleshooting
Topic: Foundations on buildings
Replies: 8
Views: 3913

Re: Foundations on buildings

Kage - I just looked at the source for terrain drawing again, and I am pretty sure we draw building base plates on top of whatever terrain is there already. However, it would be rather easy, with the current drawing code, that is, to not do this, although we would have to find solutions for buildin...
by kage
13 Oct 2008, 04:30
Forum: Technical Help / Troubleshooting
Topic: Foundations on buildings
Replies: 8
Views: 3913

Re: Foundations on buildings

If the structure is set to be a defense structure, then the structure will conform to the terrain. If the structure is anything else (with a mat), the terrain will be flattened, and the structure will be placed on top. Thus for most buildings, the terrain will end up being flat around it. But to ans...
by kage
03 Oct 2008, 22:58
Forum: Other Talk
Topic: Topic #2100
Replies: 7
Views: 3866

Topic #2100

by kage
02 Oct 2008, 04:35
Forum: Other Talk
Topic: Full Tech Tree and unit database
Replies: 16
Views: 12652

Re: Full Tech Tree and unit database

That's the most amazingly well presented tech tree i've seen :-D
by kage
02 Oct 2008, 04:33
Forum: Other Talk
Topic: Full Tech Tree and unit database
Replies: 16
Views: 12652

Re: Full Tech Tree and unit database

That's the most amazingly well presented tech tree i've seen :-D
by kage
29 Sep 2008, 04:39
Forum: Mapping / Modding tools & discussions
Topic: Basic warzone .txt editor (not released yet)
Replies: 18
Views: 8932

Re: Basic warzone .txt editor (not released yet)

Rman Virgil wrote:--------------------->

* Is the Pumpkin Access Data Base of any use at this stage ?

- Rman.
As in MS Access?
by kage
29 Sep 2008, 00:14
Forum: Mapping / Modding tools & discussions
Topic: Basic warzone .txt editor (not released yet)
Replies: 18
Views: 8932

Re: Basic warzone .txt editor (not released yet)

So after all stats have been moved to an SQL database, is a WZCK-like tool still needed? Or is an SQL-editor user-friendly enough for warzone modders? I'm not really a mod-maker myself, but if I remember correctly WZCK had a way to preview .PIE files, and other warzone-specific things... cool... i ...
by kage
25 Sep 2008, 09:04
Forum: Other Talk
Topic: DRAMA
Replies: 18
Views: 9196

Re: DRAMA

Why not at least just release it as GPL like you folks said you would so that maybe the WRP or other fan developers can work it into into the open sources and then build and improve on what you have accomplished? :-S :( hmmmmm? So it sounds like the 2200 developers negotiated a seperate source rele...
by kage
24 Sep 2008, 08:59
Forum: Development
Topic: What would you want to see for the next release cycle? VOTE!
Replies: 31
Views: 19475

Re: What would you want to see for the next release cycle? VOTE!

I voted for 2.2, but with an important note: we shouldn't postpone it any further than that.

The kicker for me was the savegame compatibility -- if I were doing a campaign, and were a typical end-user, that would be especially important to me.
by kage
22 Sep 2008, 03:36
Forum: Development
Topic: Done?
Replies: 18
Views: 7894

Re: Done?

What is that supposed to mean? They were designed for 320x240. While 640x480 isn't that bad, the higher up you go, the uglier it gets. As a stop gap measure, we can just play the movies at 1:1. At the very least, it provides the full campaign content to more users sooner, then if we wait for new mo...