Search found 5577 matches

by NoQ
15 Sep 2019, 02:51
Forum: Ideas and suggestions
Topic: Add more bots?
Replies: 11
Views: 345

Re: Add more bots?

I’ve always thought Nullbot should be renamed but it’s all over the forums now. For years I thought Nullbot had some “null” behavior and thus was not very good or even finished, like it was broke or a test bot of some sort. I realize now the null refers to not having a specific personality and that...
by NoQ
23 Jul 2019, 19:46
Forum: Development
Topic: The proper way to add new tilesets into the game
Replies: 9
Views: 1516

Re: The proper way to add new tilesets into the game

I'm pretty sure i managed to make use of the black tiles successfully on some of my map-mods, eg. Berg's wide roads on Academy and Inversion . See also the wiki . As for tileset4, i guess i'd rather have someone finish my now-old work on the "new map format" ( plan and an unfinished attempt on imple...
by NoQ
03 Jul 2019, 06:04
Forum: Campaign
Topic: too many enemy units
Replies: 9
Views: 858

Re: too many enemy units

I mean, i ported NullBot's regroup code into libcampaign in order to replace the old formation code that was removed, and therefore, assuming it's actually used (it definitely is for the early missions that i converted), it should keep units in the same group together even if they have different spe...
by NoQ
02 Jul 2019, 06:56
Forum: Campaign
Topic: too many enemy units
Replies: 9
Views: 858

Re: too many enemy units

If you're comparing to 3.1 or 3.2, this may be because the regression in group management is now fixed. Groups of units no longer arrive one-by-one, but keep their formation.
by NoQ
02 Jul 2019, 06:35
Forum: Scripting
Topic: Does the scripting system use Qt?
Replies: 4
Views: 607

Re: Does the scripting system use Qt?

/me sometimes thinks about trying to write an AI in rust so that to compile it to wasm and load into warzone.
by NoQ
13 Jun 2019, 18:23
Forum: Skirmish / Multiplay
Topic: Transporters in multiplayer games
Replies: 5
Views: 663

Re: Transporters in multiplayer games

When transporters were wearing a VTOL HMG it was a valid strategy to spam cyborg transporters instead of vtols. After all, that's a powerful weapon (much more powerful than a normal HMG), a lot of HP, and no need to reload.

Removing the gun was enough of a nerf.
by NoQ
21 May 2019, 20:45
Forum: Technical Help / Troubleshooting
Topic: [3.3.0 beta 1] Alpha campaign CAM_1C not finishing
Replies: 3
Views: 621

Re: [3.3.0 beta 1] Alpha campaign CAM_1C not finishing

That's how you know that someone did a good job fixing campaign bugs :lecture:
by NoQ
12 May 2019, 20:16
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 207279

Re: Models by MaNGusT (AR)

Berserk Cyborg wrote:
12 May 2019, 06:27
The current result is far superior. It turns the whole desert into shiny gold dirt! With "fog" enabled it turns into a real blocky mess, but at least this looks cool.
:lol2: We urgently need a map "Sk-GoldRush2".

Srsly tho, it's a cool effect to have on a custom map.
by NoQ
12 May 2019, 01:43
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 207279

Re: Models by MaNGusT (AR)

This isn't about fog of war (i don't care about fog of war), it's about the purely visual color of the sky.
by NoQ
12 May 2019, 01:41
Forum: Scripting
Topic: Possible object ID and group label ID clash
Replies: 4
Views: 600

Re: Possible object ID and group label ID clash

This does affect skirmish AI scripts as well, right?
by NoQ
10 May 2019, 19:18
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 207279

Re: Models by MaNGusT (AR)

Jorzi wrote:
07 May 2019, 16:48
Nice :) Also, I see you got fog to work again :bow2:
Just in case, there's my old patch in #4292, maybe somebody will eventually be able to make sense out of it. Fixing fog is much more important than secondary orders imo ^.^
by NoQ
10 May 2019, 19:13
Forum: Scripting
Topic: Possible object ID and group label ID clash
Replies: 4
Views: 600

Re: Possible object ID and group label ID clash

Whoa, nice one. Group labels are arbitrary user-picked integers, right? So the ID doesn't need to be low-enough; any ID may theoretically collide.
by NoQ
19 Apr 2019, 00:34
Forum: Addon discussions
Topic: Blue Building Beam
Replies: 8
Views: 998

Re: Blue Building Beam

Apologies, but you're speaking greek with me there. I have no clue how to compile stuff. I may even be able to deal with whatever you guys are talking, but I don't even know how to start, trying to get it done for this weekend. Still, thanks for this info. What we're saying is "Unfortunately, this ...
by NoQ
18 Apr 2019, 21:15
Forum: Addon discussions
Topic: Blue Building Beam
Replies: 8
Views: 998

Re: Blue Building Beam

My equally random guess is addConstructionLine(). It mentions beam colors.
by NoQ
02 Apr 2019, 19:23
Forum: Addon discussions
Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Replies: 49
Views: 18001

Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+

Fair enough!

On the other hand, adding team vs team games should be as linear as adding more 1x1 maps, and should probably be of more benefit than adding even more 1x1 maps. I.e., "when a team map is encountered in the list of maps, just spawn more instances of the same AI".