Search found 18 matches

by Wulfkind
09 May 2016, 06:57
Forum: Artwork
Topic: Models By Berg
Replies: 269
Views: 124450

Re: Models By Berg

by Wulfkind
30 Aug 2010, 00:51
Forum: Other Talk
Topic: Moderators
Replies: 19
Views: 2084

Re: Moderators

The problem is, it's difficult to choose someone that everyone would be happy with. [deleted] Even if that person isn't someone other people actively dislike , it could still cause other people to think, "That should have been me."" Interesting that you should choose a public forum to voice issues ...
by Wulfkind
06 Aug 2010, 09:24
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 12437

Re: New feature: DROID'S SHIELD

Simple description: total hit points are divided between the shield and the body (no change to stats or balance!) Shield takes initial damage from attack. When shield is gone, body points start to go. A damaged shield will quickly regenerate if not being attacked. There is actually that one change ...
by Wulfkind
05 Aug 2010, 13:10
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 12437

Re: New feature: DROID'S SHIELD

No, shields are fully implemented. Hmm. They're implemented as described here? That seems unlikely, since they're not exactly described very clearly here. Our code is freely available for anyone to look at on our project site, there is no need for lengthy forum descriptions as a picture is worth a ...
by Wulfkind
02 Aug 2010, 12:32
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

Added forcefields to droids and cyborgs. Click link below for a brief video of the early stages of this. Berg will post a prettier one once he gets the textures and models right for the field effect...

https://sourceforge.net/projects/wzgrap ... i/download
by Wulfkind
29 Jul 2010, 04:09
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

Interesting ideas there, I'm not sure I follow completely, but from my understanding of what you're saying, there seems there would be some serious game balance issues if we were to start playing around with power, just a thought. Maybe this is something to think on and tackle at a later date... But...
by Wulfkind
26 Jul 2010, 01:07
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

The skybox uses texture pages 300-302, no code change is needed to change the look of the skys.
by Wulfkind
25 Jul 2010, 16:11
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

Grab berg-exp if you want to play with the new stuff.
by Wulfkind
20 Jul 2010, 14:50
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

https://sourceforge.net/projects/wzgrap ... i/download

Experimental skybox using layered texture techniques.
by Wulfkind
20 Jul 2010, 11:14
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

https://sourceforge.net/projects/wzgrap ... i/download

Newest to the wzgm codebase, in game video cap courtesy of Stiv.
by Wulfkind
15 Jul 2010, 12:51
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

http://www.youtube.com/watch?v=kUHabZuESF0

Now with tcmask based hit effects. (for emitters)
by Wulfkind
13 Jul 2010, 16:15
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

They react to hits.
by Wulfkind
11 Jul 2010, 13:07
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 65241

Re: Tcmask, Animation and Models Info and Ideas

I mean it would be better if texture animation will work so: split frames into many png files and then when we need(event-based) play it from 1st to last with necessary speed. This way, there is no limit in a texture size and number of frames. I'll actually talk about your suggestion now that it is...