Search found 50 matches
- 20 May 2007, 01:55
- Forum: Development
- Topic: OK!!! here we go again!!!!
- Replies: 18
- Views: 8498
Re: OK!!! here we go again!!!!
i used confusing terms, sorry svn r1xxx = dev release = svn revision --> updated almost daily, as new code is written/updated 2.06 = latest trunk What changes from the current SVN development code do you think should be in the next release (2.07)? What should wait until 2.1 or later? Do you think t...
- 19 May 2007, 17:51
- Forum: Development
- Topic: OK!!! here we go again!!!!
- Replies: 18
- Views: 8498
Re: OK!!! here we go again!!!!
Yes, that's the plan with all that cleaning up. The issue that some seem to have is that cleanups are not visible to the user. PS: In case someone is interested in doing something like this: I think a Warzone- (but not necessarily technically) experienced person could accomplish this very well. Sim...
- 19 May 2007, 14:26
- Forum: Development
- Topic: OK!!! here we go again!!!!
- Replies: 18
- Views: 8498
Re: OK!!! here we go again!!!!
Some of the issue may be practical as well: Parts of the WZ code appear very convoluted with rendering, AI, and game engine code mixed in with other things. The dev versions (branch) are moving very rapidly to clean this up - but it makes them function very differently from the 2.0x trunk. So when y...
- 09 May 2007, 17:26
- Forum: Technical Help / Troubleshooting
- Topic: can't queue multiple landing pads for buidling
- Replies: 10
- Views: 4662
can't queue multiple landing pads for buidling
I can't seem to queue multiple landing pads for building. If I control click at several points, the truck builds the first one, then just visits the other places as though they were way points.
Is this a "bug" or the way the feature always worked?
Is this a "bug" or the way the feature always worked?
- 09 May 2007, 17:21
- Forum: Development
- Topic: anti-aliasing?
- Replies: 9
- Views: 6161
Re: anti-aliasing?
Hi I was wandering if the game could have a anti-aliasing put in as i have looked inside and Found none. ??? If it’s ok could the game include it? :) Its just it would look better at further distances with zoom without the aliasing. 8) Thankz allot and good luck. :) ;D Seya That's interesting... ...
- 08 May 2007, 21:16
- Forum: Mapping / Modding tools & discussions
- Topic: How do I convert old .wdg map files to the new .wz format?
- Replies: 58
- Views: 43906
Re: How do I convert old .wdg map files to the new .wz format?
Recently the German board-member 'Black NEXUS' posted a solution to this on our boards at warzone2100.de. Links German explanation of how to get your old *.wdg-files to work on Warzone 2100 GPL Wiki'd here: http://wz2100.net/wiki/development:modding_mapping#how_to_convert_old_.wdg_map_files_to_the_...
- 08 May 2007, 20:29
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
Thanks. Does this include the new features?Troman wrote: Here: http://svn.gna.org/svn/warzone/trunk/Sc ... Manual.htm
Edit: added to wiki here: (it is no longer sparse
http://wz2100.net/wiki/wzscript:index
- 08 May 2007, 18:01
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
Are these new features documented? The wiki script docs are sparse..Troman wrote: You sure did. There are new callbacks, tons of new functions, new member vars for units, structures etc and most importantly function, string and floating point support.
- 07 May 2007, 03:09
- Forum: Mapping / Modding tools & discussions
- Topic: was there an improved path finding mod?
- Replies: 0
- Views: 2216
was there an improved path finding mod?
Does anyone know if there was an improved AI path finding mod - one prevented log jams and used formations better.
And that did it without cheats...
Or maybe just included it as part of larger mod?
And that did it without cheats...
Or maybe just included it as part of larger mod?
- 07 May 2007, 03:06
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
I think that can be defined in a mod. I was looking over the old AI editor - it generates good scripts. There may be a flag in there to lower or eliminate sensor detection. Maybe even a stealthing unit that projects a field like in C&C - though I'm not sure that can be scripted. One thing I'm ha...
- 06 May 2007, 14:49
- Forum: Mapping / Modding tools & discussions
- Topic: ini support
- Replies: 1
- Views: 1843
ini support
Are *.ini files supported in 2.06?
- 06 May 2007, 07:48
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
yes. large files are fine.lav_coyote25 wrote: okeedokee - will find and email em to you... ummm... you have a large mailbox?? ???
- 06 May 2007, 07:33
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
I was just thinking along the lines to speed up one-on-one play and force/reward direct combat. Sometimes in 1-one-1, a player locks themselves in, then grinds you down slowly over hours, refusing to engage. I didn't mean for the whole game always, just a style option in skirmish - like blitz chess...
- 06 May 2007, 04:53
- Forum: Other Talk
- Topic: Poll:Why warzone multiplayer is less attractive?
- Replies: 62
- Views: 32918
Re: Poll:Why warzone multiplayer is less attractive?
Just a thought on the turtling/long game thing: How about a game with a countdown ? -to a psycho satellite that randomly blasts both sides -to a time when all fortifications disappear Or decaying fixed fortifications - All fixed fortifications weaken over time - roll back through research 'crete sta...
- 06 May 2007, 03:28
- Forum: Development
- Topic: Flex & Bison
- Replies: 2
- Views: 2280
Re: Flex & Bison
Thanks