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Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 01 Mar 2017, 22:08
by NoQ
Yome-- wrote:Thank NoQ :3

(by the way, are you the NoQ whom has post some video on youtube ?)
Yeah, most likely (i wear a link to the walkthrough, which is most of my videos, in my signature).

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 02 Mar 2017, 16:30
by Yome--
Hello,

Here the new update :
  • page-18-fx.png : Smoke and Electric flare
  • page-19-fx.png : All
  • page-20-fx-png : All, excepted the strange blue blob (still have not yet see it !!)
  • page-21-fx.png : All, excepted bullets (mchine-gun's bullet), and one of the flame
  • page-22-fx.png : All, excepted the blue FX (still not found it...)

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 02 Mar 2017, 16:39
by Yome--
The next ones =^.^=


n.b : About Frame rate, i've got some peak near 400 FPS !


I've also updated :
  • the Arizona's Texture to make them a little bit more homogenous.
  • make some missing buildings (Warehouse)
  • Refined and changed some textures existing ones
  • Updated the Ugly tertiles/decals (tiles 63 to 66 and 67 to 70)
All in the next zip.

n.b : again, i've made all the updates with ARmod as basis, render is better with this mod, of course :oops: :lol2:

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 02 Mar 2017, 16:53
by Yome--
  • Tertiles
  • Tileset

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 02 Mar 2017, 17:02
by Yome--
Others updated Pages.

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 07:54
by Prot
How to try this? I need some other mod?

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 11:22
by Yome--
Hi Prot,
Prot wrote:How to try this?
If you have time and know how to to this, actually manualy...

Prot wrote:I need some other mod?
No, but - I've based my work on the ARmod, installed first (which should be the base in the 3.1.x and 3.2.x application !!).
So it works alone, but looks really much more nicer with Armod :wink:

The wz file is a little bit to big - 26,5 Mo - so I'm looking for somewhere to put it (here there is a limitation, nearby 8Mo max).

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:15
by Yome--
[edit: change and clean the archive contents before going to 0.3.0]

Hi,

Here the archives files for the 0.2.0 version (stand alone - only Ymod changes, and of course under construction :stare: )

I (strongly) encourage you to download ARmod and mixe the both (no conflict should occur)


Thank for those who gonna test it - feed back are welcome 8)

- download all the files : all are zip files (5 files)
- rename all the Ymod-splitted.z*.zip to Ymod-splittedz0* - i.e : remove the .zip extension - except the Ymod-splitted.zip :lecture:
(this is part of the split archive - the .z* can not be uploaded, so just renamed them ;-) )
- open Ymod.zip
- put the Ymod folder into the mods/autoload folder

enjoy


nb : this is a splitted zip archive !

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:21
by Jorzi
@Yome-- I wouldn't like to override the contributions by other artists, but feel free to fork it as you wish. Have you ever used svn or other version control software? Access to our repository is open, and if you have a sourceforge account, I could even give you commit rights ;)

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:21
by Yome--
[edit: change and clean the archive contents before going to 0.3.0]

The 2 last.

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:22
by Yome--
.....deleted

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:28
by Yome--
Jorzi wrote:@Yome-- I wouldn't like to override the contributions by other artists, but feel free to fork it as you wish. Have you ever used svn or other version control software? Access to our repository is open, and if you have a sourceforge account, I could even give you commit rights ;)

Wanna fork it ;-)
[have an old one, but i create a new one]

I'm a Javascript expert and designer, so all those things talk to me =D

By the way, my opinion is : deliver a Warzone 2100 release with those nice and new graphics should be the way... I think many people do not play this game, not because of the age - or the Path finding ;-) - but just becoz this game is basicaly "ugly" (do not want to hurt anybody here - just the truth... :roll: )

So, i also would like to play multi, but few folks in the lobby and impossible to play with different mod... and v3.2 which is not available on macOS :stressed: :cry: (i've try to recompile, do stuff, but i'm not an C expert...lol)

.pace.


edit : yome-katsuma for source forge ;-)

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 15:51
by Yome--
Jorzi wrote:if you have a sourceforge account, I could even give you commit rights ;)
sourceforge psudo : yome-katsuma

I've just forked it (long time since i've not use svn...)

...and, by the way, there is a beta 2!! and, the mortar pit ! i've made a texture for it - wanna test the 3D object asap :3


Also fan of the new Smoke/Explosion thing (something i've changed, but i did not know that is possible to use a true animation sheet !!!!!)

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 19:22
by Prot
Yome-- wrote:...the last one =^.^=
Have the trouble with this 7 archives.. Is this 7z type of zip?
Put it together:

Code: Select all

prot64@lightner:~/Downloads/wz$ ls -1
Ymod.z01
Ymod.z02
Ymod.z03
Ymod.z04
Ymod.z05
Ymod.z06
Ymod.zip
And have some errors in decompression:

Code: Select all

prot64@lightner:~/Downloads/wz$ unzip Ymod.zip 
Archive:  Ymod.zip
warning [Ymod.zip]:  zipfile claims to be last disk of a multi-part archive;
  attempting to process anyway, assuming all parts have been concatenated
  together in order.  Expect "errors" and warnings...true multi-part support
  doesn't exist yet (coming soon).
file #1:  bad zipfile offset (local header sig):  4
file #2:  bad zipfile offset (local header sig):  59
file #3:  bad zipfile offset (local header sig):  1747
file #4:  bad zipfile offset (local header sig):  408122
file #5:  bad zipfile offset (local header sig):  1112720
Only 96 of 141 files is extracted..

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 03 Mar 2017, 19:42
by Cyp
Random guess, maybe “cat Ymod.z* > Ymod.all.zip | unzip Ymod.all.zip” (haven't tried/tested).