Search found 130 matches

by nick87720z
25 Apr 2023, 10:39
Forum: Coding
Topic: Suggestion Required for Best Programming Language for Game Development
Replies: 2
Views: 3247

Re: Suggestion Required for Best Programming Language for Game Development

Since this question is not warzone-specific, than there are more gamedev forums, not dedicated to specific games. To be closest - I don't know dedicated languages besides GLSL, other game resources are engine-specific. That's probably all you need if writing own engine from ground, otherwise just st...
by nick87720z
25 Apr 2023, 10:11
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 870
Views: 5654168

Re: Models by MaNGusT (AR)

No, It should not. Only master build has necessary fixes and I wait public release to make a new build of ARmod. Hm, I assumed just comparing dates for wz releases and armod r178. Version 4.3.4 is newer than armod r178. I thought you just keep it sync with wz master, at least that looks logical (sy...
by nick87720z
24 Apr 2023, 22:10
Forum: Coding
Topic: Warzone2020 Propulsion Revisited
Replies: 3
Views: 10527

Re: Warzone2020 Propulsion Revisited

Correction could happen as soon as new structure is detected. Though if resembling current behavior with oil build queue, correction could happen regardless of structure visibility.
by nick87720z
24 Apr 2023, 21:53
Forum: Coding
Topic: More research items per page
Replies: 25
Views: 43821

Re: More research items per page

It's even more actual now due to labs limit raised to 20. Though other kinds of progress as as well harder to monitor when they are in multiple pages, as with production and build.
by nick87720z
24 Apr 2023, 21:30
Forum: Coding
Topic: Bugs with truck build
Replies: 0
Views: 3846

Bugs with truck build

My appologies - got trouble entering github, since now it mandates to use 2nd factor via mail, but I set it to gmail, which now requires phone number (really - for all google account) - quite unacceptable. Have two bugs: - trucks ignore position hold state when build job starts near them - trucks, i...
by nick87720z
24 Apr 2023, 21:12
Forum: Artwork
Topic: SndRev Actual
Replies: 13
Views: 17415

Re: SndRev Actual

Decided to get some fun. Heavy HVC is used in contingency, though original contingency used some non-standard sounds, e.g. slowed down versions for heavy rail/gauss guns and, probably, HVC. There's my HVC, mixed from existing in-game sound. Just took heavy cannon, made its echo fade into medium cann...
by nick87720z
24 Apr 2023, 20:47
Forum: Coding
Topic: Two Sound Effects for one Weapon
Replies: 5
Views: 10241

Re: Two Sound Effects for one Weapon

There are already multiple effects for some things, e.g. unit start, loop and stop sounds. Though not all of them are ever used. Some weapons, like machineguns, really need loop this loop-end model (or start-loop-end). Without this it's impossible to make longer echo for them without making sound to...
by nick87720z
24 Apr 2023, 20:12
Forum: Ideas and suggestions
Topic: concept of ammunition storage
Replies: 4
Views: 4264

Re: concept of ammunition storage

How about trucks acting as ammo suply? Besides, this introduces new meaning to autoloading - watched some videos, how howitzers are manually loaded by soldiers. With one exception - in reality multiple trucks could only cooperate by loading one shot each, while attempt to speedup loading single shot...
by nick87720z
24 Apr 2023, 19:45
Forum: Ideas and suggestions
Topic: Few usability ideas
Replies: 0
Views: 3923

Few usability ideas

1. Search text field in keybindings config. There is already so much of individual actions, that it's hard to explore them without search. Just for example - I did not even know, that there are two variants to select factories and labs - would not know until watched some online play videos from pro...
by nick87720z
24 Apr 2023, 19:22
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 870
Views: 5654168

Re: Models by MaNGusT (AR)

Versions since 4.3.4 should work with recent armod revision, however when I tried 4.3.5 - just started alpha campaign, and wheels were missing. Log was full of errors - like could not find some resources. Pre-last revision is fine with 4.3.3.
by nick87720z
09 Nov 2021, 06:17
Forum: Development
Topic: Difficulty levels for Scavengers in Skirmish
Replies: 2
Views: 6743

Re: Difficulty levels for Scavengers in Skirmish

If I took control scavs, I would use copters exclusively for conventional direct gunfire, with ground consisting exclusively from nexus tanks (as much as possible), though sensors with mortars could be useful. That could be additional level - "Angry scavangers". :) (though ultimate seems a...
by nick87720z
22 Oct 2021, 20:52
Forum: Campaign
Topic: Campaing balance changes
Replies: 10
Views: 11401

Re: Campaing balance changes

I have first attempt at insane, ending with alpha06 start - stoped at guarding entrance to my half, in order to try different walkthrough. There are some tricks to make it effectively. - First scav groups (infantry only) are easy to dispatch with just 4 tanks with to now damage - using 1 as bait, hi...
by nick87720z
14 Oct 2021, 13:04
Forum: Campaign
Topic: Campaing balance changes
Replies: 10
Views: 11401

Re: Campaing balance changes

The reason for the flamer range is to make them a real threat. If their range is shorter than the range of the MG/Twin MG you can park a tank out of the flamer tower range and drink a cup of coffee while you wait that the MG kills the flamer tower. Now you have to work for the victory. Is not it wr...
by nick87720z
14 Oct 2021, 12:33
Forum: Campaign
Topic: Campaing balance changes
Replies: 10
Views: 11401

Re: Campaing balance changes

No, the chance to absorb something remains the same. The benefits for the artifacts are: MK1: Hero and Special units don't get absorbed anymore, the chance to absorb a truck is decreased MK2: Factories, Elite, and Veteran units don't get absorbed anymore, the chance to absorb a truck is decreased M...
by nick87720z
12 Oct 2021, 21:14
Forum: Campaign
Topic: Campaing balance changes
Replies: 10
Views: 11401

Re: Campaing balance changes

It's surprise to see scavanger flamer with machinegun range. Comparison using base weapons stats: shortRange (mobile / static): mg1 or twin mg - 512 / 608, hmg - 640 / 704, BabaFlame: 608. I would propose, if in origin their mg had range like for T2 assault gun or cannon, than their flamers could ha...