Search found 130 matches
- 25 Apr 2023, 10:39
- Forum: Coding
- Topic: Suggestion Required for Best Programming Language for Game Development
- Replies: 2
- Views: 3625
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...
- 25 Apr 2023, 10:11
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6347709
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...
- 24 Apr 2023, 22:10
- Forum: Coding
- Topic: Warzone2020 Propulsion Revisited
- Replies: 3
- Views: 10807
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.
- 24 Apr 2023, 21:53
- Forum: Coding
- Topic: More research items per page
- Replies: 25
- Views: 44520
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.
- 24 Apr 2023, 21:30
- Forum: Coding
- Topic: Bugs with truck build
- Replies: 0
- Views: 4496
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...
- 24 Apr 2023, 21:12
- Forum: Artwork
- Topic: SndRev Actual
- Replies: 13
- Views: 17887
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...
- 24 Apr 2023, 20:47
- Forum: Coding
- Topic: Two Sound Effects for one Weapon
- Replies: 5
- Views: 10534
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...
- 24 Apr 2023, 20:12
- Forum: Ideas and suggestions
- Topic: concept of ammunition storage
- Replies: 4
- Views: 4695
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...
- 24 Apr 2023, 19:45
- Forum: Ideas and suggestions
- Topic: Few usability ideas
- Replies: 0
- Views: 4580
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...
- 24 Apr 2023, 19:22
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6347709
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.
- 09 Nov 2021, 06:17
- Forum: Development
- Topic: Difficulty levels for Scavengers in Skirmish
- Replies: 2
- Views: 7065
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...
- 22 Oct 2021, 20:52
- Forum: Campaign
- Topic: Campaing balance changes
- Replies: 10
- Views: 11902
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...
- 14 Oct 2021, 13:04
- Forum: Campaign
- Topic: Campaing balance changes
- Replies: 10
- Views: 11902
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...
- 14 Oct 2021, 12:33
- Forum: Campaign
- Topic: Campaing balance changes
- Replies: 10
- Views: 11902
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...
- 12 Oct 2021, 21:14
- Forum: Campaign
- Topic: Campaing balance changes
- Replies: 10
- Views: 11902
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...