Search found 65 matches
error |06:29:16: [luaWZ_dofile] loading Lua file: script/data/cam1a-c_logic.lua:313: ')' expected near '[' When do you see this error? There seems to be a conversion error there, since a variable at that line got '_' added to it for no good reason I could see. It's an conversion error, the variable...
Hi everyone, I was toying around with different logo's for warzone, and designed this one: tankbuildings.png The logo does not have as a goal to explain everything about Warzone 2100, but tries to give a general impression (something with tanks and collapsed buildings). It could be accompanied by te...
- 18 May 2009, 10:11
- Forum: Mapping / Modding tools & discussions
- Topic: map tiles - change coming????????
- Replies: 9
- Views: 2324
... what have you done to replace the editor. Nothing, yet. Florian, author of the Diorama random map generator told me they will be working on a new map editor next. Judging by the amount of work they did in the short time they needed for the random map generator I'd say we might have something ba...
It sucks as a text font. DejaVu Sans is much better. As a menu font, it's... passable. I'll agree with the others that it's a bit too rounded for Warzone. I guess I still like DejaVu Sans Bold. I agree it needs quite some work to become easily readable at small sizes. The main reason I want a diffe...
Nice. I love it. How did you create this? Could you merge chars/signs from other fonts in, so nearly all languages are supported? For example russian and chinese. It should be allowed with most free fonts, but i have no idea how to do this. Searching for some kind of a font merger brings only expen...
Hey all, I think it is better for the atmosphere in the game when we have our own font, instead of the plain and boring dejavu sans. I spent some time designing one, and I would like your comments on how suitable it would be for inclusion in warzone. I did not get around to make the uppercase letter...
Good, we could use some more design. I have been trying to find a better font to use in-game, but have not yet succeeded. In matters of style it might be best to work with elio, take a look at his interface designs at http://forums.wz2100.net/viewtopic.php?f=6&t=2258 and for his buildings check http...
- 29 Mar 2009, 23:45
- Forum: Development
- Topic: Great to see this is being done, want to HELP!
- Replies: 35
- Views: 7662
Nothing wrong with some 2048x2048 textures, the engine will scale them down when needed/requested.Sentinel3d wrote:if u need some texturing to do... i can help you with that.
i'm already busy making the textures to the 1024 size (creating them at 2048 and downscale them to 1024)
I do believe that the ground textures you're using were photographed from a person's perspective; as in, it kinda looks like Pikmin in the sense that the tanks and facilities are small in a normal sized world. For lack of better words, it just seems too "zoomed-in" (the texture, that is) You are ri...
1. The new terrain renderer (which is now in trunk btw) does not use pixel shaders.Omikronman wrote: "Does that make use of/require pixel shaders?"
"Are you using a blending method, or are there intermidiary textures?"
2. The different terrain types are drawn using additive blending.
- 05 Mar 2009, 16:43
- Forum: Addon discussions
- Topic: New Survival Map 8c-AIAssault
- Replies: 22
- Views: 10568
I did 0 to 3 on team vs 4,5,6,7 no teams. talk about getting over run faster than I was ready for. After 30 to 40 mins I was the only one left on my team. I'm going to try a outer bases vs the inside bases. here is screen shot with the map on the current trunk. It looks like you can increase the te...
From http://www.last.fm/user/gerard_ (last 12 months)
What we perhaps could do for the building animations is split up the building in it's individual shapes. We then grow each of the shapes individually. So in this case we would grow the center building first, then the dome, and finally the 4 small structures around them.