Search found 235 matches
- 06 Jan 2008, 21:00
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
When in drive mode, will you have control over your vehicle's weapon turret(s) directly and be able to fire manually at a keypress in any foreseeable versions in the future?
- 05 Jan 2008, 22:54
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
Fantastic News!!! :o ;D * To assist in visualizing the diffs at this point... * If you've played Bungie's "Halo"- * The PC ver of "Drive" reminds me of the "Warthog" in "Halo" ('cept with the added "Command Grouping" ability)... * And the PSX ver of ...
- 09 Dec 2007, 18:30
- Forum: Other Talk
- Topic: Continuous online game
- Replies: 10
- Views: 4579
Re: Continuous online game
Well this idea is IMO entirely unrelated to the first, and I really think that your moving to much into the direction of an FPS with this sort of thing. Actually, it would probably be more of a TPS element, as that seems to be a viewpoint more suited for vehicular combat with its turrets and simula...
- 09 Dec 2007, 01:57
- Forum: Development
- Topic: HP bars & unit display. Vote topic.
- Replies: 30
- Views: 10892
Re: HP bars & unit display. Vote topic.
i vote that we strip out such features that tend to be unused, or don't work quite as advertised (like formation speed limiting) Personally, I have found this feature to be very useful. Everything arrives at the same time, the lighter units don't run up ahead and get slaughtered. How is does it not...
- 04 Dec 2007, 22:06
- Forum: Ideas and suggestions
- Topic: Warzone 2100 wish list - all can contribute_part 1
- Replies: 141
- Views: 83298
Re: Warzone 2100 wish list - all can contribute.
That is a superb idea! I have wanted to see this propulsion system type added for a long time. It would basically complete the set.HCN-Trooper wrote: -New propulsion: Walker (Slightly fastr than wheels,halftrack like bodypoints, always same speed)*1
- 04 Dec 2007, 06:44
- Forum: Development
- Topic: WZ2100 `3dtool` (maybe something useful)
- Replies: 3
- Views: 2137
Re: WZ2100 `3dtool` (maybe something useful)
Last time I used blender's .3ds importer script, the models did not convert too accurately, I would guess that the exporter might not be much better.kage wrote: blender can export to .3ds, at least, and probably .obj.
The .obj exporter seemed to work fine though.
- 30 Nov 2007, 03:41
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
* You make a lot of sense with your infrences. * Creatiing a new GFX (or Physics) Engine is actually more Project Manageable (more predictable schedule & budget wise) than creating, implementing, testing, balancing & fine-tuning new game play mechanics. Plus eye-candy is a no-brainer when i...
- 30 Nov 2007, 03:26
- Forum: Development
- Topic: Command Relay Center
- Replies: 28
- Views: 19036
Re: Command Relay Center
I think the main things that needs to be fixed with commanders also needs to be fixed with forward observers and these really need to be fixed before any balancing or additional features for commanders can be added. They be: 1) Assigning combat and artillery vehicles to them should not be necessary ...
- 29 Nov 2007, 07:18
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
I found the code in the source, but why was it never 'enabled' on the PC? If it was a cool feature, you have to wonder why only on the PSX? They have 2 different routines for each platform, so maybe the devs had a good reason for this? Can whoever post some screen shots on how it looked like? The ...
- 28 Nov 2007, 22:21
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
It would be nice if someone with the C and WRP experience to reactivate this code, did so, even if without it being part of the default key mapping at all. It would be simple for end users to use the ingame key configuration menu to allocate whichever section of the keyboard they felt was appropriat...
- 28 Nov 2007, 22:09
- Forum: Ideas and suggestions
- Topic: Warzone 2100 wish list - all can contribute_part 1
- Replies: 141
- Views: 83298
Re: Warzone 2100 wish list - all can contribute.
I second that!Rman Virgil wrote: Controllable Vtol Dogfighting..... in PSX "Drive-Battle HUD" mode !
Feel me ?
(What? It's a wish list.)
- 28 Nov 2007, 22:06
- Forum: Development
- Topic: WZ & RPS Re-Balancing
- Replies: 31
- Views: 11366
Re: WZ & RPS Re-Balancing
Well tanks can use cover but they can really use cover from Apaches do to the fact they have thermal site and can find the tanks heat scource from miles away, oh and this cant really be masked. The biggest risk to coppers is AA fire, SAM's and fixed wing jets. Also, the tanks cannot move over cover...
- 28 Nov 2007, 20:59
- Forum: Development
- Topic: WZ & RPS Re-Balancing
- Replies: 31
- Views: 11366
Re: WZ & RPS Re-Balancing
@ Deus Siddis: That would be lovely, just wonderful. However, it is presently outta scope - that is in the immediate future. Down the road, further-out, well that's another story. Actually it wouldn't have to be. A physics engine upgrade, rebuild or replacement should be a 2.3 target, instead of 2....
- 21 Nov 2007, 07:00
- Forum: Development
- Topic: WZ & RPS Re-Balancing
- Replies: 31
- Views: 11366
Re: WZ & RPS Re-Balancing
I agree whole-heartedly that Situational Supremacy should be the focus of any future rebalancing of WZ. But I think this needs to be accomplished by future development of the physics engine to actually simulate those situations. As an example using my limited understanding of modern military weaponr...
- 10 Nov 2007, 04:43
- Forum: Development
- Topic: Deactivating the Battle View (from the psx version)
- Replies: 130
- Views: 58978
Re: Deactivating the Battle View (from the psx version)
I did actually look into it, because I visited the relevant code for other reasons, quite recently. The code to drive the car probably all still exists, but the key mappings are used for other purposes now. Worse, so many key mappings have been put to other uses, there are not many available for dr...