Search found 241 matches
- 20 Oct 2019, 09:00
- Forum: Development
- Topic: HotKeys refactoring
- Replies: 1
- Views: 2650
HotKeys refactoring
I'd like to talk about hotkeys. For some reason, initially in the game hot keys are made in order to complicate the life of players, well, or they are made for pianists. Almost all the necessary commands are assigned to several keyboard shortcuts(ex. Shift+ Ctrl+ etc.), although the commands of the ...
- 18 Oct 2019, 13:13
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16424
Re: Flamer aim?
Well, now i see how flamer cyborg shoots flames almost 180 degree. It's very strange to see a cyborg run forward and shoot backwards.
- 11 Oct 2019, 05:34
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16424
Re: Flamer aim?
Yeah, in Math or Balance it may necessary.
But visual it look ugly, when cyborg before shot a foe, turns to the side at 45 degrees and shoots a flamethrower.
But visual it look ugly, when cyborg before shot a foe, turns to the side at 45 degrees and shoots a flamethrower.
- 01 Oct 2019, 08:01
- Forum: Development
- Topic: Map documentation
- Replies: 8
- Views: 6960
Re: Map documentation
Maybe it's necroposting. But at the beginning of 2018 I started to write the documentation of the maps data. https://wz2100.euphobos.ru/docs/map.html At the moment it is completely finished for versions 3.2+ and 3.3+ I never completed the description of maps and objects (bjo) to version before 3.1 b...
- 22 Sep 2019, 08:28
- Forum: Addon discussions
- Topic: Yet Another Spectator Mod (now for 3.1+ too!)
- Replies: 24
- Views: 21103
Re: Yet Another Spectator Mod (now for 3.1+ too!)
I never knew that downloading mods automatic from others without your permission or knowing is wrong in so many ways. I actually feel this is a very bad addition. I would like to be able to block this function. Actually the better way is add some kind of a mod-manager gui inside game, instead of bl...
- 12 Jun 2019, 19:23
- Forum: Game related Discussions
- Topic: Tiberium Mod / Growing crystals
- Replies: 6
- Views: 6024
Re: Tiberium Mod / Growing crystals
It is possible.FernandoJugeretto wrote: ↑07 Jun 2019, 11:13 Hi, there is possible to make a mod of Tiberium?
Growing crystals giving some amount of resources(oil),
and with building to even regulate/boost its speed as additional source of the resources.
- 26 May 2019, 12:45
- Forum: Addon discussions
- Topic: Map database
- Replies: 6
- Views: 12365
Map database
I wrote an engine for the map database. The interface translated both Russian and English languages. https://wz2100.euphobos.ru/maps/ The engine parses the map, converts whole map to JSON and stores it in pgsql as jsonb This allows on the fly to apply filters and various additives to the map. For ex...
- 24 Apr 2019, 11:29
- Forum: Addon discussions
- Topic: [MOD] Oil Finite 3.3.0+
- Replies: 3
- Views: 8321
[MOD] Oil Finite 3.3.0+
Entertainment mod for not infinite oil. oilfinite_v1.00.wz Different initial quantity of oil is given If you start with the base, and the oil rig is pre-installed, 600pts(pts is not energy) oil is given inside oilwell. Free oilwells on the map give 900pts oil inside. The algorithm is: Player pump 1p...
- 04 Apr 2019, 05:42
- Forum: Development
- Topic: Contingency Mod in latest beta
- Replies: 1
- Views: 2038
Re: Contingency Mod in latest beta
Because this mod needed to update for game 3.3.0b1
- 03 Apr 2019, 04:38
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 56629
Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
addons section not worked yet:WZ2100ModsFAn wrote: ↑02 Apr 2019, 23:49 When are you going to update the old bonecrusher in the addons section?
or is it not stable yet?
viewtopic.php?f=2&t=14920#p143943
- 01 Apr 2019, 18:22
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 56629
Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Hmm, did you try automatic team vs. team matches in the AI tournament? Or free-for-all games. In WZ AI T - no, there are too many settings to test with: FFA/TEAM/DUEL, T1/T2/T3, Start with/without base, scavs/noscavs, different bots, too big factorial comes out for only one round of matches. For fu...
- 01 Apr 2019, 07:56
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 56629
Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
History of "BoneCrusher!" bot:
https://wz2100.euphobos.ru/bc/
https://wz2100.euphobos.ru/bc/
- 26 Mar 2019, 09:06
- Forum: News and announcements
- Topic: Release 3.3.0 beta 1
- Replies: 86
- Views: 249605
Re: Release 3.3.0 beta 1
error |05:12:45: [loadSaveStructure:4984] Structure ECM1PylonMk1, x coord too near the edge of the map. id - 17 error |05:12:45: [loadSaveStructure:4990] Structure ECM1PylonMk1, y coord too near the edge of the map. id - 288 error |05:12:45: [loadSaveStructure:4990] Structure ECM1PylonMk1, y coord ...
- 26 Mar 2019, 07:45
- Forum: News and announcements
- Topic: Release 3.3.0 beta 1
- Replies: 86
- Views: 249605
Re: Release 3.3.0 beta 1
The real problem is not the game but the mapmods There is no mapmods, just clean map. I think problem somewhere in map objects, like trees and other debris, but not sure for now. Also, desync appear in 3.2.3 too. This is definitely not a 3.3.0 issue, but the map itself. But now I'm just curious wha...
- 26 Mar 2019, 04:30
- Forum: News and announcements
- Topic: Release 3.3.0 beta 1
- Replies: 86
- Views: 249605
Re: Release 3.3.0 beta 1
Can you also say, was this linux vs linux or linux vs windows or what combination it was? It could be a compiler issue, gcc vs MSVC, but, unsure yet, need more info. i testing on local machine, running 2 copy of game and connect to localhost, just put in slot any AI standart nullbot or bonecrusher ...