Search found 241 matches

by Prot
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 ...
by Prot
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.
by Prot
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.
by Prot
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...
by Prot
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...
by Prot
12 Jun 2019, 19:23
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 6024

Re: Tiberium Mod / Growing crystals

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.
It is possible.
by Prot
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...
by Prot
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...
by Prot
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
by Prot
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+

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?
addons section not worked yet:
viewtopic.php?f=2&t=14920#p143943
by Prot
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...
by Prot
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 ...
by Prot
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...
by Prot
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 ...