Search found 368 matches

by MIH-XTC
15 Sep 2019, 02:09
Forum: Development
Topic: Which script fixes the 4->3 Polygon model error?
Replies: 7
Views: 4795

Re: Which script fixes the 4->3 Polygon model error?

You can use the simplipie converter. https://github.com/Warzone2100/warzone2100/blob/master/tools/conversion/simplipie.c cool, thanks man. I verified that's the right file. I went dumpster diving for old models and someone directed me to this site https://wzgraphicmods.sourceforge.io/joomla/ Specif...
by MIH-XTC
14 Sep 2019, 23:43
Forum: Development
Topic: Which script fixes the 4->3 Polygon model error?
Replies: 7
Views: 4795

Which script fixes the 4->3 Polygon model error?

I found some old graphical models that use 4 polygons (back when WZ used 4 instead of 3) and I need to convert them to use 3. The models are throwing this error: Log message: info |13:37:13: [_imd_load_polys:163] Invalid polygon size (4) Log message: info |13:37:13: [_imd_load_polys:163] Assert in W...
by MIH-XTC
10 Sep 2019, 15:05
Forum: Ideas and suggestions
Topic: Add more bots?
Replies: 11
Views: 8291

Re: Add more bots?

I think it’s a good thing to add more AI’s, specifically bonecrusher and cobra. In larger games like a 4v4 or FFA, players can experiment with putting different bots on different teams to get new game play. It also helps authors get feedback for improvement and maybe inspires other players to attemp...
by MIH-XTC
06 Sep 2019, 03:24
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 521
Views: 514783

Re: [3.1] Ultimate Scavenger AI Mod

^^ that might be a stats issue. In bodies.json there is weaponSlots attribute and in EB mod I don't have any bodies with weaponSlots = 3. I can't look into it at the moment but just throwing that out there. I'm not sure what the weaponSlots are set in Ult Scavs mod. It also might be an issue in temp...
by MIH-XTC
01 Sep 2019, 16:56
Forum: Artwork
Topic: What models from this forum are NOT included in AR, ultscav and contigency??
Replies: 0
Views: 14108

What models from this forum are NOT included in AR, ultscav and contigency??

I'm trying to collect all of the models that have been created so that I can add them to EB mod but they're scattered all over the forums. I searched through a few of the threads but I'm not finding many .pie models I like to create stats/balance for the models and I can add them into the game side-...
by MIH-XTC
27 Aug 2019, 23:03
Forum: Development
Topic: Tech Tree test script
Replies: 4
Views: 5159

Re: Tech Tree test script

script is good, but there is something similar at http://betaguide.wz2100.net/Research.php?timeline=1 try to add your calculator to official guide, if its better. Yea I'm familiar with the betaguide. I think Crab_ wrote the tech tree aspects of the betaguide if not the entire betaguide itself. This...
by MIH-XTC
27 Aug 2019, 17:27
Forum: Development
Topic: Tech Tree test script
Replies: 4
Views: 5159

Re: Tech Tree test script

lmao, dude... that's exactly how I thought it worked minus the ceil() part lol. I also didn't know this was in rules.js, I thought it was all in stats.cpp I tried round() but it didn't make sense and I never thought to try ceil() Alrighty, so I updated the script but I still have slightly different ...
by MIH-XTC
26 Aug 2019, 21:10
Forum: Balance
Topic: Just noticed turret rotation speed is missing from game
Replies: 2
Views: 13825

Re: Just noticed turret rotation speed is missing from game

^^ yea that's where I got the idea from but the fortress turrets weigh 100,000 - 200,000 whereas all other turrets are in the 1,000 - 4,000 range In order to make turrets rotate slower, they need to weigh around 100,000 - 150,000 but given the current engine outputs that would make droids so slow th...
by MIH-XTC
25 Aug 2019, 01:12
Forum: Balance
Topic: Just noticed turret rotation speed is missing from game
Replies: 2
Views: 13825

Just noticed turret rotation speed is missing from game

I was thinking it would be nice to vary the rotation speed of the turrets. Then I realized turret rotation speed has been missing from the game because the weight/engine ratio's are occuring at the wrong scale. By multiplying engine output and turret weights by 20, the turrets rotate much slower wit...
by MIH-XTC
24 Aug 2019, 18:27
Forum: Development
Topic: Tech Tree test script
Replies: 4
Views: 5159

Tech Tree test script

I wrote a tech tree calculator that - Calculates total research time - Checks if any items are unresearchable - Ratio of researchPower to researchPoints I couldn't get the tech-tree-chart-generator script to work but I don't think it calculates total research time, just visualizes the dependencies. ...
by MIH-XTC
21 Aug 2019, 23:51
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9398

Re: I have prepared all good maps for inclusion with the next release

One other thing to mention, All (most) of the maps have scavenger factories but some don't have power generators and thus the factories are not able to produce anything. We just need to make sure the scavengers start off with some power by modifying rules.js setPower(10000, scavengerPlayer); I verif...
by MIH-XTC
20 Aug 2019, 19:19
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9398

Re: I have prepared all good maps for inclusion with the next release

FlaME contains a generator for random maps (in "Tools->Generator..."). Generating new ones in-game would not be worth the implementation effort due to the likelihood of poor results and the dominance of NTW maps in multiplayer. Selecting a random entry from a list of maps is such an easy ...
by MIH-XTC
20 Aug 2019, 17:56
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9398

Re: I have prepared all good maps for inclusion with the next release

I fixed some map errors and updated the authors.txt with all of the information I have.

https://github.com/jbreija/WarzoneMapDB/commits/master

At this point, there's nothing left to do. I will wait for any feedback.

If any maps need adding, removing, modifying let me know, I can fix it easily.
by MIH-XTC
20 Aug 2019, 03:08
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9398

Re: I have prepared all good maps for inclusion with the next release

That was discussed before and many agree it would lead to abuse. I for one can use this method to down load map mods that the players my not know they are getting. This is just one example. I'm sure there are many other unwanted side affects other people can think of. I remember the discussion but ...
by MIH-XTC
19 Aug 2019, 19:52
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 9398

Re: I have prepared all good maps for inclusion with the next release

on a slight side note, how difficult would it be to allow changing of the maps in a multiplayer game without rehosting?

If that was possible + a random map picker functionality that would make the mp experience sooooooooooo much better :) (especially for competitive play)