As it usually happens in open source projects;
You start off by just sending your patches to the mailing list, and they are deemed good, the will get merged into the trunk.
If you keep up the trend of providing quality patches, you'll get write access.
Search found 84 matches
- 13 Jan 2007, 17:50
- Forum: Other Talk
- Topic: Multiplayer server
- Replies: 18
- Views: 10416
- 13 Jan 2007, 10:46
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40401
Re: new headquarters and modeling - all here now.
Um... I think it at some point got uploaded to the berlios file server, not sure though... Cranphin used it in the later versions of his pie file viewer app, which I don't have either.
- 11 Jan 2007, 23:06
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23597
Re: New Features in Wz2100 which I want to see in future.
A feature I think modders/mappers would like: View mode - starts warzone with a command line option instructing it to use its rendering engine to render a map file or a pie file. I'm thinking something like: warzone --viewmode my_superbody.pie Or warzone --render 8c-thepit2006.wz And once in "v...
- 11 Jan 2007, 20:46
- Forum: Addon discussions
- Topic: War Games: Trinity 1 & 2 - Maps + MO
- Replies: 94
- Views: 47170
Re: "War Games 1: Trinity" Map & MO
You're trying to win the "Warzone Photographer of the Month" award? The shots are intriguing.
Is the map that flat? I like it when the maps resemble real terrain in all it's hillyness (in the rare event that "hillyness" is even a word). ::)
Is the map that flat? I like it when the maps resemble real terrain in all it's hillyness (in the rare event that "hillyness" is even a word). ::)
- 11 Jan 2007, 20:33
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40401
Re: new headquarters and modeling - all here now.
Hmm... AC3D seems pretty simple... I might be tempted to have a stab at prototyping some converter'ish thingy over the weekend. And on that note; I wrote a PIE file manipulation API in Java a while back - does anybody know where the source, or even a compiled .jar file is to be found? lav_coyote? An...
- 11 Jan 2007, 20:21
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23597
Re: New Features in Wz2100 which I want to see in future.
-- if commander is not directing an attack, then units are free to engage any unit seen(not sure if it works this way or not, but it seems not) This one should be thought through. The commander is a squad leader. Imagine if you're a squad leader out in the woods with your team, and you're currently...
- 11 Jan 2007, 20:00
- Forum: Technical Help / Troubleshooting
- Topic: Flags
- Replies: 3
- Views: 2473
Re: Flags
Either
--viewport WIDTHxHEIGHT
or
--resolution WIDTHxHEIGHT
--viewport WIDTHxHEIGHT
or
--resolution WIDTHxHEIGHT
- 08 Jan 2007, 20:08
- Forum: Development
- Topic: That little bucket of ideas.....
- Replies: 88
- Views: 30133
Re: That little bucket of ideas.....
.... when that stray shell blasts straight through the upper body of such a walker, yes ;DDevUrandom wrote: It looks cool.
- 08 Jan 2007, 19:51
- Forum: Addon discussions
- Topic: War Games: Trinity 1 & 2 - Maps + MO
- Replies: 94
- Views: 47170
Re: "War Games 1" aka "Turtle-Rush" Map: Progress & Modus
* At this point if I was to switch tile-sets I'd only be able to salvage an exported "Height Map" from the WG1 project - everything else i'd have to redo: tileing, gateing, baseing, resourceing. That sucks. In a perfect world, changing the texture would be as easy as using an 'open file...
- 07 Jan 2007, 21:08
- Forum: Other Talk
- Topic: Experience
- Replies: 12
- Views: 6387
Re: Experience
Perhaps stedily increasing traget prediction would be a good bonus to experienced units?
- 07 Jan 2007, 21:05
- Forum: Addon discussions
- Topic: War Games: Trinity 1 & 2 - Maps + MO
- Replies: 94
- Views: 47170
Re: "War Games 1" aka "Turtle-Rush" Map: Progress & Modus
How easy is it to change the tileset at this stage? I tried playing on Little Egypt a few days ago and the water texture worked fine, but apparently this is not the case when you play. Perhaps it is due to a bug specific to your version or environment? If a version with the Arizona tileset was provi...
- 06 Jan 2007, 00:03
- Forum: Other Talk
- Topic: ummm....what happened?
- Replies: 10
- Views: 5137
Re: ummm....what happened?
Hmm... I guess the new AI can be a bit hard on new players - I'm finding it a challenge too. I would have advised you to take on the campaign and learn the ropes - it's an excellent and, for the most part, well balanced excercise. However, it's crippled by bugs at the moment, which means that you mi...
- 04 Jan 2007, 23:05
- Forum: Other Talk
- Topic: Links wanted!
- Replies: 12
- Views: 6256
Re: Links wanted!
how about e-mailing the two project admins, calchan and rodzilla?
- 04 Jan 2007, 00:22
- Forum: Other Talk
- Topic: A legendary moment!
- Replies: 16
- Views: 7667
Re: A legendary moment!
Nice catch
- 04 Jan 2007, 00:21
- Forum: Bug reporting
- Topic: AI builds buildings and blocks its own path out of the base
- Replies: 7
- Views: 6339
Re: AI builds buildings and blocks its own path out of the base
Hehe... the AI could do a better job of city planning...
I think this is it.DevUrandom wrote: is it an issue with not enough space between buildings?