Search found 750 matches
- 08 Dec 2006, 08:02
- Forum: Development
- Topic: Increasement of the rotation limit of the X-Axis
- Replies: 18
- Views: 9761
Re: Increasement of the rotation limit of the X-Axis
Ugh. That gives me a headache even thinking about it... AFAIK the only server issues are to keep track of what in God's name the players are actually doing in their commandeered drone-suits ... bearing in mind they are a lot less predictable and "rational" than mere AI drones you'd have t...
- 08 Dec 2006, 07:47
- Forum: Other Talk
- Topic: Warzone 2100 on XBOX
- Replies: 7
- Views: 6184
Re: Warzone 2100 on XBOX
(Like the PSX version of WZ seemed to limit the engine a lot, eg. a FRACT type was needed, because the PSX didn't support floats.) iirc, the psx used an arm processor, and those generally are very slow with floating point numbers -- suffice it to say, the programmers could've used a float type (eve...
- 08 Dec 2006, 06:59
- Forum: Other Talk
- Topic: Vote for the most useless T1 weapon
- Replies: 55
- Views: 19721
Re: Vote for the most useless T1 weapon
minipod is useless, but you can tell that from the stats.
now the twin-machinegun: that actually looks cool and you use that until you have to recycle all those units to upgrade to the heavy machinegun the next mission -- minipod is useless, but the twin-machinegun is a waste of time.
now the twin-machinegun: that actually looks cool and you use that until you have to recycle all those units to upgrade to the heavy machinegun the next mission -- minipod is useless, but the twin-machinegun is a waste of time.
- 08 Dec 2006, 00:50
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53723
Re: Multiple hardpoints for heavy body?
dunno,maybe there is already a blender export script according to the forum posts. the multi-turret droids are a bit weak atm,because of 'weight' speed penalty and the expensive weapon components,mid-late game weapon costs > body + prop,so a tri-weapon droid costs up to 2x-3x as much as a single we...
- 08 Dec 2006, 00:20
- Forum: Development
- Topic: need help with adding new propulsion component.
- Replies: 56
- Views: 26893
Re: need help with adding new propulsion component.
I wanted to say something more, but after reading these long posts I forgot about it. :( What I remember is: Intention is to support the original 1.10 gamestyle via a mod. If someone wants that style of game, he can do a mod and I will include it... Eg. "The oldschool mod". :) My idea to ...
- 07 Dec 2006, 23:33
- Forum: Development
- Topic: need help with adding new propulsion component.
- Replies: 56
- Views: 26893
Re: need help with adding new propulsion component.
How the hell did I manage to start that?! :-[ every action requires a brutal and opposite reaction. Err... the point I was trying to make is that multi-turrets will cause problems as they will need quite a bit of rebalancing to make them effective yet balanced; this will probably break balance with...
- 07 Dec 2006, 03:12
- Forum: Other Talk
- Topic: Warzone 2100 on XBOX
- Replies: 7
- Views: 6184
Re: Warzone 2100 on XBOX
best of luck to you on that -- if you know of native games that use a mouse and keyboard and run on open gl, then there's a pretty low path of resistance to making a port... come to think of it, i think i have heard stories of users plugging their standard usb keyboards into an xbox for various reas...
- 06 Dec 2006, 18:42
- Forum: Development
- Topic: need help with adding new propulsion component.
- Replies: 56
- Views: 26893
Re: need help with adding new propulsion component.
(having to double post because i exceeded maximum post length: if you don't know me, you'll quickly find out i'm notorious for long and often superflous posts with a hint of the redundant) anyways, yes, a one-shot-one-kill/nothing-at-all damage system can't work in a game, at least, not by itself, a...
- 06 Dec 2006, 18:40
- Forum: Development
- Topic: need help with adding new propulsion component.
- Replies: 56
- Views: 26893
Re: need help with adding new propulsion component.
Realism is well and good, but the problem is... if we were to implement said realism into WZ2100 (or many different games), the entire dynamic of the game changes dramatically. As it is, one of the more popular strats is to rush Scourge missles (high power AND huge range), and put them on light bo...
- 06 Dec 2006, 15:15
- Forum: Development
- Topic: New Recycle Turret
- Replies: 9
- Views: 7283
Re: New Recycle Turret
my apologies for resurrecting the dead, but: it's often dubbed "strategic error" when you don't guard your supply lines (and recycling is something of a "reverse" supply line) -- if you change this, a tried but true multiplayer strategy of "killing an enemy player's veteran ...
- 06 Dec 2006, 14:34
- Forum: Development
- Topic: need help with adding new propulsion component.
- Replies: 56
- Views: 26893
Re: need help with adding new propulsion component.
okay. first the on quasi-on-topic (which isn't at all on topic): if warzone already stores hardpoint maximums per individual body type, you should just use that (i remember warzone has a lot of "unused" or "unknown effect" properties in its data files). not only is it signifigant...
- 06 Dec 2006, 10:36
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53723
Re: Multiple hardpoints for heavy body?
ooh, i realize i did a very poor job of seperating "as is now" from "as could be eventually" - my apologies. thanks.I think adding additional hexdecimal or decimal data fields to bodies.txt as 'byte mask' might be a better approach,since adding byte mask to pie may break the pies...
- 06 Dec 2006, 08:06
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53723
Re: Multiple hardpoints for heavy body?
heh, there was no way i really could've put all my ideas coherently into one post the way i did. probably should've broke it up more anyways, solitaire made me remember another point: in real life, take the example of a tank: tanks are really very vulnerable only because they are extremely lucrative...
- 06 Dec 2006, 02:21
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53723
Re: Multiple hardpoints for heavy body?
haven't gotten a chance to try it out, but you've done some really great work, watermelon! i'd say you've gone about 90% further than a "novice c/c++" developer could do, and beyond that, have made happen what many of us vets had been wanting to see happen for 7 years, so once again, nice ...
- 05 Dec 2006, 22:34
- Forum: Other Talk
- Topic: Warzone 2100 on XBOX
- Replies: 7
- Views: 6184
Re: Warzone 2100 on XBOX
it seems doubtful that xbox has anything but some modified directx support, but i can't be sure. in any case though, opengl, openal, and sdl aren't limiting factors: if you are interested enough to want to develop *native* xbox port for wz 2100, there's nothing stopping you from putting back in supp...