Search found 5374 matches
- 23 May 2011, 22:00
- Forum: Scripting
- Topic: Script porting to Javascript
- Replies: 17
- Views: 9299
Re: Script porting to Javascript
As far as I know, all numeric values in JavaScript are floats anyway, and floats can represent multiples of 1/128 with perfect accuracy, so I don't think using tile coords will be a problem precision-wise.
- 20 May 2011, 10:11
- Forum: News and announcements
- Topic: 2.3.8 has been released!
- Replies: 86
- Views: 97735
Re: 2.3.8 has been released!
I mean, if we can load maps just-in-time, why can't we load mods without restarting the app? ;) We can, and we do (you can drag a mod to autoload while Warzone is open, and it will be loaded upon game start - and will kick you for cheating if you try that in an MP game). We just don't have a framew...
- 17 May 2011, 09:53
- Forum: Ideas and suggestions
- Topic: Mortar/howitzer/artillery tanks Rotation.
- Replies: 6
- Views: 3645
Re: Mortar/howitzer/artillery tanks Rotation.
I've heard a lot of balance suggestions regarding making mortars more useful in the later-game, but I've never understood why...
Scourge outclasses Lancer/TK. Gauss Cannon outclasses HC. Is there any reason why howitzers shouldn't outclass mortars?
Scourge outclasses Lancer/TK. Gauss Cannon outclasses HC. Is there any reason why howitzers shouldn't outclass mortars?
- 16 May 2011, 20:18
- Forum: Ideas and suggestions
- Topic: "Risk" /Basic Version for Newbies and Time-limited people?
- Replies: 11
- Views: 3669
Re: "Risk" /Basic Version for Newbies and Time-limited peopl
I believe if we stop at, for example, HMGs, cannons, minipods and flamers, it's possible to ultimately balance up the endgame by varying the number of upgrades available for them. Way back in 1.00, T2 and T3 didn't exist yet. The tech tree only went up to: - MG, TMG, HMG - LC, MC, HC - Minipod, MRA...
- 11 May 2011, 03:32
- Forum: Website feedback
- Topic: Hosting muliplayer games
- Replies: 9
- Views: 4984
Re: Hosting muliplayer games
You must port-forward to host Warzone from behind a NAT; wireless networks generally use NATs.
There's a link to a port forwarding guide in the FAQ: http://guide.wz2100.net/faq#ports
There are ways around this, but they're fairly difficult and no one on the development team has that kind of time.
There's a link to a port forwarding guide in the FAQ: http://guide.wz2100.net/faq#ports
There are ways around this, but they're fairly difficult and no one on the development team has that kind of time.
- 10 May 2011, 22:12
- Forum: News and announcements
- Topic: Multiplayer release master-20110320 is now released!
- Replies: 34
- Views: 28873
Re: Multiplayer release master-20110320 is now released!
Build time is a damn important part of the game balance; if it were consciously changed, you'd have heard about it. So this is either a bug or an illusion. I'm guessing if they were out of power, all the timings would change, and for a casual player they might not realize this. Yet another of a lon...
- 10 May 2011, 07:00
- Forum: Other Talk
- Topic: Cheating
- Replies: 9
- Views: 4380
Re: Cheating
We don't have an official cheater blacklist, because it's difficult to say for sure whether or not someone is cheating.Preternatural wrote:i heard something about a cheater blacklist, but i dont know how credible that is. maybe google it?
- 10 May 2011, 00:20
- Forum: Ideas and suggestions
- Topic: Concerning the limited map size and how to use it better...
- Replies: 8
- Views: 3130
Re: Concerning the limited map size and how to use it better
Every single RTS in existence has unusually unrealistic scale, and this translates to larger-than-life units and structures. Real wars have a tendency of taking several years, and if you put a tank and what it's shooting at on a computer screen, they would pretty much be just dots. RTSes change the ...
- 10 May 2011, 00:10
- Forum: Development
- Topic: Port this game to iPad
- Replies: 23
- Views: 10861
Re: Port this game to iPad
Yeah, that was more than a year ago. He's pretty much gone now.macuser wrote:Great STWF, good to see we got a mac dev!
- 06 May 2011, 19:45
- Forum: Other Talk
- Topic: 2.3.8 Balance change
- Replies: 21
- Views: 7906
Re: 2.3.8 Balance change
Keep note that all dedicated AA weapons, including Flak Cannon, get the AT damage type.
- 06 May 2011, 00:20
- Forum: Other Talk
- Topic: 2.3.8 Balance change
- Replies: 21
- Views: 7906
Re: 2.3.8 Balance change
I haven't picked apart the .wz file to know for sure, but none of these changes look like they should affect templates, assignweapons, or names.
- 04 May 2011, 18:49
- Forum: Development
- Topic: Call for a Designer
- Replies: 19
- Views: 8975
Re: Call for a Designer
As far as we can tell, Elio is not currently available.
- 03 May 2011, 11:04
- Forum: Development
- Topic: HQ - HD Sequence
- Replies: 59
- Views: 28308
Re: HQ - HD Sequence
I always liked the scanlines in 1.10. We should add them back. I notice the main reason that patch wasn't committed was because of the subtitle thing? Shouldn't the subtitles have a dark background to compensate for that?cybersphinx wrote:Guess I have to revive http://developer.wz2100.net/ticket/2095
- 03 May 2011, 11:00
- Forum: Mapping / Modding tools & discussions
- Topic: How do you put weapons on buildings like the Command Centre?
- Replies: 16
- Views: 6580
Re: How do you put weapons on buildings like the Command Cen
well i have looked around a bit and didnt find any mods that arent here, but that only means i didnt find them. not that they aint there. if i were to find a mod that isnt here, should i let u guys know so u can check its comparability to the point of maybe hosting it here? Yes, as long as it's pro...
- 03 May 2011, 06:34
- Forum: Website feedback
- Topic: Maps/Mods Webpage Suggestion
- Replies: 6
- Views: 3703
Re: Maps/Mods Webpage Suggestion
I thought dak180 put the code in a repo somewhere...