Coincidentally, I saw him read this thread 17 hours ago.Black Project wrote:
Let's wait for his answer.
BP
- RV
.
Coincidentally, I saw him read this thread 17 hours ago.Black Project wrote:
Let's wait for his answer.
BP
Cool. Thank you for clarifying.chekwob wrote:Yes, I modified the source code.
Would you share how you did it with us?chekwob wrote:Yes, I modified the source code.
This is so not cool.chekwob wrote:I never found anything about whether a certain transport droid is cyborg-only or not, but I never looked. My intent was to put tanks in transports in multiplayer and have it be compatible with servers and other clients running the official WZ release, which it (mostly) is.
chekwob wrote:I never found anything about whether a certain transport droid is cyborg-only or not, but I never looked. My intent was to put tanks in transports in multiplayer and have it be compatible with servers and other clients running the official WZ release, which it (mostly) is.
So glad you confirmed and made this all explicit in no uncertain terms.Buginator wrote:This is so not cool.
For the record, we (and many other players) don't appreciate people cheating in games, and yes, that is exactly what this and other exploits are.
If you want to make a patch, that is fine, submit it to http://developer.wz2100.net/newticket and wait for it to be in the codebase.
I don't know what the fascination is of trying to ruin games with silly hacks / exploits just because it can be done. All you are doing is pissing people off, (some even will never try warzone again), making warzone even more unstable, then we get bogus bug reports which in turn pisses us off.
I already said that official support for this wouldn't be that hard to accomplish, but time is the enemy.
The Artwork section is my favourite on the forum. Drop in a request , pweeze...Buginator wrote:BTW, I was really hoping someone would make a new transport model for this ..
Stats... hmmm... that's tricky... subject to play-testing no doubt such that they are not awfully useful to spam as defensive structures.Buginator wrote:I made it so you need a vtol factory (duh) and a cyborg transport before you can use the super transport.
Not sure what stats to use for it though.
Second that.j0shdrunk0nwar wrote:
EDIT: Oh, and awesome job for implementing this for us. Thank you.
Was wondering Buggy if that meant that MP support for the Big Tank transport of this thread's discussion would only be available for v.3.0 and NOT for v.2.3.x ?Buginator wrote:I was asking, since we are changing things around, and I didn't want you to work on this stuff before we have a 'final' version done.
Basically, there will be no more updates for 2.3.x, (at least, I am 95% sure of that) and we are moving on to the newer rendering engine.
I have externalized support for the textures / tiles, so the way things get drawn is a bit different from how 2.3 handles things.
That is why I wanted to check with you to what your plans are.
I would say hold off a bit for this stuff, and I'll let you know when we have the new releases out.
Sorry about the confusion.
The new 3.0 is not trunk, and it is not the current 2.3, however, everything that works in 2.3 will work 'as is' in the new branch, minus the new texture stuff of course. It is based on the 2.3 codebase, + parts from trunk and some trac tickets.Rman Virgil wrote:.
Saw this in Flail 13's flaME thread:
Was wondering Buggy if that meant that MP support for the Big Tank transport of this thread's discussion would only be available for v.3.0 and NOT for v.2.3.x ?Buginator wrote:I was asking, since we are changing things around, and I didn't want you to work on this stuff before we have a 'final' version done.
Basically, there will be no more updates for 2.3.x, (at least, I am 95% sure of that) and we are moving on to the newer rendering engine.
I have externalized support for the textures / tiles, so the way things get drawn is a bit different from how 2.3 handles things.
That is why I wanted to check with you to what your plans are.
I would say hold off a bit for this stuff, and I'll let you know when we have the new releases out.
Sorry about the confusion.
Thanks, RV
.
Rman Virgil wrote: "Saw this in Flail 13's flaME thread:"
Buginator wrote: "I was asking, since we are changing things around, and I didn't want you to work on this stuff before we have a 'final' version done.
Basically, there will be no more updates for 2.3.x, (at least, I am 95% sure of that) and we are moving on to the newer rendering engine.
I have externalized support for the textures / tiles, so the way things get drawn is a bit different from how 2.3 handles things.
That is why I wanted to check with you to what your plans are.
I would say hold off a bit for this stuff, and I'll let you know when we have the new releases out.
Sorry about the confusion"
Rman wrote: Was wondering Buggy if that meant that MP support for the Big Tank transport of this thread's discussion would only be available for v.3.0 and NOT for v.2.3.x ?
Thanks, RV
Oh. I see. Still the new Terrain Renderer, which is what I was thinking v.3.0 would be.Buginator wrote:The new 3.0 is not trunk, and it is not the current 2.3, however, everything that works in 2.3 will work 'as is' in the new branch, minus the new texture stuff of course. It is based on the 2.3 codebase, + parts from trunk and some trac tickets.
As far as the Transport - nope. It will be available along side the New Terrain Renderer, as I am understanding it here.Buginator wrote:Did you have more concerns about this ?