Discuss the future of Warzone 2100 with us.
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Per
- Warzone 2100 Team Member

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by Per » 19 May 2013, 10:46
Fixed up XANAX's old mod to work with latest versions. Attached.
I am considering adding the graphics to the game, so that modders may use them. However, they lack team colours... Maybe someone could fix that?

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Attachments
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- mechsbyxanax-3.mod.wz
- Awesome looking cyborg mechs
- (99.02 KiB) Downloaded 418 times
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Berg
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by Berg » 19 May 2013, 14:43
That was a quick fix if there is issues post here about them.
Do note the models have higher then normal poly count so 150 of these may lag the game on lower end PC
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Attachments
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- mech.wz
- (483.09 KiB) Downloaded 404 times
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Per
- Warzone 2100 Team Member

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by Per » 19 May 2013, 18:29
Berg wrote:That was a quick fix if there is issues post here about them.
Do note the models have higher then normal poly count so 150 of these may lag the game on lower end PC
Thanks!
The high polycount should not matter so much now as it used to.
PS I wonder what that red area on their backs is supposed to be...?
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Berg
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by Berg » 19 May 2013, 18:55
Per wrote:PS I wonder what that red area on their backs is supposed to be...?
That is texture taken from the dragon textures.
I think its spose to be the hot exhaust of the mech, see mech in avatar movies
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Rman Virgil
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by Rman Virgil » 19 May 2013, 19:33
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Sweet .
I'll shoot XANAX an email. He'll be appreciative.
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Impact = C x (R + E + A + T + E)
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Perseus
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by Perseus » 19 May 2013, 23:57
Very nice mod

, played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
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Nameless
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by Nameless » 20 May 2013, 01:49
Perseus wrote:Very nice mod

, played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
As long as those borgs don't turn into replicators I think we'll be fine!

If you're reading this; you're awesome.
Build Orders and Other Such Nonsense; [http://warzone2100.zxq.net].
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Berg
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by Berg » 20 May 2013, 21:05
Perseus wrote:Very nice mod

, played a whole game with them, noticed a glitch though, mechs sometimes turn into borgs.
From some messing about you can make the default cyborgs and the mech type so i don't think its a bug.
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aubergine
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by aubergine » 21 May 2013, 01:16
It would be nice if we could get it so the mechs were something that could be researched later in the game - roughly around the time when ground shaker / archangels are becoming available. This way they could be given much stronger armour putting them on a par with tanks. It would also be interesting if their height advantage could be taken in to account - they should be able to fire over walls for example.
@Berg: is there any way to change the leg animation to make it faster - currently they look like they are doing a reverse Michael Jackson "moon walk" when they move.
@Xanax: thanks for making the mod in the first place. I'm so glad I finally got to see it in action.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Rman Virgil
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by Rman Virgil » 21 May 2013, 01:59
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Puzzled over the "reverse moonwalk" (perfect description, btw) 4 years ago when working on "War School" - tried to figure a way out and essentially got stuck with the anim code. Maybe now it can be solved.

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Last edited by
Rman Virgil on 21 May 2013, 03:04, edited 1 time in total.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Berg
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by Berg » 21 May 2013, 02:55
aubergine wrote:@Berg: is there any way to change the leg animation to make it faster - currently they look like they are doing a reverse Michael Jackson "moon walk" when they move.
I have not looked at that ani file but it should not be too hard to tune up.
I'll get back to that later if I can.
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Berg
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by Berg » 21 May 2013, 11:30
Changed the animation speed feedback needed.
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Attachments
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- mech_v1.wz
- (483.09 KiB) Downloaded 380 times