The next phase (v3.5)
#1
Posted 08 February 2007 - 09:17 PM
This time I’ve also completely bypassed all the original RA2 code & done everything a new This mainly effects the buildings in D-day as now every country will have it’s own MCV & set of buildings instead of using modified Allied, Soviet & Yuri tech trees. This means that if you are playing as the USA & you capture a British base you will be able to build all the British equipment, where as before it wasn’t possible to do so.
Also because all the RA2 code is still intact I’ll be adding a game mode where you can play the original YR but with D-day’s graphical enhancements.
Many of you will be glad to hear that I’ve decided to concentrate on finishing late-war America, Germany & Russia & release a beta version asap. Then I’ll gradually add other sides & time frames later on.
#2
Posted 08 February 2007 - 10:17 PM
the sound of a beta with a few sides to start us off sounds good though
"I'm not retreating, I'm just fighting in another direction" (anonymous US corporal, Korea)
work is sacred...so don't go near it.
#3
Posted 08 February 2007 - 11:39 PM
BTW will ALL the planes,tanks, infantry,buildings,Superweapons we see on the unit list are going to be in ur beta release or it will be few :( units/buildings that u choose to release)?
P.S.
Are there any campaign in ur beta release (few missions)? How big is the file if you release it, cuz im using dial-up?
Edited by Sudeki, 08 February 2007 - 11:42 PM.
#4
Posted 09 February 2007 - 12:08 AM
World Domination Status: ▾2.7%
#6
Posted 09 February 2007 - 01:34 AM
Are the beta you going to release a public or private download/use only? If it is :( :( :(
Edited by Sudeki, 09 February 2007 - 01:35 AM.
#7
Posted 09 February 2007 - 02:48 AM
World Domination Status: ▾2.7%
#8
Posted 09 February 2007 - 06:45 AM
Take your time, what we want is not only a top-graphic, but also a top-ini for DDAY.
#9
Posted 09 February 2007 - 10:24 AM
#10
Posted 09 February 2007 - 10:50 AM
#11
Posted 09 February 2007 - 11:28 AM
Snice you make voxels so fast, the orginal YR game mode with other voxels should be the oginal one that you have made
#13
Posted 09 February 2007 - 01:53 PM
#15
Posted 09 February 2007 - 07:26 PM
Edited by Gosho, 09 February 2007 - 07:28 PM.
#16
Posted 09 February 2007 - 07:47 PM
google "pegasus bridge" Gosho for a good example of gliders in the war
"I'm not retreating, I'm just fighting in another direction" (anonymous US corporal, Korea)
work is sacred...so don't go near it.
#17
Posted 09 February 2007 - 08:20 PM
The point about the DropPods is that they spawn a "Pod," attack the ground while landing the pod, then infantry appear. At the moment, I don't think the DropPods are actually units as per see, as they have no entry in Rulesmd.ini. This means that the only things you can edit with the DropPods at the moment are the following: (If they're coded right...)
Angle of Decent
Attack
Infantry Spawned
Vehicle Spawned
Image
Height
I believe that the best use for DropPods at the moment is one of the following:
-Ambush SW
-ChronoReinforcement SW
-Artilley Barrage SW
-DropPod SW
-V|GO -esque HALO SW
All of which involve invunerable "Pods" or sudden apperance of the units in question.
If you truly want DropPod Glider, there is one solution at the moment:
1) Make a Vehicle that looks like a Glider. (hereafter called GLDR)
2) Make an empty SHP/VXL file that has the name of the DropPod. (DropPod.shp/DPOD.vxl)
3) Make a DropPod superweapon that spawns as many GLDRs as you want gliders and infantry as you want infantry. Make sure it fires no weapon.
4) When fired, the superweapon will spawn invisible DropPods, but the GLDR unit will appear outside the pod anyway. When it lands, the infantry will appaer out of the invisible DropPods, as if they walked out of the GLDR.
5) This gives you the advantage that you can still use the DropPods for artillery and ambushes, as there is no visible DropPod, and you can make Vehicle with suicide weapons for artilley shells.
I realy hope that you will once be able to make Gliders, and I will contribute as much as I can to make this possible.
#19
Posted 09 February 2007 - 09:25 PM
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