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The next phase (v3.5)


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#1 Mig Eater

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Posted 08 February 2007 - 09:17 PM

As of this morning D-day in now on version 3.5! This version change is because I’ve decided to restart the all the major ini files from scratch. The main reason for doing this is that the older inis where in quite a mess & the coding I now need to do to get D-day near releaseable is very, very complex & will require everything to be organised. You maybe thinking that this is only going to delay D-day even more but in the long run it will be quicker this way instead of tidying up & fixing the pages & pages of code I had.

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.


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#2 wilmet

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Posted 08 February 2007 - 10:17 PM

good luck with that, sounds a bit tedious :grin:

the sound of a beta with a few sides to start us off sounds good though :p
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#3 Sudeki

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Posted 08 February 2007 - 11:39 PM

:grin: Sounds good TO ME that your going release three sides first; so FANS of D-day can actually see your wonderful work of arts in those three sides, and also they can practice their skill ( or NOT) for your full realease of D-day :( .

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 Jeeves

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Posted 09 February 2007 - 12:08 AM

YR with your graphic enhancements? As in, new voxels? Or just terrain, etc.

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#5 Mig Eater

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Posted 09 February 2007 - 12:12 AM

Well mainly the terrain, the infantry are smaller tho & some of the weapon Gfx are better.


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#6 Sudeki

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Posted 09 February 2007 - 01:34 AM

OK! FORGET my last post, I only have one question :grin:

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 Jeeves

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Posted 09 February 2007 - 02:48 AM

If it were private, I imagine Mig wouldn't have tormented it by telling us :grin: After all, surely there are private betas going already...

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#8 LEGO

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Posted 09 February 2007 - 06:45 AM

Great! A beta will help us survive the time before the full release. :grin:
Take your time, what we want is not only a top-graphic, but also a top-ini for DDAY.

#9 Gosho

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Posted 09 February 2007 - 10:24 AM

Thank you Mig :p

#10 Athena

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Posted 09 February 2007 - 10:50 AM

Sounds pretty good so far :p.

#11 Gaffel

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Posted 09 February 2007 - 11:28 AM

Nice ides :p

Snice you make voxels so fast, the orginal YR game mode with other voxels should be the oginal one that you have made ^_^

#12 raminator

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Posted 09 February 2007 - 01:01 PM

go mig go
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#13 Mig Eater

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Posted 09 February 2007 - 01:53 PM

In other news you (I know Andre will) might be interested to know that the new version of the Rock Patch re-enables the drop pods from TS. We have been looking for a way to get them working from the very start of D-day so they can be used to make a glider reinforcement SW. I’ll have to try the new code out & see what can & what can’t be done first but it looks like Britain will be getting glider reinforcements! :p


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#14 OmegaBolt

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Posted 09 February 2007 - 03:16 PM

New INIs are always good, nice fresh start for each major version is the way to go imo.

Well, good luck. :p

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#15 Gosho

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Posted 09 February 2007 - 07:26 PM

Glider reinforcements? Were there really such things in WW2? Sounds too good to be true imo. Can't wait to see them ingame though.

Edited by Gosho, 09 February 2007 - 07:28 PM.


#16 wilmet

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Posted 09 February 2007 - 07:47 PM

sounds great, it will be nice to see all these unique abilities for each country :p

google "pegasus bridge" Gosho for a good example of gliders in the war ^_^
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#17 MCV

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Posted 09 February 2007 - 08:20 PM

I don't think DropPod reinforcements would work well as Gliders, as they cannot be targeted if I remember correctly.

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
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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.
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#18 Mig Eater

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Posted 09 February 2007 - 08:54 PM

Interesting idea but it all depends on the drop pods being able to contain more then one infantry/vehicle & AFAIK each pod only carries one unit :/


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#19 MCV

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Posted 09 February 2007 - 09:25 PM

No, it doesn't work quite like that. You see, since you have invisible pods, the only thing you will see on the way down is the GLDR, no matter how many DproPods you have. By default the GLDR appears outside the DropPod. When the pods land, (Which they do simultaneously AFAIK.) The infantry will appear, as if the jumped out the moent the GLDR landed. The more infantry you have, the further away from the GLDR they will suddenly appear, but it will still work pretty neatly.
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#20 Mig Eater

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Posted 09 February 2007 - 09:41 PM

Ok... explain to me how you would make the drop pods spawn GLDR?


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