Navy bases for generals!
#1 Guest_Guest_hunter16465_*_*
Posted 31 March 2010 - 09:26 PM
and thx
#2
Posted 01 April 2010 - 02:54 AM
#3
Posted 02 April 2010 - 07:31 AM
#5
Posted 02 April 2010 - 06:18 PM
#6
Posted 02 April 2010 - 07:42 PM
That cruiser was actually not a cruiser. It was a building with cruiser 3d model. It could not move and turn. And there was the same with carrier. If ships can not move and can not be produced then everything is ok. But if you want ships to move - they will partly get on the shore. If you want ships to be built - they will move on the ground. I saw how navy was implemented in some mods and I understand, that it is better to reject this idea instead of having unfixable bugs.I remember a map in which you could capture a cruiser.
#7
Posted 02 April 2010 - 09:01 PM
That's true !That cruiser was actually not a cruiser. It was a building with cruiser 3d model. It could not move and turn. And there was the same with carrier. If ships can not move and can not be produced then everything is ok. But if you want ships to move - they will partly get on the shore. If you want ships to be built - they will move on the ground. I saw how navy was implemented in some mods and I understand, that it is better to reject this idea instead of having unfixable bugs.I remember a map in which you could capture a cruiser.
#8
Posted 04 April 2010 - 11:07 AM
That's true !That cruiser was actually not a cruiser. It was a building with cruiser 3d model. It could not move and turn. And there was the same with carrier. If ships can not move and can not be produced then everything is ok. But if you want ships to move - they will partly get on the shore. If you want ships to be built - they will move on the ground. I saw how navy was implemented in some mods and I understand, that it is better to reject this idea instead of having unfixable bugs.I remember a map in which you could capture a cruiser.
Indeed, it couldn't move. But it could shoot, and it was in an unmodded example of ZH. So it isn't a building in camouflage.
#9
Posted 04 April 2010 - 01:47 PM
#10
Posted 04 April 2010 - 07:10 PM
#11
Posted 04 April 2010 - 10:47 PM
#12
Posted 05 April 2010 - 10:18 AM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#13
Posted 06 April 2010 - 03:45 PM
Are you talking about this mod?What do you guys are talking? There is a "Naval Wars" mod for Zero Hour with moveable cruiser, and many other naval units. If i remember, there were no more bugs than it is in Contra 007.
http://www.moddb.com...-fires#imagebox
#14
Posted 06 April 2010 - 04:08 PM
Hunter, navy is not supported by Generals engine. There is no way to implement it without bugs.
There's a way...look at Project Evans...Watch the video.
Creator, if you wish, i could share the code with you... As i did with Invasion Confirmed
As long as you give credits, of course
#15
Posted 06 April 2010 - 04:38 PM
Gen.Kenobi, just tell me if these bugs displayed on screenshots were solved. If not, I don't need the code.
#17
Posted 08 April 2010 - 06:08 AM
And tell me, what other features does RA3 nanocore system have?
Edited by Creator, 08 April 2010 - 06:28 AM.
#18
Posted 08 April 2010 - 06:22 AM
#19
Posted 08 April 2010 - 07:55 AM
RA3 nanocore is packed structure (like MCV in original C&C but instead of deploying into a construction yard, it deploys into structure instead).I'm interested in it then. Share the code with me please.
And tell me, what other features does RA3 nanocore system have?
The nanocore can move into water and unpack. I think it's a good logic to avoid bugs and ZH might support the deployment into either structure or naval vessel.
#20
Posted 08 April 2010 - 09:19 PM
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