Fair enough thanks
ToDo - Moria faction - final fixes...
#201
Posted 27 January 2013 - 10:52 PM
#202
Posted 24 February 2013 - 11:50 PM
- Units suffering from BurningDeath sometimes goes into KNOCKBACK when dying? (FIXED)
Back in business...
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#204
Posted 01 March 2013 - 12:57 AM
Currently I'm still comparing all the INIs for structures and units to make sure the coding is consistant and nothing important is missing. It's tedious, but rewarding for stability, functionality and balance. I'd say, excluding some model work still needed, Moria is 98% done though (just check the list in post #1 and you'll see :-P). I've started fiddling with Erebor and estitamed work load is about half of that of Moria (less changes from original setup). So my goal is to have a first beta of SEE DC featuring Moria vs Erebor this spring.
For Erebor we will need more model work, than massive coding...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#206
Posted 21 April 2013 - 12:05 PM
Hi all, and RoR, my PM box is full. I will clean it up asap so we can talk there as well...
More stuff is now fixed on the list thanks to RG's superior help with modeling stuff such as rigging and animations!
MODELING
- Troll Drum bib is offset and needs to be aligned! (DONE)
- Troll Drum could really use a buildup anim! (DONE)
- Balrog Fortress Monument needs a model, complete with BuildUp anims. I suggest, use balrog head as base, remodel and make it look crude and "sloppy" - hand crafted, out of scrap metal. Place metal idol on a large crooked pole and made sure eyes have bones so I can attach fire FX there! (DONE)
Gonna ask RG to have a look at this today...
- Spiked Fences should have buildup anims. Spikes shooting up from ground should look pretty cool and "wild"! (GEEL)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#208
Posted 21 April 2013 - 07:28 PM
- All units should be made to WALK instead of RUN, and only run when attacking, just like SEE trolls!
Just noticed that one (even though it's postponed). I would go against it. You cannot retreat if you do it like that. When you retreat, your armies move slow, while the enemy pursue you by running because of the attack-run. And you cannot combine it with a Retreat ability either, because they you could use it when you're attacking, making them go super fast
The 4th Age version 0.8 has been released: Link
#209
Posted 21 April 2013 - 07:43 PM
Dang! You got a valid point there...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#210
Posted 21 April 2013 - 07:45 PM
So you guys just have at least 5 things left to do with Moria and then move on to Erebor ?
The list is fairly accurate so yes, something like that... I really want to feel as "finished" as I can be with one faction before moving to the next. The reason for this is that I want to avoind falling into the same trap as before. Having millions of things half done all over the place.
Next item - done!
- Spiked Fences should have buildup anims. Spikes shooting up from ground should look pretty cool and "wild"! (DONE)
Edited by Nazgûl, 21 April 2013 - 07:47 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#211
Posted 21 April 2013 - 08:40 PM
Well if you want to use walking anims anyway, clicking once makes them walk, clicking twice makes them run, just like in the Total War games.
#213
Posted 22 April 2013 - 12:44 AM
It would...
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#214
Posted 22 April 2013 - 06:48 PM
Underestimater number 1 <--- Me
#215
Posted 22 April 2013 - 07:48 PM
no worries
Now I've fixed the FX bor fortress monument and the anims RG made for the Troll Drum is in =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#217
Posted 22 April 2013 - 09:46 PM
No, it must have vanished in the spam filter =/ Send it again. What should I look for...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#219
Posted 22 April 2013 - 10:29 PM
So there should be a symbol for attached file... good, then I should find it =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#220
Posted 11 June 2013 - 05:16 PM
More work is done... Comitted last night to the repo =)
AUDIO
- Wolf Den select sound is a bit low! (DONE)
ART
- Troll Drum needs bib texture for snow maps! (DONE)
- Wolf Den needs snow texture! (DONE)
- Wolf Den needs damage texture! (DONE)
- Wolf Den has faulty NRM that needs to be reverted! (DONE)
ANIMS
- Slow down movement of Troll Sling, so it looks really heavy! (DONE)
- Goblin BC moves with a stiff moment when idle! Make it a fluid motion! (DONE)
FX
- Give water splash FX along with ripples for all units when crossing water (wading)! (DONE)
- Give dust FX for all units when running on land! (PENDING) (DONE)
MORIA CODING
- Check all horde strings so that when mouse pointing, the palantir says singular name, and the horde says the plural name! (DONE)
- Remove the LUA code that enables the Moria goblin helmet without face plate and faulty texture mapping! (DONE)
Edited by Nazgûl, 11 June 2013 - 09:59 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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