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ClaytoniousRex

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Everything posted by ClaytoniousRex

  1. Phonan, the Viper only tries to grapple objects that are user controllable (wheeled, tracked, hover chassis for example). This could easily be changed, but grappling static objects isn't in the cards.
  2. Here it is, Toby. This is just one way to do it, of course! You might want to ramp up the # of these allowed via Inventory.xml so players can build elaborate defensive networks... Should be fun to try them on the Zoo!
  3. Here's the first set of those industrial models. In the original thread, there was some interest in the walls, so I've done those first. You can get them here. Here's a little renovation underway on Sea Cliffs: If you use them in a new scenario then of course we'll include them in the next official release so players won't have to download them for your scenario to work. What would you guys like next after the walls?
  4. This really would be useful. Just in case anyone missed it in the manual: when calling for artillery support, if you have direct LOS to the target point then the arty will arrive sooner AND it will be more accurate.
  5. Give it an internal component called "CommandElectronicsSuite". See the CommandTrack.physicalobjectgroup for an example. For infantry, you could position this internal component so that it is positioned as the large backpack of the specialist in the squad. This way the command electronics could actually be damaged by hitting that backpack - making calls for support impossible. It would be nice to give that version of infantry a long antenna or 2 on the backpack model. The Lt. Colonel can give you good advice about how this kind of squad should be composed (seems he should at least have a rifleman or 2 with him for protection). Anyway, just adding this InternalComponent in the XML should make it possible to call for support. I haven't tried it yet with infy, but it should hopefully work.
  6. If you guys want some of those models pictured above, then tell me which ones would be most useful to you so I can prioritize them. I would rather give them out a few at a time so you can start using them, rather than waiting for me to do them all which might take a while (when you don't even want some of them).
  7. Yes, the bots are being completely rewritten from scratch. This work is about 60% done now. The goal is to not only make them smart enough to finally be genuinely effective in multiplayer games, but to make them good enough to actually ... *gasp* ... have fun playing single player, too! Obviously, the ww2 version has steep demands for smart, authentic behavior from the bots, so it's been underway for a while now. Right now, Bots v2.0 are already maneuvering, using cover, and avoiding obstacles like champs (makes a daddy proud). Their higher level tactical reasoning is still in progress. Bots are able to assist you even with units that you are controlling (for example, you can ask a bot to drive for you while you gun or vice versa). The AI architecture is much more modular and mature this time around, so it should eventually be a very moddable thing, too. It's looking very good, but it will be another release or two before it's ready to roll out.
  8. ClaytoniousRex

    Voice

    Yurch was the first to suggest lowering other sound volumes while receiving chat - I think way back in the beta days. I think that's already been done and not yet rolled in; will find out...
  9. Congrats on the campaign. Funky white textures fixed for the next release...
  10. That's a surprisingly tricky one to do (for various under-the-hood reasons). But I want it, too.
  11. The time remaining is already there on the network tab, but you have to scroll to the right to see it (by clicking the right arrow button at the bottom of the grid). But Poesel is suggesting that it be visible on that first page, which is a good idea!
  12. Have any of you white pixel guys tried this?
  13. Neutrino, that is done. Iceman, that is probably because you still have some old DDS files from the original DDS texture pack. Kill all of your dds files in \data, then unpack the NEW texture pack in there.
  14. Happy birthdays, Ice and Smeltz! Smeltz, I'm only 2 years ahead of you. Maybe that explains why we're both eager for the ww2 mod. And Iceman at 18 ... jeeze ... all I can say is that Smeltz and I are just now entering that phase of our lives where we are starting to envy your youth, buddy. Enjoy every single minute of it! bboyle, let me know if putting this file in your DropTeam's \bin folder helps.
  15. Bane made a very ... uh ... BRAVE .. attempt to assault with infantry. Look at those little fellas squirm! A very near miss on Forsaken - the doppler on this one was pretty cool: And you gotta love it when a plan comes together:
  16. Some shots from late tonight on Delta Pavonis: I feel so clever and proud - closing in on Bane's Apollo for the kill - my blood is really pumping: But Bane prompty chambers HE and takes care of me... D'oh!: Later I repaid the score. Here I was waiting in the right place at the right time: With the right results: We occupied some good ground for ion squads in New Yosemite, peppering them at long range for quite a while with good results: We took the direct route to get there. "Express elevator to Hell, going down!": I also thought of Hudson when getting ready to crest this ridge - the last one to cross before returning home with the flag. I ordered a bot to escort me and cross the ridge in front of me. "Good idea, man, Montard* should go!": I guess I was right since Montard's smoking shrapnel flew up into view after he crested the ridge... [ February 04, 2007, 09:15 PM: Message edited by: ClaytoniousRex ]
  17. Yes, you can. Put a looping sound in its IDLE animation. See my post describing the animation tags in this thread. An annoying, sound-emitting, infantry unit... can't wait to see it. :cool:
  18. ...is now available via Update. You should be prompted to update automatically the next time you run DropTeam. Important: If you have installed the DDS Texture Pack for faster scenario loading, then you will want to download the new version and install it again. If you don't do this, then some icons in the game will appear upside-down. See the DDS Texture Pack thread for more info. Changes in 1.2.2: </font> Sweeping network optimizations - should reduce lag for most players</font>New scenario "Desert Mesa" by Toby Haynes</font>Fixed brakes on wheeled vehicles</font>Fixed server crash related to tactical diagrams</font>Fixed automated turrets not firing when they should</font>Mouse handling cleanups on the tac display</font>Fixed bots failing to use beam weapons and ATGM's properly (they were holding their fire when they shouldn't have been)</font>Fixed server crash related to votes</font>Now all chassis types are allowed to carry passengers instead of only wheeled chassis (useful for modders)</font>OBJ model lighting fixes (useful for modders)</font>
  19. ClaytoniousRex

    Updates

    We would love to have you back! There are some serious network optimizations in this 1.2.2 release now (on average, it's using 40% less bandwidth!), but judging how much benefit it will have for any individual is difficult. There are tons of variables in that long path from your modem to our server and all of the pieces of hardware in between. For *some* users, the only good answer will be to play on a server that is in a better location for that user. Nevertheless, the changes in this release should make a substantial difference for the vast majority of users so hopefully we can enjoy poking holes in you guys again soon!
  20. Welcome to the lab, Phonan! Were you thinking of using videos in the campaign itself?
  21. Those crashes you were having when building squads of fewer than 5 members are fixed in the 1.2.2 update. It would be great if you guys would post your ATGM squads so we can all play with them. Did you change the model for the specialist's weapon to actually look like a launcher?
  22. Drago, if your name is Pierre then yes, and reply sent. If not, then no, we haven't received it. If that's the case, then maybe the attachments are too big? If you think that might the problem then email me directly and I'll give you FTP access to send the attachments to.
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