Mord Posted August 25, 2007 Share Posted August 25, 2007 I've been screwing around in the demo editor and I gotta say I dig the flexibility compared to the old days but I have a question I couldn't find any answer for with a search. I thought walls would be handled differently this time around as far as placement? They still wind up in the center of a tile like in CMX1...Weren't walls supposed to be placeable anywhere or am I remembering incorrectly? Also, There is no + or T junctions. How come? And I noticed if you run a small wall into a tall wall the edge texture of the tall wall (width part) disappears...even if it is the same type. Also if a house overlaps a wall you end up with some of it inside the building. And while I am thinking of it where are the fences? Mord. 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted August 25, 2007 Share Posted August 25, 2007 I would also like to see barbed wire barriers and concrete road dividers as flavor objects 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted August 26, 2007 Author Share Posted August 26, 2007 I forgot about barbed wire...that would be nice...along with sand bags. Can anybody answer my previous questions? Has my memory failed me or were walls supposed to be handled differently? Mord. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted August 26, 2007 Author Share Posted August 26, 2007 Quit trying to bury my thread... Mord. 0 Quote Link to comment Share on other sites More sharing options...
Elmar Bijlsma Posted August 26, 2007 Share Posted August 26, 2007 You want it mummified? 0 Quote Link to comment Share on other sites More sharing options...
Splinty Posted August 26, 2007 Share Posted August 26, 2007 Chain Link fences would be nice, I don't know about Syria but they're all over Baghdad. 0 Quote Link to comment Share on other sites More sharing options...
Douglas Rudd Posted August 26, 2007 Share Posted August 26, 2007 You can make +/T walls, but only if you use the walls that are at angles. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted August 26, 2007 Share Posted August 26, 2007 There are some significant coding problems with things like T walls. I don't pretend to understand them but Charles doesn't run away from challenges very often, so when he goes away screaming from one I presume it's something pretty ugly Steve 0 Quote Link to comment Share on other sites More sharing options...
Dennis50 Posted August 26, 2007 Share Posted August 26, 2007 :eek: ...a screaming mass of grey matter in a jar has got to be a sight to behold. T walls could be put on the back burner for awhile ..couldn't they? Regards, Gunz 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted August 26, 2007 Author Share Posted August 26, 2007 Originally posted by Battlefront.com: There are some significant coding problems with things like T walls. I don't pretend to understand them but Charles doesn't run away from challenges very often, so when he goes away screaming from one I presume it's something pretty ugly Steve Okay good enough...I can live without them, but what about the way walls are placed? When you guys set about developing the new engine were they always planned as going in the middle of a tile or did it end up being a time factor thing? I could've sworn I read they were gonna be placeable anywhere, as in not just the center of a tile. Oh, and will fences be added later? And while I am at it how about cemeteries or head stones and the like? Mord. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted August 27, 2007 Author Share Posted August 27, 2007 Bump Mord. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted August 27, 2007 Share Posted August 27, 2007 I'm missing fences too. No LOS/LOF headaches there too. I'm surprised they didnt make it in game, would multiply variety in urban areas. 0 Quote Link to comment Share on other sites More sharing options...
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