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December 29th, 2004, 12:02 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: DOWW2 - Alpha release
Hmm, I see, haven't tried mapmaking yet, I expect my maps won't be better
Christmas module would be possible, but currently all monsters have summer camo, instead of winter. If you'd want to create the map, that'd be really nice, but I wouldn't want to delay your current projects...
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January 1st, 2005, 09:08 AM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: DOWW2 - Alpha release
Quote:
ace joh said:
Hmm, I see, haven't tried mapmaking yet, I expect my maps won't be better 
Christmas module would be possible, but currently all monsters have summer camo, instead of winter. If you'd want to create the map, that'd be really nice, but I wouldn't want to delay your current projects...
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Good point about the Camo 
I'll try and make a map, don't worry about it delaying my current projects, I'll be able to use it for my own module as well, with some small changes. About the map: any special wishes? Should tanks be able to fire through trees, or should they block fire? should they block vision?
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January 1st, 2005, 01:33 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: DOWW2 - Alpha release
That'd be great! I'll try to have the new Version ready by then
Hmm, don't really care about the blocking, but since the finished mod will also have airplanes, which would, to be realistic, be able to travel 'through' forests.
Blocking vision, I suppose so, if they are dense? Well, that's your call, whatever you had in mind for xerathul will do fine for DOWW2 as well
Hmm, come to think of it, I'll probably give airplanes an ehereal movement flag, since they would be able to fly over buildings, while bullets can't... In that case, you can do with that whatever you had in mind for xerathul as well  . Just make sure air units can pass water, that's one of my main gripes over the town of Nurtred map, in DOWW2, at least, doesn't really matter in the original module 
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January 4th, 2005, 04:57 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: DOWW2 - Alpha release
Christmas holiday was way too short this year (since newyear and christmas were in the same week) It seems we have to make up for lost time though, so I've had to work a lot of extra hours the Last two days and I'm afraid the rest of the week won't be better. I'll try and finish the map this weekend.
Oh, and happy new year everyone 
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January 4th, 2005, 08:56 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: DOWW2 - Alpha release
hey, take your time, I just managed to finish the conVersion program (well, formations(=monsterGroups) still need work), and now I have to go through the long process of altering 250 weapons&250 vehicles as the program can't do EVERYTHING on it's own 
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Then there's also 250 german vehicles & weapons... Argh!! Although I won't be needing all of those.
edit : yeah, happy (belated) newyear!! 
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January 6th, 2005, 03:08 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: DOWW2 - Alpha release
Wow.... 250 weapons and vehicles  ... that certainly sounds like a lot of work...
In other news: after trying long and hard (most attempts caused errors)I've managed to import a character from another module into the dowwII module  . Twurckle the fighter has now begun taking on the sovjet tanks, armed only with his short sword and platinum shovel (+74% attack ability). The shovel seems suprisingly effective so far 
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January 6th, 2005, 06:30 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: DOWW2 - Alpha release
Hmm, my thief from the christmas module didn't seem to take those anti tank guns very well  Lol, didn't know you could import characters unavailable in the module itself (didn't get any errors here), even carrying items not available in the module itself...
And yes, it IS hard work 
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