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December 28th, 2004, 06:22 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
Good to see you like it!
Can't take credit for the tank graphics, they're from civilization 2 (and civilization test of time, you might have noticed the difference in detail between some tanks (light tanks for example)), as stated in the readme
Yeah I should go and create some maps, but currently I'm still 'designing' tanks&weapons... Perhaps I could use Henk's wilderness map from xerathul's revenge, without the town? and chests
yes the inventory and UI in general doesn't really fit, unfortunately, this is one of the things currently not working in DO, only way to do that would be to replace the existing images, but, unlike the spells.bmp file which is already altered, this would be noticeable in all modules
Currently the graphic is a 'drop' of oil, from Hearts of Iron (I've really been scraping images from here and there  ), though it shouldn't be hard to replace, I'll look into it!
edit : can't really tell when the next update will be released, item and tank data comes from "steel panther world at war" OOB files, I used to manually 'copy' each weapon/unit to DO, but after my 26th full review of the (rather few) things I already have, I figured this was too impractical, and I'm now writing a program to do everything for me... This brings a lot of problems though.
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December 29th, 2004, 05:16 AM
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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
The wilderness map from Xerathul's Revenge ?  You're free to take it, but are you sure you want it?
That map was the first map I ever created, and as such it has turned into a really awkward mess...  It uses four different connection types, 0 for forests, 1 for grassland, 2 for roads and 3 for buildings that are on the northern or southern edge of the tile. You can probably see that that creates a quite large number of different combinations.
DO is quite clever in puzzling together maps when it doesn't have all the pieces, but the town map still quite often creates inaccessible areas, bad connections, and other errors, on top of that, the textfile that describes it is a horrible, horrible mess  .
I guess I vented enough personal frustration about the xerathul's revenge module now  . Anyhow, you can use the map, but taking the wilderness map from the christmas module might be a better idea, I could also create a new map that uses simmilar terrain as the xerathul's revenge map, but without the complexity in connection types and errors, since I understand mapmaking a bit better now, that shouldn't be too hard to do.
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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
Posts: 93
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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
Posts: 369
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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
Posts: 93
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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
Posts: 93
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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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