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danpaul88

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Everything posted by danpaul88

  1. That always2.dat file looks valid to me and it contains all the models that are supposed to be in those locations... so I'm not sure why they're not working for some players. They certainly load fine on my own machines...
  2. It's not so much the engine as the C&C intellectual property. Besides, Steam is a for-profit platform and we can't legally make or allow any third party to make money from our games.
  3. Believe me I've argued that point constantly, I keep being told we're not advertising until after the "next patch". We've had about 20 patches since then, but it's still waiting for the mythical "next patch". *shrug* Non-starter. We can't put the W3D engine on Steam because EA would never agree to it.
  4. What do you mean by this? Someone to model, rig and texture infantry models. It's the area where we are most lacking at the moment.
  5. Can you zip it instead? Text files are liable to get modified in transit which could corrupt binary files
  6. I did ask a while back for anyone who was experiencing the problem shown above to send me their always2.dat file but nobody ever did. Since I can't reproduce the issue on any of my own machines or indeed on any virtual machines I've spun up there's not much I can do about it.
  7. They are fine on my end, on both my laptop and desktop...
  8. You can move or stay stationary, either works. In AR we do have animations for all the various things a miner can do, including both mining and dumping. We also have a "fullness" indicator to show how full the ore storage is.
  9. The launcher uses WPF for its user interface, there is no support for this on Mac OS at this time. We only officially support the Windows operating system. You'd probably have better luck using Parallels or similar.
  10. I haven't really done any ui design yet, it's just a bunch of basic controls for testing the underlying logic
  11. You might want to wait to make sure you pick up all the changes
  12. You should probably indicates what the difference between ion ammo and ap ammo actually is, it's meaningless without some numbers to clarify
  13. We've released a minor update to the W3D Hub launcher today, bringing it to version 0.7.0.2. Check out the full news article for more details We've released a minor update to the W3D Hub launcher today, bringing it to version 0.7.0.2 This update includes some small UI tweaks, including; - Improving the contrast between the background colour and the text on the games tab icons - Increasing the size of the icons on the games tab - Improving the layout of the home tab and fixing the missing Help & Support link to the forums - Hiding the option for joining voice servers on the settings tab as it's currently non-functional Additionally there have been several stability improvements and some changes to how we handle localisation internally.
  14. Well observed I didn't get home until late on Monday though and had work today so this is the first time I've had chance to sit down at my PC since the back end of last week.
  15. Due to communication issues the patch will not be available until I return from a trip to Manchester at the end of the bank holiday weekend here in the UK
  16. Which isn't constructive or useful whatsoever. Much appreciated.
  17. Indeed, I think OWA suggested that too and it sounds like a good solution to me. Is everyone generally OK with the revised list posted by OWA, plus the SG clause as above? Got to admit I'm somewhat surprised, I deliberately went with something very different to actually encourage people to discuss things and give feedback, including a few changes I anticipated being unpopular and thus being reverted or changed in some new way... and yet there was less feedback than I expected! Interesting.
  18. Can you elaborate on this? What's the rationale behind hiding the Warframe channel inside a clan specific area? It seems daft to me to NOT have all the games channels under a "Games" category...
  19. Hi everyone. As you may know, OWA, TeamWolf, Triattack and myself met up in London today to discuss many things over a variety of beverages and foodstuffs typically found in an English pub. One of the topics we discussed was Teamspeak, specifically how we could reorganise it to make it easier for newcomers to find their way around. To that end, I'd like to propose the following structure. This is by no means final, nor has it been discussed with anyone else yet (hence this post). It should serve only as a starting point for a discussion on the subject. <Root> Rules Lobby Recording Booth Games CnC Westwood RTS Games Tiberian Sun: Reborn Renegade X Minecraft & Terraria World of Tanks Warframe Open Room #1 Open Room #2 Open Room #3 SG Clan Clan Chat Staff Chat Ghost Reactive Chat Staff Chat W3D Hub Testing Staff Founders AFK So, you're probably screaming at your monitors already because <favourite channel X> is missing or moved, so let me explain some of the rationale I applied here before we open the floor to discussion. 1) Private channels move to the bottom of the listings Since all W3D Hub channels are private, we've moved to the very bottom. SG and GR (not entirely sure who these are - presumably a clan?) are above since their "clan chat" areas are somewhat more public (all clan members) than any of the W3D Hub channels (all require specific permissions) 2) Shared channels move to the top of the listings Any channels not associated with a specific clan or community are considered shared, common channels and are probably what a newcomer is looking for when they join TS, hence they live at the top 3) Game channels grouped together under one top level item Rather than having "C&C" and "Other Games" and "SG/Clan Area" all containing random assortments of games, I've brought all of these together under a single top level Games category. I also rationalised the list somewhat and removed items that, to my knowledge, are not really being used much. Scream and shout at me if I am wrong about any of those. Warframe is reduced to a single channel, although we could retain some or all of its subchannels if necessary - but I see no need for it to live under the SG area of TS. I included "Open Room ##" channels to cover people who want to play other games to those listed, or for cases where more than one group of people are playing different RTS games concurrently - the idea is to find a free room and reserve it for the duration that you need it for. Hopefully we can use the channel commander logic here and thus require people joining the channel after the commander must be manually given voice rights, ensuring an interruption free gameplay session. 4) Clan areas stripped back to basics Each clan area will now only contain a "clan chat" style channel and a "staff chat" style channel. If anyone knows of any real reason why we'd need more do let me know, but in the spirit of inclusion and getting people talking outside of their own communities I'd rather keep the majority of channels outside of clan / community areas. Note that the clan areas will require a "clan membership" tag/permission/whatever in TS before someone can join any channel inside the clan area - staff would get an extra permission for the staff area. The W3D Hub community area will operate on a similar principle, but replacing "clan chat" with "testing" (general chit chat for the community lives in the lobby) and adding a "founders" chat for the six founding members to discuss things in private if necessary. Server moderators will have access to the W3D Hub community staff area, thus removing the need for their own channel. OK, now that I've explained some stuff, begin your ranting and raving. Please try not to break your keyboards as you hammer our your angry replies to all the things I did wrong
  20. I deliberately made the RoF a bit slow on the Cadre to give the guns more differentiation, it made no sense that a minigun and a rifle had such similar rates of fire... miniguns should literally spew bullets out, compared to a rifle which should be a bit slower and more methodical (and, hence, accurate). Might make sense to nudge the officers RoF up a bit to maintain a distinction between them.
  21. Indeed, someone changed them from what I came up with and ran thru balance testing
  22. These are the values I gave them in the last patch I did, note officer DPS > cadre. I don't know who changed it since then...
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