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danpaul88

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Everything posted by danpaul88

  1. As I already said, the AR miners already locate ore fields by themselves, there are no waypaths in AR.
  2. The code for gem fields already exists, we just don't use it at the moment. It's just the same script as ore fields use, but you set the oreValue to be higher in the script parameters. The AR miner AI already knows how to locate ore fields independenly, however it currenty prioritises the closest field rather than the most valuable.., the idea was either have a small gem field close to the base for an initial cash boost, with an ore field for the rest of the game further out ,or leave a gem field further out for players to mine. Eh? I could do that in 5 minutes flat... I had actually thought about putting it in at one point, but decided against it for the time being... ideally would require some kind of animated 'gem field' model, which would probably have to be hand made per-map, which shows how many gems are left in the field. <- my paradrop demo video if anyone missed it first time around
  3. He's not kidding, I suspect it will be sometime in the next 10 days! We are waiting on a few last things to be complete so we can show them to you guys in the blog and we are almost there. The mod is not dead.... just flying under the radar... until now!
  4. I was the person who usually recorded those and mainly the reason I haven't been doing them for a while is simply due to lack of time. One of these days someone will actually write a new blog post too....
  5. After we have burned out the current batch and had to throw them out onto the growing heap of broken testers in our back yard.
  6. So, since you don't know the height of the terrain below you and don't know the maximum height of the map (since this is map-specific), how would you, in code, determine when to explode / set on fire / whatever? A Z of 80 might mean 80 meters in the air (terrain at Z=0), 5 meters in the air (terrain at Z=75) or 200 meters in the air (terrain at Z=-120), there's just no way of knowing.
  7. Except there's no way in the scripts code to see when something reaches the ground or to determine its current height above ground. So your code would have to guess how long to wait before triggering the explosion, so it would either happen too early or it would be sat on the ground for a few seconds before randomly exploding.
  8. Indeed, a quad core 2Ghz processor has four cores each running at 2Ghz for a total of 8Ghz. However, single threaded applications will only be able to use a single one of those four cores, so it would run at 2Ghz. For these applications a dual core 3GHz processor would outperform a quad core 2Ghz processor. Hence why my processor is a dual core 3.2Ghz. Most applications are single threaded or heavily dependent on one or two main threads, so the higher core speed of my processor means that for most applications available today it will vastly outperform a quad core 2.7Ghz or so processor.
  9. Is Litva the russian name for Lithuania? Its an awesome name, they should have used it in English too
  10. During the 21st Century. Hopefully.....
  11. It is I think people would get funny looks over here if they go around announcing its May 8th instead of the 8th of May....
  12. You mean, our sensible way of showing the date? Day / Month / Year Least Significant -> Most Significant. Showing it any other way (except Year / Month / Day, or Most Signficant -> Lease Significant) makes absolutely no sense whatsoever. It would be like writing a time in hours : seconds : minutes or something...
  13. Uhh... this IS a new blog.... it was only posted 3 days ago...
  14. Yes, more people = faster. Also if an enemy is also trying to capture it at the same time they will be acting against your progress, so 1v1 capturing will result in it the capture meter effectively staying exactly where it is, 2v1 will result in the team with 2 capturing it at the speed 1 along would capture it etc. Of course, any sensible enemy would just turn around and attack you with their drill and then capture it when your dead It will eventually be done with a capture-suitcasemabob thing. Technically at the moment ANY weapon can capture the tech buildings, since the script is still quite early WIP. I just used the tech. with his drill to make the video look more like how it should work when it's done. Also capture speed will probably be a little bit slower than shown in the video.
  15. Err... not really. For me and 99% of other Renegade players XWIS just worked straight away after the switchover with no changes required at all on the client. If you are having problems then you should reinstall the Westwood Online Components from the Renegade CD.
  16. The answer is no, they won't. The strings are pre-written and saved in a strings.tdb file and as such there is no practical way to inject custom key settings into them without creating hundreds of copies of the same string in the strings.tdb file for each possible key combination... and before you suggest we spend hours and hours and hours doing this, keep in mind it will also result in a HUGE install size... Hence why it says 'Default: E', indicating that E is the default key that is used, not necessarily the key you have configured.
  17. Does it really? Odd, I have never heard of that and I am involved with the development of it... And, given that your not a tester, how do you know? You shouldn't have access to any scripts 4.0 builds.
  18. Except if you have lost your critical structures the elevator wont be going up and down since the war factory is one of those critical structures, so you wouldn't be able to get down there then. Unless someone is buying vehicles it stays put
  19. Who's this We? You have your own development team? If so then it would be great if you could code up something like that, pass it on to me when your done and I will add it into the installer.
  20. That's because the chronominer model is a temporary thing we threw ingame because the final one is not textured/rigged yet (but thats another story) and the rigging on this was thrown together very quickly. If it has an origin bone in the correct place the effect would appear in the centre of the miner (instead of sunken into the ground so you can't see half of it) and would then cover the entire miner.
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