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Everything posted by AchromicWhite
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It certainly is very big, you could maybe play up to 4 players if there were start points. The bases look good, open enough that it's possible to break in, but also closed enough that you can defend. Looks pleasing to the eye, too. The biggest issue I see is that the tib through the middle means that if you want to attack with infantry, they have to get hurt along the way (unless it's an APC/Trans-heli strike). -Liam
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No, that wasn't just on twitch, because you spammed my PM, on cnc-comm.com, with over 20 messages. I should go find them and post them publicly for all the world to see... Except I simply don't care. -Liam
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Well, I was talking about not just replacing a remap with a non remap, but actually using a conversion to make each SHP use LESS of the remap than it's already using. Like, see how your green colour scheme is essensually using less colours but still using all of the indices? well, convert SHPs to be using only that, and then use the now unused extra indices as a totally new colour, so that buildings and units can have a small range of extra colour. -Liam
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Interesting. I was thinking today. What if I took normal units, like this hummer, and used this type of tactic, so that each unit uses up LESS indices to make the full spectrum. (So use a palette similar to what you have in that green row to convert an SHP). Then, with the new freed indices, add say, 3 or 4 new colours, that are quite different, and then paint those indices onto an SHP so that it'd have a camo pattern in a new colour... and each team colour would also have a different camo colour also. So like, a desert yellow might use a brown secondary colour and a light grey might use a dark grey. -Liam
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Did you ever test that green? I was a bit scared to make a scheme with that little actual colour in it. -Liam
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I haven't actually made the mod/patch yet, but I'll just leave this here so that people can talk about which ones they might like to see. Or, if they think I could make one that fits a different feel. Edit: For those that don't know, these are the colours which are picked up by the game to determine what the ACTUAL colours are for the team types. (the ones you select when you play a skirmish game). The final 2 colours in each row are the colours that are used for the radar. I was actually wanting to try and make the colours actually look more like proper camo patterns, rather than red and blue etc. http://imgur.com/vyFcP6D -Liam
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Single player Nuke... that's like 25 square instant kill effect. Heck, I don't even like engis, lol -Liam
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Nice. What about explosive, etc? That was the big one, well, so I thought. -Liam
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I play TD rather than TS, but all of the above applies to both, anyway. When I play against newbs, after the game I often give a few tips. Some ignore, but others listen and say thanks. It's obviously more frustrating when they're on a team with you. I was playing my own mod, and one of the guys in the game was clearly very newb at RTS. He didn't scout and didn't really attack with me etc. He did decide he wanted to actually take orders from me at the start of the game, without me ever even asking. His base was a big brick and we quickly enough ran out of resources. We did talk during the game though and he did help out. So I guess he was learning and so on... had I'd just yelled at him, I doubt we would have won. Don't be too harsh, you were a newb once too. -Liam
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It's a neat concept, but not sure it's in any way currently possible to put into TD... would take some serious hacking work. -Liam
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I think you'll find the bans are 24Hr. Chill, don't repeat the problem in future, just go do something else for a while -Liam
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On another note. Holy crap it's Ferret xD -Liam
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Very cool. Is it going to have a bit of a lever on the worm level, like in the skirmish setup (low, med, high)? -Liam
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Huh, maybe I'll give CChyper a buzz, see if he wants to hack it a little. With some luck it'll be easy to change. Yeah, I guess that makes sense. Why would it bother to separate what pixels are what, for the whole shadow? -Liam
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Agreed, Nyer. It is quite strange that simply doesn't do it AT ALL, and not just bug out in some other way. I still find it extra strange that it still adds it as a shadow on the ground (it's like the one place I might NOT want it, lol). Yeah, obviously it's to do with the fact that it already draws the WHOLE plane as a shadow on the ground below it... but still strange that it doesn't just paint in all the pixels, as I'd expect it to. Thanks for the added help Allen, even if it didn't work. Just need someone to keep hacking the crap out of the game to get these little things to work. It's particularly annoying because the helis use it on their rotors, and I'd guess that even shadows drawn on the heli SHP do NOT show shadow either. But only on the added extra rotor animation that's added on top of it. -Liam
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Maybe this will help you to grasp what I'm saying. The bright green 'shadow' pixels do NOT show in game. Any way to change this?
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Imagine opening up the Yak SHP, adding some shadow pixels, saving it and adding it to the game. The shadows don't show. However, they DO show in the shadow of the yak while it's flying around, but still not on the main SHP. -Liam
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Hey, I was just doing a little graphical editing earlier, trying to use the shadow tool in a similar way to how it's used to create a rotor effect for helis. But when I'd finished and loaded my SHP into the mix file to test, I found that the shadow pixels didn't show on the SHP ingame. It is the edited SHP, as I edited other things on it, and to top it off, the actual shadow of the plane (a copy of the pixels shape, but just pasted below, shading the ground the aircraft flies over creating it's shadow) DOES contain the extra pixels of shadow I added to it. Is there any way I can make it just read the shadow pixels as normal? -Liam
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DEATHBALL! Oh, that's not the file name, I was just saying -Liam
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Are you making a multiplayer map with Chinooks on it? -Liam
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Just noticed there's a comm-center on the island... is there any reason for that?
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I do, lol. xD -Liam
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This looks really good, actually. Great duel map. I should test it out for you. -Liam
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Well there you go then, Nyer, it was the perfect advice -Liam
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Interesting, I might look into that for the mod I'm using... although that would make it better against infantry also. ARG, so hard to balance xD -Liam