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    posted a message on Looking for people to work on Planetside Mod

    For those who don't know what Planetside is, it's a MMO FPS for the PC developed by SOE. For more info go here

    I am not attempting to build an FPS style game, this will be an RTS.

    The basic premise, is that there are 3 empires, who have been seperated from earth, and who each view the others as wrong in how they go about things, (Treating ciovilians, workforce etc...) They are each unique in someway, but still have a small selection of vehicles or weapons that are common to all three.

    Team page is here with all the information with regards to the mod itself.

    So far, all units have been made, most troop weapons have also been made. All vehicles have been made.Most buildings have been made. Turrets are yet to be done. Final weapons are yet to be done.

    I am currently looking for people with:

    data knowledge

    trigger knowledge

    terrain knowledge

    I will at somepoint be looking for:

    Texture artists

    modelers

    So far the mod is currently in a semi playable state, emphasis has been to get things working before balance. This is a MOD file initially. MAP files will use the mod for obvious gameplay set up. Anyone who wants to help out is welcome to.

    At the moment, I'm not looking for or requiring testers. Not at that stage yet.

    Posted in: Team Recruitment
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    posted a message on approach to making/testing mods?

    Unfortunately, if you have used a unit in your mapo from a dependency, you can't change that dependency. However, as long as the map hasn't been published, this shouldn't be too much of a problem. Any time you update the Mod file, the map will use the updated version. If your still having problems, make sure the map file is closed each time you move back to your mod file. Other than that there shouldn't be any other problems, besides random GE bugs mind.

    Posted in: Miscellaneous Development
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    posted a message on Dungeon Keeper (Proof of Concept)

    Couldn't you use a trigger along the lines of:

    Unit enters any region, reveal area in region at triggering unit?

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Ok, again I apologise for probably sounding really quite dumb an' all, but for sight, surely it could be as simple as, unit enters region 1, reveal area in region 1 for reminder of game, reveal region 2 for remainder of game, reveal region 3 for remainder of game, etc... up to how far you want the unit to see. Instead of relying on the data field for how far the unit can see, use the regions, so it'll reveal a tile at a time, omni directional for say 3 tiles for an imp, or 5 for a fly (Being a scout). Or is that exactly what you were meaning?

    Again sorry for sounding dumb, just trying to help think of a way to get it working.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Ok, just another thought I'm throwing out there. You guys will probably know better than me if this would work or not. I'm much more comfortable in the Data Editor than Trigger.

    How heavy would it be resource wise to have effectively each "tile" assigned a region? Obviously it creates a bit more work for the map itself, but perhaps it could be a work around for the visability issue.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Couldn't you make a new FOW data so that it won't fog over areas that have already been explored. Just a thought, I have no idea if it's possible, there seems to be only 2 real options, FOW hidden and FOW Reveal Radius. I imagine some combination of the 2 would make things a bit easier for you. Of course I could be completely wrong.

    Posted in: Project Workplace
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    posted a message on UI - Custom Unit Info Area?

    You may get some help in the Trigger section. Basically it'd effectively be a custom UI. Though I may be wrong, but certainly worth a try.

    Posted in: Data
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    posted a message on A genre too common and a genre too rare.

    If it won't take too much time, then you'll be able to mkae them yourself. :D

    Posted in: General Chat
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    posted a message on Turret Help

    I have a similar problem, thought I should use this thread instead of making another. I have 2 turrets set up on my custom unit. 1 at the front and 1 at the back. When setting the attachement points for where the weapon fire starts, I can set both weapons to either front or back, and it'll fire from that turret. However my problem is when I try to assign a weapon to fire from the front AND the back, it begins firing from either the base of the unit or the centre. Does anyone have any idea why this would happen? It's not a huge issue for non-projectile/beam weapons, but for those it's pretty obvious that it's not in the right spot. I have no idea why it won't work. It's 2 seperate weapons, 2 seperate SOPAttach points and 2 seperate turrets.

    Posted in: Data
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    posted a message on Planetside

    Nobody else played? Aww, shame. What empire where you?

    Have to say I was a purple dinosaur. :D

    Posted in: Off-Topic
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    posted a message on [Feedback] Cityscape

    I was inspired by the custom buildings topic, and began working on a basic cityscape. It's not really a city size, more of a small town I guess. But regardless, looking for some feedback on if it looks to be any good or not, along with any tips on how to improve. And any other city scape projects folk have goin' on is welcome to be added to this thread.

    Posted in: Terrain
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    posted a message on [Feedback] Custom building

    That first pic had me thinking "Jurrassic Park?"

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    Dunno about any one elses, but mine are litterally only for show, no game play design intended or even possible.

    Posted in: Terrain
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    posted a message on [Feedback] Custom building

    Awesome work so far guys. Just wondering if there's any intention to bundle all these great buildings together at some point to make a city/town? Just as a showcase, rather than a playable map.

    Posted in: Terrain
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    posted a message on Window boards and why i luv them

    Nice work. :D

    Posted in: Terrain
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