Or Graion Dilach. No more needed to be said, because I used this name everywhere I turned up and nobody ever else used it.
Who knows who I am, knows what shall expect. Who does not, well, google then. :P
Looks a lot better. One of my issues with the original design was that it was too curved compared to the ConYard, but the control station molds the two nicely.
Looks great, the details are a lot more visible.
*HSL, not HSV.
IMO it's too smooth. Either decrease ambient and increase diffuse lighting in RenderVoxels or increase the contrast of atleast the green gradient. I already told you how to do the latter and it's not as tedious as you dismissed it.
IIRC there were drop pod SHPs in the TS mixes so your remake was unnecessary.
Taking some action is why I got the PC without GPU in the first place - the GPU broke during assembly in the shop/whatnot and it's getting replaced under warranty and they decided to throw me what worked before the spares arrived.
I can test this under the TS mod though if I really want to (apparently, the TS terrain sheet size is still fine for an Intel HD 2000, RA2 and onward results with an instacrash during map load, but I also run out of VRAM during matches in CD afterall), it's just that I am struggling for 2 months now because I wanted to buy a hardware I can actually fluently run AS.
I can imagine I have to play with the chassis color scheme at a later point though (probably by creating another voxel chassis palette), but I'm fairly sure it looks fine otherwise, since I am following my own style and size setup here.
You don't need a terrain editor, OpenRA can use SHPs as terrain (with each cell being a frame).
Does this involve properly inheriting the stuff from the cnc mod which you don't touch (terrain, content mixes, the cnc dll, etc) instead of c'n'p duplication and using a proper tool to convert your messed-up space-based indentation to proper tab-based one?
Also removing the monstrous amount of armors. I'm not sure if space works there (space never worked in WW games) but damn, don't tell me you require over 9000 armors. You can use armor layers if you want to go so crazy - give an actor multiple armor traits and the versus will stack.
Have to acknowledge, you just gave me ideas to progress with the logic behind this further. Thanks.
It's still planned, yes. That's everything which can be stated regarding it though.
There was an actual Pole interested in picking up the unit, however this apparently didn't happened (yet or overall, I don't know).
I asked it on the IRC if anyone was interested but noone replied - Logs.openra.net - so I took that as no interest.
The weapon warhead has a list of units to spawn and when the explosion is triggered, it looks around in arange of cells to see if it can place these units down. If it could, it spawns them. Literally the same way a lot of YR-Ares support SWs worked (Zephyr Beacon, Molebomb, Motor Ambush, Risen Railgun to list a few Mental Omega examples) except that they can be triggered in other ways besides support powers.
Ofcourse, this won't be so common ingame but the idea is something I really want to play further on.
Yer, but the Prism Fortress is actually a bulky and strong unit, while the Flak Truck was always one that died just by looking at it. :P
Most of the issues with your old voxel was that it was too bulky afterall, so it would actually put the two comparable. This feels like a wasted Secret Lab boon.
In any case, regarding Secret Lab tech, I'd advise to keep all boons on the same tier strength, to make all boons semi-balanced atleast.
Might been better to use your previous iteration of the Flak Track voxel as the base chassis IMO.
Achievement unlocked: Superawesome legacy support.
Great job, nevertheless. I totally forgot the game originally even had it until this screenshot.
The cameo style also seems to be even more blending-together than the Allied one is and I'm still notsure if that is good enough when you see more of these together in your sidebar next to each other.
Have to say though - this War Miner design looks lackluster. I can see the intention, but it gives me more of an APC feeling than a harvester.
Is the WW gclock2.shp still used along with this? The corners might shine with that. Also it might be too smooth if a lot of these are on the sidebar together but I'm interested how all units will look in this.
Well, I was unaware the Cruiser being a country-specific variant of the Dreadnaught - I guess neither of you mentioned this anywhere before -, in that case, it sounds valid (but still odd).
It was about time.
Personally I'm not very fond of the idea of the Cruiser and the Dreadnought sharing a hull. The new Sea Scorpion also seems like if it's turreted and the offset is a bit wrong with the back part of the turret overlapping with the remapped details of the body. It's a bit weird to see such a compact SS though after WW's.
Use the beta HVA Builder for 360s, less chance to throw the white-frame-in-gif-bug.
Nope, it's not Confed. The design was scavenged from another mod indeed, but not Paradox.
Go Dutchy, go! :D
You're not even remotely funny.
Call me up regarding the yaml things, I have great experience in that. :)
Sorry for joining late to the party, but this is wrong. A mod does not have to follow the game's license. The WW games aren't under GPL license either. What needs to follow the GPLv3 license is the engine expansions CD might add into the game - in other words, if CD decides to run it's own mod DLL. (Which I honestly doubt, because in that case I'll be doing that expansion mostly and in that case, I'll be running it under the AS DLL, which is already in GPLv3 due to the above.)
Technically speaking, the WW(-derived) assets in mods are freeware and not GPLv3 (unless it's RA2-originated because then it's kinda semi-acceptable "freeware", kinda like how Blizzard never asks where did you got the Warcraft assets in your Starcraft mod).
TL;DR: Licensing CD with a standardized CC or GPL license will not happen because of most cases the artworks themselves are technically public under a fair-use-alike license used within the C&C modding community. However, any third-party code CD will utilize will be under GPLv3 and that's everything which can be done in this regard.
The MLRS is the best.
Oh wow, this looks great.
Tick: 7.5 ms
Render: 6.1 ms
I so hate you right now...