I have all of my projects except for the pre-2002 ones.
I have all of my projects except for the pre-2002 ones.
15+ years
what a waste of time it all was, too
ah well not like I'm gonna stop
greetings mine attractive comrades, may thine cokes be free of dokes
I purged all old data except that belonging to the old ITAS supcom mod.
I'm guessing you have absolutely no idea how to comprehend English much less read the numerous descriptions I placed about how I was using Sins models as TEST PLATFORMS. Much less that this mod has been dead for AGES.
Says the guy replying to a news post from March 2nd ;)
There's also the fact that even if this were somehow possible to bypass, SupCom's camera system is really unintuitive for this style of a mod.
If they softcode sins I'd think about it, but with the mess it is right now, I'm not even considering it.
They circle around, and they maintain max range while firing. So, if you have two gunships shooting at each other (Yes, they're Anti-surface, but give them anti-air attacks) they will constantly be at max range. Set one of the gunships to have slightly smaller range, and the one with longer range will relentlessly backpedal - even outside of the mapspace. I had ships so far out of the mapspace you couldn't even see them.
Not with the limits sins has. No animated turrets, 9 capital ships per race, hardcoded AI? Just some of the things I've been hearing.
Something about balance.
I think you misunderstand just how game-breaking it is to have ships backpedal at maximum range outside of the mapspace.
The czar is not actually stationary, it humps air units and when attacking land targets it has that beam cannon that points straight at the ground... I already tested all of this. I asked on their forums and the only solution provided was Deployment that just breaks things even more.
probably has to do with me intentionally not recording it because I thought it could be fixed
My inability to make the air units remain stationary while firing (notice the snap-back issues with the Judginator in the video, and some MAJOR command issues that aren't shown) without enormous problems could kill this mod for good. If I am unable to fix them, this mod will die as Supcom was the last viable engine I could go for.
Yeah. I'm just using the models currently for experimentational and conceptual purposes. I have no intentions to release this until it's 100% finished, and that is with my own models entirely.
I'm probably gonna have to replace the Judginator's model anyway because the turrets are going to be too much of a pain to port over.
On top of that, it isn't really "illegal". Each company has different views on it. For example, Blizzard doesn't care if you use WoW models in wc3 maps (They host those on their site).
If the developers step in and say, "Hey, we don't want you using these" then yeah, of course I'll remove them.
In either case, none of these models will ever make it into a public release.
So long as I don't claim them as my own I don't think anyone will really care. I plan to replace them in the future, anyway.
Never tried it.
C&C3 is a disgrace to C&C and that's saying a lot considering everything but the very first is pretty fail. And even then the first wasn't anything too special.
Supcom as a game is only ho hum. As an engine for modding, though, it's amazing.
IskatuMesk
Doctor joined
I am IskatuMesk, legendary Starcraft modder by night, hibernating energy being by day. Long gone are the days of modding for a purpose besides my own and industry standards being at a reasonable level, so you probably won't hear much from me around this site anymore. You may want to check out www.campaigncreations.org for my most recent public-related doings.