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Posted: Tue Sep 23, 2008 11:51 pm
by shinygerbil
I'd tell you but<NDA>
Posted: Wed Sep 24, 2008 12:21 am
by hibbs
Don't you beta people have some sort of NDA ya keep blabing about
Yes they do. but NDA and NDA with the possibilty NDA plus when you NDA then you can expect NDA And NDA will rule the NDA.

try figuring that out

Posted: Wed Sep 24, 2008 12:23 am
by Feud
Donat wrote:Don't you beta people have some sort of NDA ya keep blabing about

We're not allowed to talk about it, due to the NDA.
Posted: Wed Sep 24, 2008 12:27 am
by Donat
Righto.. got it from the first time i was just wondering if he broke it or not, nasty things.
Posted: Wed Sep 24, 2008 10:43 pm
by St!gar
It's a shame they removed the Shamans... I read about them in one of the map-descriptions, and I'd like to see what those mysterious, mysterious people looked like in the game...
Posted: Thu Sep 25, 2008 12:34 am
by The GoldFish
Well, I was bored, so I made a map and just randomly added in a bunch of units out of stats.txt which no longer exist, or shouldn't be used this way:
Shaman - are really fast moving officers (like DG speed) - don't really do anything at all except die. If they're set as runastask, the game will crash when they die.
Tank - runastask prevents you from actually placing them, it seems. Seting this as 0 just places the unit, which you can control but doesn't show up as a task. Seems to move and fire with rmb click, so could be a casualty of the apparent control scheme changes that have occured between Darwinia and Multiwinia
SpaceShip - creates a giant futurewinian UFO. The beam it uses to beam units up will recolour to the team it's on, but it wil always beam down futurewinans;
http://tgf.the-icebox.com/crapmods/arealinvasion.JPG
DropShip - look just like tiny futurewinian UFOs, don't appear at all as tasks, and do nothing as placed units.
Tentacle - I have no idea what these really are. They seem to be wierd verticle centipedes, killing everything at their base. DGs didn't attack them (I guessed they might be centipede based when they crashed with an in unit flag error, so Iset them as count 20 inunit 1). These are actually pretty cool
http://tgf.the-icebox.com/crapmods/ohmygodwhat.JPG
Posted: Thu Sep 25, 2008 12:52 am
by Kuth
Did shamans have the same model as an officer? And what of the tank, was it the same one from the early Darwinia MP video?
Thanks for exploring that for us, TGF

Posted: Thu Sep 25, 2008 1:01 am
by The GoldFish
Yeah it looked like the officer shape with no flag. Also I haev no idea about the tank, but it looked like the old tank model from Darwinia, so odds are it's the same shape you saw in the video.
Also, the tentacles were on the same team, moving them to eg team 5 made the DGs attack them, but nothing came of this. They could be interesting ornaments in a level but nothing more.
Posted: Thu Sep 25, 2008 1:08 am
by Kuth
Well, when map-making goes into full swing perhaps they can be considered for 'dangerous terrain' like the dark trees are currently.
I'd like to see the old, unusued models from development show up as non-functional shapes for level decoration. Maybe burned-out tanks with fire as an ornament? A control point?
Posted: Thu Sep 25, 2008 2:05 am
by The GoldFish
Funny you should bring up stuff like that.
Getting a buildings list via hex editing the game (Ask NeoThermic, apparentlly) you can find out some of thew new buildings that are also unused. Most of them are broken, but still look neat. The only 3 of consequnce (and now landscape_volcanic makes a lot more sense);
http://tgf.the-icebox.com/crapmods/smokemarker.JPG
http://tgf.the-icebox.com/crapmods/eruptionmarker1.JPG
http://tgf.the-icebox.com/crapmods/eruptionmarker2.JPG
http://tgf.the-icebox.com/crapmods/portal.JPG
Posted: Thu Sep 25, 2008 2:21 am
by Kuth
Should probably move this element of the discussion to the modding forum... but alas...
the question is whether the flame can be limited to a small area for local fires, and if said flames can actually set things on fire (multiwinians, trees, et.all). Fields of flame, anyone?
I'm really eager to see what the limitations of the new map editor are.
Posted: Thu Sep 25, 2008 2:34 pm
by MrBunsy
I spotted a tripod ogg file when searching through after pre-loading, do they still work?
Posted: Thu Sep 25, 2008 3:52 pm
by xander
MrBunsy wrote:I spotted a tripod ogg file when searching through after pre-loading, do they still work?
Probably about as well as they ever worked. ;)
xander
Posted: Thu Sep 25, 2008 4:07 pm
by The GoldFish
That's interesting actually; tripods never had sound files before, maybe now they do..
(investigates)
Didn't notice any sounds, and tripods still work as well as they did before (just like xander said) - the 3 tripods just wandered around the field scaring DGs and trying to shoot things. To be honest they were actually pretty neat, because they move around a lot more than normal viral units - I'd quite like to see a bring back tripods.
Posted: Thu Sep 25, 2008 5:04 pm
by xander
The GoldFish wrote:That's interesting actually; tripods never had sound files before, maybe now they do..
(investigates)
Didn't notice any sounds, and tripods still work as well as they did before (just like xander said) - the 3 tripods just wandered around the field scaring DGs and trying to shoot things. To be honest they were actually pretty neat, because they move around a lot more than normal viral units - I'd quite like to see a bring back tripods.
If tripods could be made to work, I would love to see them. Actually, they would be pretty nifty as part of the Futurewinia's team (like the tripods in
War of the Worlds). However, as things stand now, they consider the entire map to be within their range, thus they suck in actual play. Also, I never thought they had powerful enough weapons. ;)
xander