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ReadMe
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i wont bother applying much visual styling until it's fully finished.
As long as the visuals dont affect the usability i dont really count them as high priority.
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02.08.04 19:25 Post #31 | [Hide Sig (7)] [Profile] [Quote] |
jay
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i wont bother applying much visual styling until it's fully finished.
As long as the visuals dont affect the usability i dont really count them as high priority.
damn right. but you will make it look loverly eventually right?
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02.08.04 21:18 Post #32 | [Hide Sig (0)] [Profile] [Quote] |
ReadMe
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you can count on it.
well, it's gonna match the weapons grid at least...
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02.08.04 23:13 Post #33 | [Hide Sig (7)] [Profile] [Quote] |
xskatex
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that woul look cool
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03.08.04 00:57 Post #34 | [Hide Sig (0)] [Profile] [Quote] |
Falkra
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Bah, let the program be ready, graphics will come later, functionnality has higher priority no ?
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03.08.04 07:19 Post #35 | [My maps] [Hide Sig (4)] [Profile] [Quote] |
tundraH
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You've probably already seen this, but I'll put it here for reference... In v3.6.20.1, schemes that had been externally edited to give weapons power levels higher than 5 stars no longer worked in the same way. This caused desyncs when playing back replays and playing online games using such schemes. Now, compatibility is restored, as long as the power levels lie within some "standard" ranges. All weapons must be <=20 stars; Mortar, Cluster Bomb, Banana Bomb, Air Strike and Napalm Strike must be <=15 stars; Skunk and Longbow must be <=10 stars; Axe must be <=5 stars. Schemes that break these limits will bring up a warning when loaded or when a replay is opened.
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03.08.04 14:50 Post #36 | [tundraH.com] [Hide Sig (0)] [Profile] [Quote] |
ReadMe
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hrm, dunno whether to leave it at 5 max or alter all the limits appropriately.
what you reckon everyone?
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03.08.04 16:52 Post #37 | [Hide Sig (7)] [Profile] [Quote] |
xxfuzzballxx
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Alter them, but nothing stupid.
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03.08.04 17:24 Post #38 | [Hide Sig (0)] [Profile] [Quote] |
C1
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Yeah, put them as the "standard ranges"
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03.08.04 19:15 Post #39 | Last edited: 03.08.04 19:16 (C1 - 1 times) |
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meiapaul
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Readme, are you planing to put in standard schemes onto the editor for download?
this has the correct schemes which were taken from the days of ranks, so people can actually play the right schemes for w:a in their games
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03.08.04 22:20 Post #40 | [Hide Sig (0)] [Profile] [Quote] |
ReadMe
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correct in what sense?
And i was intending to populate the list with quite a bit more than these (the btp schemes db)
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03.08.04 23:57 Post #41 | [Hide Sig (7)] [Profile] [Quote] |
meiapaul
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correct as in the set schemes from the wwp (and the ex-w:a) channels...the ones which T17 decided on i think
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05.08.04 21:32 Post #42 | [Hide Sig (0)] [Profile] [Quote] |
minigunweilder
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ummmmm if this is teh scheme editor how come you cant make sumting like football
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06.08.04 18:44 Post #43 | [Hide Sig (3)] [Profile] [Quote] |
dj canada
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DJ slaps minigunweilder around a bit, with a large trout...
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07.08.04 04:13 Post #44 | [Hide Sig (0)] [Profile] [Quote] |
ReadMe
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for those of you who dont read the News The scheme editor has hit the milestone 1.0 release, please give me any bug/comments/feedback/suggestions here or in the news comments
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09.08.04 00:46 Post #45 | [Hide Sig (7)] [Profile] [Quote] |
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