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Author Topic: DF: Reclaim Party [WarCraft 3 map development]  (Read 23709 times)

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #60 on: February 28, 2010, 01:57:33 pm »

I wouldn't say so. I used it a lot on a "villager" model and it looks good. But he doesn't twist his torso with attacks, so that must be the reason :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #61 on: February 28, 2010, 02:12:58 pm »

really? then try it with the new dwarf model, if you're satisfied with the results i may rethink my position ;)

NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #62 on: February 28, 2010, 03:48:39 pm »

Deon I want to help. [:
I used to do a lot of Wc3 map making although I've never released anything.  ::)

I actually made a random terrain generator, and it made beautiful maps, but it always had lag problems later on in games. (I was using it for a wilderness survival map I have since put on hold)
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #63 on: February 28, 2010, 04:10:04 pm »

Lag problems = leaks I suppose, and they should be fixable :P.

I would actually love randomly generated caves and towns, so if you could help with it, it would be awesome :D.

And well, which kind of help do you want to offer?

Did you code AI or scripts for enemy units' movement? Because these I need most, for clever ambushes and sieges.
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #64 on: February 28, 2010, 04:25:14 pm »

Askot, do you have any shield attachables for those?
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NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #65 on: February 28, 2010, 05:14:17 pm »

Lag problems = leaks I suppose, and they should be fixable :P.

I would actually love randomly generated caves and towns, so if you could help with it, it would be awesome :D.

And well, which kind of help do you want to offer?

Did you code AI or scripts for enemy units' movement? Because these I need most, for clever ambushes and sieges.

Yeah, I know they were fixable, but by the time I found out that the problems were there I had far too many triggers to fix without going crazy  :D (I am actually working on a completely redone version now, but am unsure if the caves would even be possible via triggers.)

I have not coded ai or enemy unit scripts, but it shouldnt be too awefully difficult.

edit: I was going to put the old one up for you to see but unless you use the editor I was using you wouldnt be able to. I dont recall the name but I think it was something like Jass Newgen.

« Last Edit: February 28, 2010, 06:00:43 pm by NRN_R_Sumo1 »
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #66 on: February 28, 2010, 06:37:33 pm »

Yeah I don't use NewGen (which  uses vJass which is awesome) because it hasn't been updated for the latest patch yet, and I am not an awesomeprogrammerguy yet who codes on vJASS using structs, so I use basic JASS for now :P

Quote
(I am actually working on a completely redone version now, but am unsure if the caves would even be possible via triggers.)
Why not, just apply your "random generator" to a rectangle instead of the whole map, and make sure that the rectangle is enclosed in cave walls. Right?
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #67 on: February 28, 2010, 06:52:16 pm »

And here's another teaser video which shows the awesome dwarf model and changeable weapons:
http://www.youtube.com/watch?v=qqC3i-IXY04

By the way, I plan to make evil shamans which will be able to remove your beard :o. It will be seen visually.
« Last Edit: February 28, 2010, 06:56:37 pm by Deon »
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NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #68 on: February 28, 2010, 07:04:17 pm »

You just want randomly organized areas? Thats not quite what mine does, mine does the maps terrain for you each game.  ;)

I can of course always try to find a way to do the caves in this way, but if you just want to randomize rubble placement and all that, thats super duper easy.  ::)
« Last Edit: February 28, 2010, 07:06:55 pm by NRN_R_Sumo1 »
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Level_8_Mudcrab

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #69 on: March 01, 2010, 12:21:28 am »

Nice work to you both on the models and attachments, they look great. I always liked games with attachment equipment  :) Random dungeons would work great, if you did them well, what sorta level of randomness do you have planned for them? That's all for me, those evil shamans sounds scary.
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #70 on: March 01, 2010, 10:16:26 am »

@NRN_R_Sumo1: random terrain? WANT!!

i really need that for a project of mine, can i recruit you to it?

NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #71 on: March 01, 2010, 01:36:38 pm »

@NRN_R_Sumo1: random terrain? WANT!!

i really need that for a project of mine, can i recruit you to it?

Sounds fair enough. Whats the project?
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andrea

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #72 on: March 01, 2010, 01:42:41 pm »

is this for frozen throne?
if so, I guess I'll have to buy it when you finish this map.

NRN_R_Sumo1

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #73 on: March 01, 2010, 01:44:41 pm »

By the way deon it turns out that my old random map generator cant even be played since the update  ::)

I guess its a good thing I'm making a new one.
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #74 on: March 01, 2010, 04:30:41 pm »

@NRN_R_Sumo1:rant about a subject not related to the thread
Spoiler (click to show/hide)
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