Am Mittwoch, 24. Januar 2007 06:03 schrieb [EMAIL PROTECTED]: > On Tue, 23 Jan 2007 18:22:40 -0500 Dennis Schridde > > <[EMAIL PROTECTED]> wrote: > >Am Dienstag, 23. Januar 2007 23:05 schrieb Giel van Schijndel: > >> [EMAIL PROTECTED] schreef: > >> > On Tue, 23 Jan 2007 10:27:29 -0500 The Watermelon > >> > > >> > <[EMAIL PROTECTED]> wrote: > >> >> On 1/23/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > >> >>> Am Montag, 22. Januar 2007 21:47 schrieb The Watermelon: > >> >>>> Couldnt separate them into smaller patches because the > > > >changes > > > >> >> 'twisted' > >> >> > >> >>>> alot...sorry for the huge patch. > >> >>> > >> >>> This is the final patch? Or another work-in-progress patch? > >> >>> (I won't have time to review it the next weeks... Sorry.) > >> >> > >> >> This is the final patch,because I cant test the 1,2,3 without > > > >a > > > >> >> mod. > >> >> > >> >> I tested the rest of changes in one player skirmish with a 4 > >> >> player map and > >> >> a 8 player map,nothing usual it seems. > >> > > >> > Does this mean that patch is only for mp stuff, and campaign > > > >is not > > > >> > hurt by these changes? > >> > >> Both MP and SP (singleplayer) are affected by the patch (at > > > >least the > > > >> data of those is). > > > >As far as I understood it, for you to see any effect with this > >patch, you need > >to have a mod which provides additional units, weapons and so > >on... > >The default Warzone units all ignore the changes introduced by > >this patch. > >(At least that's how I understood Watermelon.) > > > >--Dennis > > I think I do not understand what is meant by: > "Changes:(wz28b.patch) > 1.Added 3 new propulsions that can be defined in > propulsions.txt(jet,helix,navy) > 2.Added new structures: > rearmCentre(auto-rearm all units within its 'rearmRadius') > rearmField(a hybrid of rearm pad and factory,can build/support up > to 8 'jet' droids at one time) > 3.Limited ammo and rearm.txt and added component ZNULLREARM to all > templates in templates.txt > note:1,2,3 might be partly unfinished/untested because they require > a mod to test and they dont affect the 'stock' wz" > > > What does it mean to require a mod to test? If code was change, to > allow for this things, then why mod needed? Because some ppl tend to get nervous when the original gameplay is changed. Currently all stock-units are set to infinite ammo. (At least that's what Watermelon told me.) This behaviour can easily be reverted for The Original Mod.
> I didn't have time to test patch if it was commited, I was thinking > that this was going to go to a new branch for more testing before > going into main branch? This is not even in the trunk. This is currently only a patch, which apparently will be worked on so it is split into smaller pieces and contain less cryptics. --Dennis
pgpLjm9m7V3sB.pgp
Description: PGP signature
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
