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

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