Author Topic: Time For a NEw map pack  (Read 2225 times)

Offline Rondt

  • Newbie
  • *
  • Posts: 4
Time For a NEw map pack
« on: September 07, 2004, 10:34:56 AM »
Me and levi have made a few good maps but geting evryone them is getting to be a pian in the ass
I think its time to update the map packs so evryone can play (thumbsup)  

Offline Ezekel

  • Sr. Member
  • ****
  • Posts: 308
    • http://ezekel.deviantart.com
Time For a NEw map pack
« Reply #1 on: September 07, 2004, 10:41:50 AM »
sounds good

 
My mind is quicker then your eyes!

Never fight what you cannot see!!!

----------------------------------------------

The sleeper has awakened... and boy what a hangover!

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3101
Time For a NEw map pack
« Reply #2 on: September 07, 2004, 03:09:42 PM »
new maps will be released at reunion time as usual.

We have a lot of new stuff to be released at the next update, and we think it would be easier to just wait until we get everything all done and together.

If you want it to be sooner, we need to all agree on it first.

Offline Ezekel

  • Sr. Member
  • ****
  • Posts: 308
    • http://ezekel.deviantart.com
Time For a NEw map pack
« Reply #3 on: September 08, 2004, 03:35:06 AM »
so... how long before we get a new colony game or two?

with the coding now worked out, its possible right?
« Last Edit: September 08, 2004, 03:35:48 AM by Ezekel »
My mind is quicker then your eyes!

Never fight what you cannot see!!!

----------------------------------------------

The sleeper has awakened... and boy what a hangover!

Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4105
Time For a NEw map pack
« Reply #4 on: September 08, 2004, 07:18:43 AM »
now is the time 2 improve and tweek the maps so there it a done format for reunion time

Offline PlayingOutpost0-24

  • Hero Member
  • *****
  • Posts: 545
    • http://op3np.xfir.net
Time For a NEw map pack
« Reply #5 on: September 08, 2004, 10:26:05 AM »
hmmm... can u include fulltech maps so no checksum? :P

for those who doesnt know, full tech sheets will still enable you to play on non-fulltech maps without fulltech. it WON'T make u only play with full tech. ty.
« Last Edit: September 08, 2004, 11:38:44 AM by PlayingOutpost0-24 »
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3101
Time For a NEw map pack
« Reply #6 on: September 08, 2004, 02:55:14 PM »
that is if you patch your sheets.vol, which you can't if you want to be able to play multi with everyone. (It would affect the checksum, and even if you busted the checksum it would desync the game if not everyone was using the same sheets)
It would be much better to make new full tech dll's and just use those for a full tech game.

And like Lev said, more time to refine the missions.

Ezekel: no new single player missions, but there will probably be brand new multi missions.
 

Offline PlayingOutpost0-24

  • Hero Member
  • *****
  • Posts: 545
    • http://op3np.xfir.net
Time For a NEw map pack
« Reply #7 on: September 08, 2004, 03:04:13 PM »
i made fulltech DLL maps... and tech trees for it.... but i need the Sheets.vol to enable units to both colonies.
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3101
Time For a NEw map pack
« Reply #8 on: September 08, 2004, 04:52:10 PM »
I think we went over this in IRC.... but anyway:

in the next release in the building, vehicles, and weapons .txt's, we will set the owner to B. however the weapon/unit/structure will still need to be made available thru the tech tree.

This way, mods to sheets.vol can be made entirely thru a tech tree, without needing to touch any of the other files.

(BTW: you say you can't edit fire rates and other attributes thru a tech tree - you can however using the UNIT_PROP keyword to set the property differently. ask me if you need help, PlayingOutpost.)

Offline PlayingOutpost0-24

  • Hero Member
  • *****
  • Posts: 545
    • http://op3np.xfir.net
Time For a NEw map pack
« Reply #9 on: September 09, 2004, 11:11:42 AM »
hmm... o ok just make sure u include a sheets -- some ppl has a modded one... :D...

i looked over the tech tree and i have a clue... i just have to put the UNIT_PROP of Laser from Eden Heat Dissip. Sys. to the <laser research here> and done... and modify teaser of course...

Ezekel: if i can ever do DLL programming (lol in this case i have to put my hands on MSVC 6 first and then learn...) i will make some SP...
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.