Page 5 of 6

CWR back in the saddle again..

Posted: Tue Jun 05, 2007 1:12 am
by Point
trying to get back to this though the server mess has me a bit discouraged...

Back in the saddle again...

Posted: Wed Oct 03, 2007 6:17 pm
by Point
well with the demise of playmyth the wait and see in me is over time to get busy ...

please send me bug lists and films .... and let me know if you can help with a new round of testing ....


Point...

Posted: Thu Oct 04, 2007 6:59 am
by Zeph
so you mean you havent worked on this since june 5th because you thought no one would play :)

basically

Posted: Thu Oct 04, 2007 1:10 pm
by Point
basically there was no point in working on it
if there was no one to play it ....

I went on marius often not to find people and
there was little doubt in my mind that playmyth
would never get to a point to allow new players to join
it seemed clear it was a dead stick just left to drift......


anyway the point of cwr is to hopefully bring some
new players to the game that coupled with giving existing
b&g players a taste of 1.6 features
I will make time to finish it as soon as a I can .... though I co
could certainly use some help...
:)

looking forward to adding in some 1.7 and finish testing 1.6

Posted: Tue Nov 27, 2007 12:00 pm
by Point
Looking forward to adding in some 1.7 features ....
if i knew what they were of course ;)



anychance of wrangling up some beta testers
for the next build of cwr ?

could use 7 peeps to try it out
and find any new things that pop up....

hey point

Posted: Sun Dec 02, 2007 8:02 am
by Renwood
I love The Civil war.
i love history.

I can offer my support as a tester.
I belive i can bring a few people with me to help test (around 3 or 4)

I wish i could get ooga interested to help with civil war related stuff but he as no interest in this era of combat. (allthough if you made us some zombie units im sure he would make anything you wanted)

I bet its due to lack of study of the subject on his part.

All us myth creators should stick together and help work twards the goal of each projects director.

Things im looking forward to are.

1.7
Laws of Evil
TFV
CWR
Greek tagset by Carlinho
The Wind Age

We should all work together! we would have enough testers and people with all the skills needed to get each of these projects perfected and done.

Ill post a more indepth post on this very subject soon.

Keep up the good work point!

-Renwood

Re: hey point

Posted: Sun Dec 02, 2007 8:32 am
by vinylrake
Renwood wrote:We should all work together! we would have enough testers and people with all the skills needed to get each of these projects perfected and done.

Ill post a more indepth post on this very subject soon.

Keep up the good work point!

-Renwood
Maybe all the remaining mapmakers (or at least the really active ones) could get together and form a mapmaking cooperative group - a group that would provide support and organize teams of people to work on projects - you'd just need a catchy name for it. I GOT IT! You could call the new group "Creation II : The Next Generation"!!!

Re: hey point

Posted: Sun Dec 02, 2007 1:08 pm
by A-Red
vinylrake wrote:
Renwood wrote:We should all work together! we would have enough testers and people with all the skills needed to get each of these projects perfected and done.

Ill post a more indepth post on this very subject soon.

Keep up the good work point!

-Renwood
Maybe all the remaining mapmakers (or at least the really active ones) could get together and form a mapmaking cooperative group - a group that would provide support and organize teams of people to work on projects - you'd just need a catchy name for it. I GOT IT! You could call the new group "Creation II : The Next Generation"!!!
Well, at this point there aren't many independent mapmakers to crush.

I wouldn't be opposed to the idea at all--at least some sort of loose coalition of mapmaking groups. I'm working toward the completion of about as many projects as I can right now, since I picked up Urbarahz for Teep and I'm doing a little work for the Greek solos, plus TFV and a couple of smaller personal projects. It might be a good thing for the mapmaking community to unite, but it would be hard to manage because everyone will certainly want to keep their own projects a priority, and may not have time for anything else.

folders...

Posted: Sun Dec 02, 2007 2:11 pm
by Point
well my udogs folder is filled with unfinished projects ... though with pmnet gone and marius and 1.7 the future of myth I look forward to finishing them...


AoM (myth lotr like) art of myth units are animated some are used in the wind age i guess. the maps need some fine tuning

CWR (civil war) units are completed except for fine tuning ... maps are looking towards 1.7 enhancements.

CPR (vietnam) units comlete except for new 1.6 fear enhancements maps finished. cept for possible 1.7 enhancements.

wAvA (world war II) the units were modeled and animated years ago.. tanks soldiers american and german... 34 maps lacking models though some great historical battle maps. all needs to be updated to 1.6

Whoot!

Posted: Sun Dec 02, 2007 6:27 pm
by Renwood
This is the exact same as the post in the map making part of the forum, but i thought a lot more potenital testers would read it here.

Yes i have seen the likes of Ozone, Point, myself (ren) and Carlinho doing evreything allmost completely (or too much work for 1 person) by themselves.

I have seen each of these people say "Man..if i could just get some more help so i didnt have to do EVREYTHING alone."

Most of us are active and online enough that we could at the very least test each others work, so we could get a game of each project with 8-16 players going. there are at least 9 or so people logged on udogs all the time.

Gee wouldnt it be nice (and a very good idea) to have the max number of players in games to test 1.7 when the beta is ready?

We have been making the Wind Age stuff for years and the most people ive ever had in 1 game to test with us is 7 i think.

I told this "COOP Map making collective" idea to ooga and he thinks its a great idea.

Some ideas for names of this group could be:

1. Myth COOP Map making collective

2. Project magma (Oogas said we should all join them. but they may be a bit exclusive i belive)

3. University of Madrigal

4. Myth Community Creators

At the very least we could each get the higher number of testers that we need and skilled consultants in their restpective fields.

The people of Project magma are great programmers of new features and engine fixes, all of wich could be used to make the best myth creations ever. I just think there seems to be a lack of content from Magma themselves that supports these new features that they create.

Will there be any new units from iron to make use of the 1.7 feature monsters turning into projectiles and back into monsters, and projectiles turning into monsters?

Here are some ideas i have for this new 1.7 feature

1. A mounted knight unit that can be knocked (or kicked hehe) off his horse have the horse go one direction while the knight fights on foot until he can get back to his horse if its still alive. (ooga said this could be done with animated artifacts)

2. Ooga and i have allways wanted to see a Spider queen that could lay eggs that hatch into baby spiders that then attack. A few people have had this same idea and told me they thought of it when they heard of this 1.7 projectile monster feature

3. Siege Towers that could roll up to walls of castles and forts open a ramp and have a certain number of guys inside spill out onto the walls and attack.

4. units could be kicked of blown off of a wall or ledge turn into a projectile of a flying body and if they didnt splat on the ground they could then get back up still alive, but with even less health from the impact. our wind age project has a lot of flying bodies that randomly splat or remain whole. We even have some dead bodies that have health themselves! O yes and our Dead bodies have "damage equals velocity" Ever been killed by a flying dead body or kill an enemy with one? I have, Its great!

All these ideas seem like something i would read from some game company's features list in a game i would LOVE to play!

We will be given the tools and features/abilities to make next-gen content for myth with 1.7

Shit... i think the only units that use the artifact switching features of different speeds for units/different attacks are the Wind Age units (marching speed for diffrent units so they can move the same speed and keep formation. and our warrior colorgaurds that use sheild wall formation and can walk while holding up their sheilds for increased armour class and smaller hit box)
and recently carlinhos new Phalanx units with the different attacking speeds and marching speeds, holding out their spears as they move attack in phalanx or marching speed.

A Great new 1.7 feature would be if units could attack WHILE MOVING!

As all myth units have to stop when they attack something, or you have to make some kind of Area of affect damage that kills people when the unit is moving (Like our Hexo Knights that we use in The Wind Age to trample enemies with a short gass damage radius)

Lets all work to bridge the gap between engine features and units/maps and creations to use them to their full potential!

And lets get together and make these varius Myth community projects finished!

I love testing other peoples stuff! at least i dont know when happens in them and its all new maps/units to play with!

-Renwood

new alpha beta patch uploaded...

Posted: Fri Dec 14, 2007 2:31 am
by Point
http://hl.udogs.net/files/Uploads/%20Us ... agsetbeta/


4-09 to 12-1 CWR


getting back into this and this is a test after moving from the pc to the mac... let me know about bugs or potential improvements..

thanks..

testers...

Posted: Sun Jan 20, 2008 7:34 pm
by Point
we had some blasts playing cwr tonight more to come...

lets finish testing cwr 12-01 this week :) help test...

Posted: Tue Jan 22, 2008 2:32 am
by £N
Come on hotline and request some testers! I'm sure you can pick up like 2-3 heads that way...

Testing one two three...

Posted: Wed Apr 23, 2008 4:33 pm
by Point
Bug reports.... I want to compile a final list to go through and adjust things prior to another release...

let me know your thoughts.. and thanks in advance for helping make this a fun plug...


READ ME CWR Civil War Reloaded 2008

For use with Myth II version 1.6 or later




-- Civil War Reloaded --

Point-

http://hl.udogs.net/files/Uploads/%20Us ... ds/Points/

http://hl.udogs.net/files/Uploads/%20Us ... betas/CWR/




Known bugs in alpha and beta test versions.

note: alpha tests are tagset developement tests beta tests are maps and game play

active test meshes.... Alpha/Beta tests
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MAPS:
multiplayer:
B32- Field of Battle -1792

B32- Field of Battle -2048

B32- Field of Battle -2304
3 terries flags on map show...

B32- Deer Creek Valley -2560

YHMPY- Battleground -2048
YHMPY- Antetum Town
YHMPY- ammo depot -2048
B&G- Antetum
B&G- North & South

CWR- Fort Donelson
CWR- Hapers Ferry
CWR- Sharpsburg
CWR- Fredricksburg
CWR- Chancelorsville
CWR- Vicksburg
CWR- BullRun
CWR- Gettysburg


Coop:
Gettysburg CoOp
Munitions Dump CoOp
Requiem of the South CoOp
LIttle Flat Top CoOp


Myth I coops:B32 -- converted from TFL v2


Myth II Coops:B32--- convert from mythical solos

Village-
Graveyard-
town gates-
outside keep-
hunting party-
inside keep-
destroy bridge-
repair wold knot-
library-
escape madrigal-
landing-
ambushed night-
mountain pass-
deceiver-
trow-
capture murithemne-
catacombs-
defend muirthemne-
tain shard-
inside the tain-
soulblighters camp-
munitions dump-
dam-
battle 1-
battle 2-
soulblighter-



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

CWR BETA TEST version CWR-1-01-2008-Mbeta
Known Map issues...
-------------------------------------------------------------------------------------


TAGSET:



CWR BETA TEST version CWR-1-01-2008-Talpha
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MYTH ISSUES:
Fear PC and MAC do not appear to be the same several missing check boxes etc... what happens when we are working on both do these values get zapped corrupted etc...? im trying to conolidate all this onto my macbook from pc and old mac... and getting frustrated... amber wont in osx wont read the pc local files says they are unix files... or something and now concerned about which fear is the one to use... pc or mac...os9 osx? to edit and especially build new plugins (mac osx cant seem to select files to put in plug like pc so you have to manually take all the map files out of local to split tagset in mac..??? PC cant seem to make a patch like mac...

fortunately i can i guess run both pc mac 9 and osx versions on the same macbook pro though still clueless on which to shuffle this through safely




Known tagset issues...
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HELP WITH CWR Civil War Reloaded....
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--- Features to add...

-- soldier ammo limits... for non ai...
ammo pick up to recharge. from supply wagon.

--- add in additional mug shots and weapon icons to the other unit collections...
- skirmishers charge artifact to easily start a charge via inventory


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--- Adjustments--- see what they do...


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Collections adjustments to be made....




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HELP WITH CWE Epic Civil War...
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--- Unit musket accuracy at different distances
--- cwe shrink shadows of units...

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HELP WITH Refining Artillery attacks...
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parrot cannons
10 lb shot explosive cannon ball -primary attack
10 lb solid shot rolling cannon ball
10 lb shell high explosive
10 lb shell fused detonates on time fuse -special attack i
10 lb case round -special attack i
10 grape shot...

rail cannon fixed cannon -- long range
12 lb shot explosive cannon ball -primary attack
12 lb solid shot rolling cannon ball
12 lb shell highly explosive (click half distance to increase range?)
12 lb shell fused detonates on time fuse
12 lb air burst case round... (timer promote maybe)
12 lb case round


Cohorn Mortor
mortor round
Case round
bag of nails

- Projectiles.... trying to explore the anantomy of a cannon shot...
this is what i hope the final will look something like...
though so far its not working so well...

#AT1- triger A -10lb-PJ
--->#AT02- flash A- 10lb-PJ (fire flash at shot)
--->#AT03- fSmoke A-10lb-PJ (smoke from barrel)
+ mesh efect of cannon firing.. small and harmless...
--->#AT04a- shell A1-10lb-PJ (projectile)
--->#AT04b- shell A2-10lb-PJ ( Promotions for range)
--->#AT04c- shell A3-10lb-PJ ( Promotions for range)
--->#AT05-Contrail-10lb-PJ (projectile contrail)
--->#AT06-Impact hit-10lb-PJ (does damage)
--->#AT07-impact dent-10lb-PJ (or crater)
+ mesh effect dent or crater in mesh
---> #AT08-impact burst flash-10lb-PJ (fire flash)
---> #AT09-impact burst debri-10lb-PJ (promotes to sand dirt etc..)
---> #AT10-impact stain10lb-PJ (scare on mesh)
---> #AT11-impact explosion-10lb-PJ (if explosive round boom)
---> #AT12-impact fire-10lb-PJ (not always initiated) ground burned
---> #AT13-impact smoke-10lb-PJ (b&g pillowing smoke)
--->#AT14-impact fragments-10lb-PJ ( big chunks)
--->#AT14-impact shrapnell -10lb-PJ (small chunks)
---> #AT15-fragments contrail-10lb-PJ
---> #AT16-impact smoke fade-10lb-PJ (smoulder in crater)

Pojectile Groups.....
#attack-Arty Shoot-10lb-PG
#attack-Arty Flight-10lb-PG
#attack-Arty Impact-10lb-PG

Objects....
#AT-Arty Shell-OBJ
#AT-Arty Shrap metal-OBJ
#AT-Arty effects-OBJ
#AT- Smoke-obj
#AT- Vapor S-obj
#AT- Vapor M-obj
#AT- Vapor L-obj
#AT- Vapor Rise-obj
#AT- Contrail-obj

Local projectile groups...

#AT- Arty smoke shoot -LPG
#AT- Arty smoke Hit 1 -LPG
#AT- Arty smoke Hit 2-LPG
#AT- Arty smoke Hit 3-LPG
#AT- Arty smoke smoulder - LPg
#AT- explosion fire started-LPG use archer arrow flaming explosion

Local Physics
#AT- Smoke Burst-LPY
#AT- Smoke Rising-LPY
#AT- Smoke linger-LPY

Mesh Effects....
#AT- arty shoot shockwave-ME
#AT- arty explode Shockwave-ME
#AT- impact dent--ME
#AT- impact Crater--ME

- trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh dent-stain-smoke- fragment projectiles..

- 10 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh dent-stain-smoke- fragment projectiles..

- 12 lb shell... trigger-flash-smoke-projectile accurate fast- projectile less accurate slower- projectile not accurate slowing --- with impact in any three promotions... = impact burst-mesh crater and stain-smoke- fragment projectiles..

- mortor shell... arched projectile... improve

- bullet... promotions for CWE... still need help aswell..

thanks to anyone that can try to help with these...
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PREVIOUS TESTS and Adjustments
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add arty wagons already loaded with cannons
add arty wagons loaded with arty shells

supply wagons artifacts actually have stuff in them...

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CWR-12-01-07-Beta.tm2

cavalry misspelled ... cavalry
boat is sunk
add in artifact starting with for 1 cannon self destruct and amo
create pick ups for ammo

wagon barricades attack places baricades
FLAG BEARER ATTACKS

wagon shrinks when new driver takes it over

arty wagon can pick and carry arty shells... maybe give some at start

Ammo for gatlin gun box
Arty amo box

adjust vetrans sols up a bit in ability

adjust skirmishers attack dmg

horse body parts for union alric confed soulblighter still promote wrong.



-------------------------------------------------------------------------------------------------------------------------
CWR-12-01-2007-Alpha.tm2

hints list game level hints use requim ones instead... :(

fixed cannon case round still non transparent..

x fd canon inventory fire sequences jacked

BODY OF DEAD LT IS TOO BIG... again still too big


12-1 beta
x tried to make gatlin gun pick up by wagon
x added artifact group to fixed canon... check flags in pc...
x added artifacts to maps
x took out wagon shawdows


captain shrunk...major also shrunk civi cav officer allso maybe a bit obj size... oops... dead body change shrunk it... main body may of shrunk on civi also...? that was fix gone array
check cannon artifact attacks
x maps issues


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Tagset Version CWR-4-09-2007 alphatest



Known tagset issues...

soulblighter wrong horse death unit ref...
projectile from canon doesnt work as texture... no transparency red shows.
mortor too strong

x BODY OF DEAD LT IS TOO BIG... again still too big
medic body chunk hue?
xhue of officer cav 1861 body parts.. chunks
x tuant sequence with wagon cannons has no canons switch..

Wagons need sound when moving
xcav guys need rifle attack as special maybe?
uniform hue change problem still.... check other hue changes that use same collection maybe ones messed
cavilry spelling? heavy etc...

x map terrain model passability... units walk through models..
x add mesh shadows for models

1 still having issues with cannon attacks artifact attack overide didnt work since it can reference the units sequences so it has to be monster overide.
2 still issues with hue change on replacement
xmap3 cannon crews can be traded away ... fix
xmap4 2304 map secondary positions need to be raised so they dont blow up first position when firing... check terrain passability
=5 mortor needs it's real attack... add i projectiles
=6 cannon still a bit too powerful
7 in game hints should be finalized.
x8 make a veterain soldier object a bit stronger than regular
x9 increase single bullet dmg a little bit... at the close range setting. how not sure?
=10 scout pistol attack seems to be way off now check
x11 decrease cannon wagons path finding a little bit
xmap12 game flag make invisible in yhmpy maps
13 check flag contest settings for lmoth...
xmap14 cannons when close together cant be picked up... path finding radius maybe
15 horse body parts..

16. arty attacks are still wacked... and the impact smoke I was going for isnt showing all the time. it seems it randomly deploys the projectiles in the impact lpg rather then having them all act.
17. Cannons and mortors when picked up don't use ammunition correctly.. only work from the ammunition of the unit not the monster overide...
18. cwr horse death animations... still corupt so removed
19. union can pick up rebel flags visa versa (add rebel monster... though then monster restriction on other items wouldnt work)
20. pick up of canon tender item by replacement soldier collection tweaks since the collections had to be split in two due to corupt tag or sequence limits.
x21. wagon shadows look bad?
x22. sheep shrunk... obj size from epic ?
x23. Add wagon attacks in...

xadjusted shiver object size... from 398 for sheep
xincreased grapeshot dmg.
xswitched mortor attack specials.

x strengthened skirmisher attack
x sol attack frequency adjusted 0.95- 1.00
x added more colection references to units that had wrong colors random

x speed... adjustment... (finish with rest of the units) do they move too slow on grass check...

x adjusted cannons inertia trying to make them bounce around less
x tried to adjust promotions

x---Collections- in sol A --
remove shadows from wagons?
x HOrse parts
x Wagon noc move animation is wrong one.. also needs an idle...

---Collections- in sol S --
Check body parts


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Tagset Version CWR-4-05-2007 alphatest

Known tagset issues...

1 still having issues with cannon attacks artifact attack overide didnt work since it can reference the units sequences so it has to be monster overide.
2 still issues with hue change on replacement
xmap3 cannon crews can be traded away ... fix
xmap4 2304 map secondary positions need to be raised so they dont blow up first position when firing... check terrain passability
=5 mortor needs it's real attack... add i projectiles
=6 cannon still a bit too powerful
7 in game hints should be finalized.
x8 make a veterain soldier object a bit stronger than regular
x9 increase single bullet dmg a little bit... at the close range setting. how not sure?
=10 scout pistol attack seems to be way off now check
x11 decrease cannon wagons path finding a little bit
xmap12 game flag make invisible in yhmpy maps
13 check flag contest settings for lmoth...
xmap14 cannons when close together cant be picked up... path finding radius maybe
15 horse body parts..

16. arty attacks are still wacked... and the impact smoke I was going for isnt showing all the time. it seems it randomly deploys the projectiles in the impact lpg rather then having them all act.
xx17. Cannons and mortors when picked up don't use ammunition correctly.. only work from the ammunition of the unit not the monster overide...
18. cwr horse death animations... still corupt so removed
19. union can pick up rebel flags visa versa (add rebel monster... though then monster xrestriction on other items wouldnt work)
20. pick up of canon tender item by replacement soldier collection tweaks since the collections had to be split in two due to corupt tag or sequence limits.
x21. wagon shadows look bad?
x22. sheep shrunk... obj size from epic ?
x23. Add wagon attacks in...

adjusted shiver object size... from 398 for sheep
increased grapeshot dmg.
switched mortor attack specials.

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Tagset Version CWR- 3-25-2007 alphatest


1game flags on 1792 and 2048 messed up...
2x cav saber attack cant hit canons... increase range dvdw
3x check dead body object... wagons seem to not want to drive around and u can pick up...
cannons when close together cant be picked up... path finding radius maybe...
4x horse body parts..

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Tagset Version CWR- 3-21-2007 alphatest

1.arty attacks are still wacked... still doesnt do much damage... and the impact smoke I was going for isnt showing all the time. it seems it randomly deploys the projectiles in the impact lpg rather then having them all act.

2. Cannons and mortors when picked up don't use ammunition correctly.. only work from the ammunition of the unit not the monster overide...

3. need new artilery and mortor variation attacks... via i

4. cwr horse death animations... still corupt so removed

5. new additional unit flavor text needed for instructions..

6= collection references sometimes have the wrong uniform on. or no uniform hue. made some adjustments...

7= union can pick up rebel flags visa versa (add rebel monster... though then monster restriction on other items wouldnt work)

8= pick up of canon tender item by replacement soldier collection tweaks since the collections had to be split in two due to corupt tag or sequence limits.

x9= wagon shadows look bad?

10. in game hints and level info needs to be updated for cwr.
11. when soldier gets back in wagon obj shrinks...

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Tagset Version CWR- 3-20-2007

Known tagset bugs...

x arty attack is wacked... still doesnt do much damage...

x now when taking over cannon or mortor.. only 1 shot then out...
the dormant state for wagon pick ups i think added this... though
not sure...
x adjusted impact flash

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Tagset Version CWR- 3-17-2007

Known tagset bugs...

x1 wagon soft deaths dont seem to promote to body? (key frame in soft death needed? or value somewhere?)

x2 supply wagon item drops needs help.. probably monster overide attack... add in a non special and see.. mortor dropped by supply wagon dont change monster.

x3. wagon hd has wrong horse pieces'

4. cwr horse death animations... still corupt? so removed.

x5. cannons no longer seem to do much damage

6= collection references sometimes have the wrong uniform on. or no uniform hue. (maybe change color table so when it happens its not so bad?)

7= union can pick up rebel flags visa versa (add rebel monster... though then monster restriction on other items wouldnt work)

8= pick up of canon tender item by replacement soldier collection tweaks since the collections had to be split in two due to corupt tag or sequence limits.

x9. wagon shadows look bad?

x10. gatlin gun reload T special doesn't seem to work.

11. when soldier gets back in wagon obj shrinks...

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2-20-2007
x 1= Cannons cant move on slopped terain? maybe the - value in cost field? can target flying units caused error

x 2= confed volunteer skirmisher? attack or pause animation references uniformed soldier

3= collection references sometimes have the wrong uniform on. or no uniform added more cr's to units that switch often

x 4= artilery attacks via i invetory dont work (holster a cannon?)

x5= gatling gun reload isn't working

x 6= body parts generate headshots sequence instead of parts

-7= mortor rounds case rounds attacks ...

x8= MAPS CONVERTED terrain passability

9= union can pick up rebel flags visa versa (add rebel monster... though then monster restriction on other items wouldnt work)

x10= S wagons pick up and drop off

x12= C wagons pick up and drop off

13= pick up of canon tender item

x14= pick up of shovel turns to cannon


x 15= game level text that rotd messed up+

16= adding in requium and little flat top messed with several things ...check...

x17 shovel translates into a canon

x18 s wagon becomes a big cannon ...when picking up ammo...

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3-15-2007 pc

x1 body object shrunk bigtime
2 cannons no longer seem to do much damage
x 3 noc wagon move animation
4 collection reference still sometimes not showing

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3-16-2007

x 1 scavenger can shoot like a canon if picks up ammo...
x2 wagon soft deaths dont seem to promote to body? (key frame in soft death needed? or value somewhere?)
x3 supply wagon item drops needs help.. probably monster overide attack... add in a non special and see..
-4. Swagon drops on death still... try unchecking does not drop on death
x5. wagon hd has wrong horse pieces'
x6 scavenger attack animation is wrong its just a keg..
-7. dig up needs a mesh stain for scavenger dig
x8. change player flag to drapped one.
9 cwr horse death animations... still corupt?
10 cannons no longer seem to do much damage
x11 team flag flap needs to be shrunk

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CWR beta

Posted: Fri May 09, 2008 10:50 am
by Point
http://hl.udogs.net/files/Uploads/%20Us ... agsetbeta/


Uploaded a new version to test out... tagset and patches to new...