Forum Replies Created
i recently met arthur(i think he loves your mod) while playing and yes we both came to the conclussion that the prize of your “Grenades” is maybe too cheap for such a good weapon. or at least you could give that grende a little bouncy behaviour – so make it more diffciult to use.
those kamikaze screens are awesome 😀 keep up the good work
+ ” Contact Triggers ” in old scorch where cheap equipment to trigger napalm on forceshields or funkybombs on bouncy walls for example!
from my experience about diggers :
after they hit and enter the ground a few or more small diggers take random patchs in a straight line till they dig up on a other side.
if they are sandhogs, their warhead will explode even. mostly you cant calculate anything concernig diggers but if you use them often, you’ll realise that of a rule of thumb – diggers/sandhogs are great and mean 😈
@deathstryker … you might send me via ICQ 53279086 a short message and if im lucky enough to catch you online i send you the small RARed file anytime.. or you can try to get it through the million filesharing clients all around the web 😈
hey knochi mate
– i got a radeon8500 and win98se running in my other crappy computer – and last time i seen this “CUBEmaping-bug” was in version 33 with some very old catalyst 2.9 i think.
meanwhile u should use actual catalysts like 3.4 to 3.9! scorch runs great
btw ? are you the RWM/sudden2 guy with the same name ?
i recently played scorch-v1.5 again, and was surprised how much options were added since v1.0. you can just define everything u desire -but for quik-games these are just too much.
same goes for the latest “worms” series -they just had too much options and i didn’t enjoy it like the orign dos-version.
i think the basic concept of old scorch was that you lost max.power when you got hit. thats the whole idea about beeing hurt, damaged and beeing handicaped.
i think scorch still has a concept of a small “boardgame” than we would need a million trees 🙂 and if i remember right, your landscape creation method is something unique too.
same should go with random tree creation on the game surface –
u only need maybe two or tree basic trees (like ur very first ingame tanks)
and then code a alghorithm that makes something like cover the prefinished landscape with a “pattern” that defines hotspots where trees are massively crowded and where not. i imagine using a simple low pixel greyscale bitmap with lets say 16 colors to define the whole area.
all trees should be very lowpoly and very simple textured and could differ little in their size to make things living.
…i type too much 😀
changing >yourself< the aspect of equipment sounds very good. i seen this in some retail games even - this is getting a popular method to satisfy unbehave cutomers ( like us..).
hope someday some serious players can compare their best solutions and find a “house rule” for tournaments settings for example.
while we sit here and talk about improving the game –
once i heared the idea about trees here.
maybe you don’t know this site, but it fascinates me what is possible these days – simple maths and a genius knowhow
selection menu = very nice ( did you raise the detail on the tanks? )
flying missile = finaly! thank god, that old sparkle was a pain in my eye
buy menu = yea! ist getting more and more a truely sequel to the orign game
better layout/display= raises gameplay!
but please while you improve so much in the game, don’t forget about the messed up “price balance” on the equipment. since its 3D you cannot use the old price system 1:1 anymore.