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Messages - MaxLam

Pages: 1 2 3 ... 68
1
Mapping / Re: czRabixel's Maps
« on: October 15, 2021, 11:51:17 am »
When you make a new map you must select the right type of terrain first and reset the map. The green shadows on your sand and snow comes from the fact that you are adding snow or sand to a grass map. Moreover, everytime you paint terrain and modify the height on your map the final size of the map file becomes much bigger. You should read my old guide there:

https://nwpublic.eu/thread-67.html

2
Mapping / Re: Western Frontier Maps
« on: January 10, 2020, 01:39:40 am »
Just saw this. This is some impressive mapping work.

3
Mapping / Re: Profy's Maps
« on: January 05, 2020, 06:07:36 am »
I look forward to Fort l'Ecluse. This is one that I tried to make years ago for Minisiege, but never had enough time to finish. Keep the good work.

4
Historical Discussion / Re: Why Communism Works.
« on: July 31, 2019, 08:51:51 pm »
First man is space.

5
Servers / Re: ☭ Caribbean Republic [Online now] [EU] ☭
« on: March 14, 2019, 05:00:19 pm »
Long live the Party and the Republic.

6
Ceux qui font moins que mention bien au bac méritent pas de rester dans la communauté imo

Adieu.

7,77 de moyenne annuelle en terminale. En étant délégué :)
Draeker à fait bugger parcours sup.

7
Vu que le 5e avait perdu tous ses matchs et que l'on met 3 points par victoire j'ai préféré laisser sur le Challonge, au moins pour le moment, le score des matchs déjà joués contre le 5e. Ce serait dommage d'effacer des matchs joués.

Et la différence dans tout ça ? Ça se joue aussi à la différence de rounds ! C'est très injuste.
Le nombre de points placés en match passant après les victoires obtenues ça n'aura peut-être pas d'incidence sur le classement, donc on verra à la fin. D'ailleurs est-ce qu'il est prévu de les prendre en compte ou bien de jouer un match final entre les régiments à égalité ?

8
Vu que le 5e avait perdu tous ses matchs et que l'on met 3 points par victoire j'ai préféré laisser sur le Challonge, au moins pour le moment, le score des matchs déjà joués contre le 5e. Ce serait dommage d'effacer des matchs joués.

10
The mod was moved and updated there:

http://nwpublic.com/viewtopic.php?f=89&p=7444#p7444

11
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: January 24, 2018, 03:32:07 pm »
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.

Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.

Cheveaux and spikes I don't see a problem with.

Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:



But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again  :  )  Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
The problem with earthmounds can be fixed by adding an invisible wall on the ground. Sappers won't be able to dig.

12
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: January 23, 2018, 03:24:51 pm »
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.

13
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: January 22, 2018, 03:22:05 pm »
That can't be fixed and there is no need to. Just use a set of 4 teleport doors instead of two, minimize the second set so that it's invisible, i.e. inside objects or under the ground, and players will spawn exactly where you need them to spawn.

14
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: January 21, 2018, 11:12:42 pm »
If a half cheval de frise "looks stupid", then what does a bridge made of 100 unbuilt chevaux de frise looks like? The way props were made had always been a problem, causing great imbalance in sieges. When I used to play as a sapper on 33rd siege, I could completely break a map with a few props put on the right place. You only needed 3 planks and a sandbag and you got a high ramp that could get you over a wall, or even an invisible wall. Players could spam chevaux-de-frise and build a flying bridge where there should be none. As a consequence the servers had to limit the number of buildpoints. On 33rd siege it was set to 50, which was ridiculously low for 200 players and would completely ruin the sapper experience. If it was put at a high level as it was on Minisiege, players would just build enormous ramps with stacks of unbuilt sandbags. When the unbuilt sandbags were modified and the planks removed, they would make ramps with the bugged unbuilt gabion combined with the unbuilt sandbags, and this ramp could go very high. It was ruining many maps. Something that wouldn't happen on battles.

Regarding deathmatch like Tropical paradise, trolls would also build big stacks of props that would eventually fly in the air and remain there as no one could break the props. No buildpoints would remain after the troll had made his work.

Now this problem is fixed, and sappers can still build things. They were nerfed and that's a good thing. I don't see any good reason to go back to the old props. And I believe that most players are satisfied with the new system. Of course those who liked to exploit glitches are not pleased.


Here, a compilation of the stupid stuff that could be done with the old props:




Also you can build straight sandbags walls without gaps:



That might be the difference between skill and no skill, and after less than a week of training, I guess that anyone can reach this level.  ::)

15
Mapping / Re: Profy's Maps
« on: January 20, 2018, 02:25:48 pm »
Probably the most astounding and realisitc work so far.

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