Search found 162 matches
- Thu Jan 07, 2021 21:20 pm
- Forum: MIRAGE
- Topic: MIRAGE Discussion
- Replies: 494
- Views: 217107
- Mon Jan 04, 2021 17:02 pm
- Forum: MIRAGE
- Topic: MIRAGE Discussion
- Replies: 494
- Views: 217107
- Sat Nov 21, 2020 17:00 pm
- Forum: English
- Topic: Multiplayer games
- Replies: 24
- Views: 13552
Re: Multiplayer games
Yes,with some minor visual bugs
- Mon Nov 16, 2020 13:50 pm
- Forum: CEP (formerly SEASMOD)
- Topic: Found something!
- Replies: 6
- Views: 840
Re: Found something!
Sadly seq editor doesnt support projectiles properly
- Fri Nov 06, 2020 15:55 pm
- Forum: English
- Topic: Multiplayer games
- Replies: 24
- Views: 13552
Re: Multiplayer games
So we are all just playing in one big sdk and pw sdk is just sdk for this sdk
- Fri Nov 06, 2020 15:45 pm
- Forum: English
- Topic: Multiplayer games
- Replies: 24
- Views: 13552
- Sun Nov 01, 2020 17:46 pm
- Forum: English
- Topic: Multiplayer games
- Replies: 24
- Views: 13552
Re: Multiplayer games
Open a new lobby using a save file as a map
Players should use the same hqs as in the save file
Players should use the same hqs as in the save file
- Sun Oct 25, 2020 16:03 pm
- Forum: English
- Topic: Changing players colour
- Replies: 3
- Views: 730
- Mon Oct 12, 2020 17:54 pm
- Forum: English
- Topic: Changing players colour
- Replies: 3
- Views: 730
Re: Changing players colour
minimap_colors
- Wed Sep 30, 2020 12:00 pm
- Forum: English
- Topic: Getting Mods Supported by GameRanger?
- Replies: 12
- Views: 7500
Re: Getting Mods Supported by GameRanger?
I think gameranger just sets up a tunnel connection (to the games it looks like the other person is connecting from localhost or the LAN, and to the other person it looks like the server is running on localhost or the LAN), so it should work with any game I guess. It doesnt support command line opt...
- Sun Jul 19, 2020 11:53 am
- Forum: English
- Topic: Resizing maps, how?
- Replies: 8
- Views: 10400
Re: Resizing maps, how?
Actually I was talking about scaling
Resizing doesnt work well, but still works, you just need to resize one block at a time
But scape templates is still the best choice
Resizing doesnt work well, but still works, you just need to resize one block at a time
But scape templates is still the best choice
- Fri Jun 26, 2020 12:47 pm
- Forum: Balancing
- Topic: New options that mirage needs
- Replies: 63
- Views: 9480
Re: New options that mirage needs
that sounds like a lot of work. can't we just make him invisible to the enemy but looking like an animal to the player and his allies? is anyone really sitting there in front of their computers paying attention to random wild dinosaurs' movements just to figure out if one of them is a shaman or not...
- Thu Jun 18, 2020 16:26 pm
- Forum: Deutsch
- Topic: Secret Easter Egg Society [Eastereggs in Paraworld]
- Replies: 243
- Views: 130827
Re: Secret Easter Egg Society [Eastereggs in Paraworld]
Gigantopithecus leftovers
- Thu Jun 18, 2020 16:24 pm
- Forum: Deutsch
- Topic: Secret Easter Egg Society [Eastereggs in Paraworld]
- Replies: 243
- Views: 130827
Re: Secret Easter Egg Society [Eastereggs in Paraworld]
Images found in pw binary files
And their names:
And their names:
- test
- testbkgrnd
- coolbutton
- testframe
- testbuttons
- frameGroupBox
- frameGroupBox2
- bkgrnd
- testbkgrnd2
- markstart
- markend
- Thu Jun 18, 2020 16:17 pm
- Forum: Deutsch
- Topic: Secret Easter Egg Society [Eastereggs in Paraworld]
- Replies: 243
- Views: 130827
Re: Secret Easter Egg Society [Eastereggs in Paraworld]
Mac = Lukasz Macvan (PW tester)?
- Wed Jun 17, 2020 14:33 pm
- Forum: Balancing
- Topic: Seas balance discussion
- Replies: 7
- Views: 1309
Re: Seas balance discussion
I think poison visual effect is disabled and there is no poison damage
- Mon Jun 15, 2020 18:21 pm
- Forum: MIRAGE
- Topic: MIRAGE Discussion
- Replies: 494
- Views: 217107
Re: MIRAGE Discussion
This year?
- Sat Jun 06, 2020 17:01 pm
- Forum: English
- Topic: Icon creating FAQ
- Replies: 3
- Views: 647
Re: Icon creating FAQ
Stroke (1 px) must be applied for each icon Sharpening is also almost always required, especially for resized icons You cant just say what you need for a particular icon to make it good, what sharpness or other effects values should be. These values are always different for each icon, you either see...
- Sat Jun 06, 2020 16:46 pm
- Forum: English
- Topic: Icon creating FAQ
- Replies: 3
- Views: 647
Re: Icon creating FAQ
All_def.txt # - commented line file hud/texticons.tga - icons .tga path # name level x y w h offset_x offset_y source resicon_unit 24 0 0 16 16 0 0 name - icon path for usl and tt level - place in ui where the icon will be displayed x - icon width position in the file (pixels) y - icon height positi...
- Thu May 21, 2020 13:07 pm
- Forum: English
- Topic: Hidden classes
- Replies: 2
- Views: 827
Re: Hidden classes
I think it’s in every build, and it’s definitely in the build we play on
- Wed May 20, 2020 9:22 am
- Forum: English
- Topic: Hidden classes
- Replies: 2
- Views: 827
Hidden classes
There are some classes in the game that dont create usl autodocs by default Also, most of them dont work, and working ones are useless, but maybe this can be fixed https://www.dropbox.com/s/46t964i2ff7y12w/hidden_usldocs.7z Some examples: var string sFred = Fred.GetFred(); var string sFred2 = Fred.G...
- Sat May 16, 2020 17:51 pm
- Forum: Balancing
- Topic: Dragon clan nerfs
- Replies: 63
- Views: 9160
Re: Dragon clan nerfs
Its 2 same poison traps but with different mechanism
- Fri May 15, 2020 18:39 pm
- Forum: Balancing
- Topic: Dragon clan nerfs
- Replies: 63
- Views: 9160
Re: Dragon clan nerfs
Proposed traps changes Traps are invisible during construction, but they can be detected by the reveal ability Traps are visible after attack until at least one enemy unit sees it. If the trap is invisible, the enemy doesnt see how it destroys Traps are invulnerable and the reveal ability doesnt wor...
- Fri May 15, 2020 14:25 pm
- Forum: Deutsch
- Topic: Secret Easter Egg Society [Eastereggs in Paraworld]
- Replies: 243
- Views: 130827
- Wed May 06, 2020 11:21 am
- Forum: English
- Topic: How to lock unit movement
- Replies: 24
- Views: 3871
Re: How to lock unit movement
You just need a region about 4 forest blocks in size + aggressive walk action (when it leaves the region) to the place where it should stand