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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Modding Theme of the X Time Period *Contest Over!
I'll just wait and see what the theme is before signing up.
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Fri Oct 22, 2010 10:04 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Modding Theme of the X Time Period *Contest Over!
Concerning my contest entry: Quote: The sprites are horrible The quote is from one of the reviews If you really consider Naxete's sprites as horrible I think you won't find anything suitable in the whole modding community. edit: I don't mean to be rude but why the hell did you rate V1.10 of my entry when the last version was V1.98! edit-2: Just so you know, here are all the changes between V1.10 and V1.98: V1.20: _No more friendly fire _Rifle Alt-Fire added: (press num1 or z) thief bullet: each one of these costs you 10oz but if you hit your target it will not only amage it over time but also make you earn money about 50% more efficiently than a regular bullet and that money will be stolen from the ennemy's team. The process of killing/stealing is quicker on light targets than on heavy ones.
V1.21: _useless ini file deleted _the rifle's Alt-fire is now visible _description error corrected
V1.30: _Shield added:This device combines a force field generator that converts incoming fire into money (most effective in front of your actor) and a heavy combat shield in case the force field is depleted (reloads over time). The force field may not protect from high velocity bullets, but the shield will. The harder the bullets hit the forcefield, the more gold you earn, and the quicker it will be depleted.
V1.31: _target detection of the pistol improved _the pistol and the rifle cause more damage _the shield won't stop your own pistol's bullets anymore(but it may still stop some other mods' pistol's bullets)
V1.32: _target detection of the pistol further improved _target detection of the rifle improved _the shield won't stop any of your own bullets
V1.33: _Shield force field glow added (on hit) _Shield force field sound added (on hit) _Team detection improved edit-3:(that means bullets from this mod won't damage you anymore and will always work against the enemy)
V1.40: _defensive teleporter added to the shield: it will automatically teleport any dangerous object(eg: missiles, dropship debris, grenades...etc)a few meter away so it won't hit you. It doesn't work against bullets but the force field and the metal shield do. The teleporter will also convert a part of everything it teleports into gold that is teleported directly into your team's founds. _force field's bullet detection improved _the pistol and the rifle(primary fire) will now damage dropships
V1.41: //The changelog of this version was not saved
V1.50:
_Flamer added:This one handed gun uses a teleporter magazine to get the fuel it needs from the EcoGun corp. It is given to you free of charge by the EcoGun Corporation, however you have to pay for the fuel it uses. This gun gives you money when you hit somebody with it.
V1.51: _slightly modified rifle sprite _rifle smoking effect added
V1.52: _firing the flamer won't harm you anymore _charge indicator added to the shield
V1.53: _New flamer sprite _Flamer smoking effect added
V1.60: _Laser sight added to the pistol (press num1 or z to activate-deactivate) _Laser sight added to the rifle (press num2 or x to activate-deactivate) _shield's protection range from bullets increased from 40 to 50 Px, that means more protection from high velocity bullets in front of the shield and some protection from low and medium velocity bullets arriving from behind. _shield's protection minimum detection velocity for MOSRotatings increased from 1 to 5, that means it won't trigger for a gibbing actor or some other non dangerous phenomenon. _shield's protection minimum detection velocity for MOPixels (bullets mostly) decreased from 50 to 15, that way it will protect from very low velocity bullets, shrapnel and even some flamethrowers. However it will not trigger for jetpack emission. _the shield's forcefield and defensive teleporter will now activate only when an actor is holding it. _the rifle's alt-fire has a neuw gold-deduction system: it reduces your gold progressively over 0.26s, i think it looks nicer that way. _alt-firing a weapon won't make all weapons alt-fire anymore
V1.61: _Dropping a gun with laser sight activated won't cause lua errors anymore
V1.70: _Orbital Bombing added: A cheap and efficient way to get rid of the enemy, however it will not give you any money. No need to pay for a bomber with this. Located in the craft menu.
V1.71: _Incendiary Orbital Bombing added _Orbital bombing sound added
V1.72: _The flamer won't cause lua errors anymore
V1.80: _Assault rifle added:Gives you gold every time you hit someone. Medium range, medium damage, high rate of fire. Alt-fire:(press num1 or z): 20mm frag grenade(costs 15 oz). PRESS NUM2 OR X TO ACTIVATE-DEACTIVATE LASER SIGHT. _The rifle now uses self propelled rounds, that means the further away your target is, the more damage it will suffer if you hit it, these new bullets are also made of an anti-gravity alloy that allows them to have a very straight trajectory.
V1.81: _the rifle's bullets won't bounce off anymore when hitting terrain _the shield's forcefield won't shutdown randomly anymore _the forcefield's charge meter will now stay in place over the actor's hud even when moving _Changelog.txt added
V1.82: _20mm grenades now have a more realistic trajectory
v1.90: _Missile launcher added: This device fires highly advanced homing missiles able to anticipate the trajectory of the enemy to better hit it, it will also avoid terrain. Hitting an enemy with this weapon will give you gold.
V1.91: _Surgical Orbital Bombings added(thanks to dutchsmoker for this idea)
V1.92: _Missile launcher sprite added(sprite by Naxete)
V1.93: _Missile guidance system improved: it will now be able to find its target inside a cave or a tunnel.
V1.94: _Acid orbital bombing added(will give you money if you hit the enemy)
V1.95: _New rifle sprites(by Naxete), the glow strength indicates the charge level of the alt-fire.
V1.96: _Rifle's alt-fire fixed
V1.97: _laser offsets corrected
V1.98: _New rifle sprite(by Naxete) _Assault rifle sprite changed
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Fri Oct 22, 2010 10:39 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Modding Theme of the X Time Period *Contest Over!
Not that I have much right to whine, but I will do so anyways;
I thought it was quite an economic thing to (1) Hijack enemy craft with a superior unit to produce several weaker ones, and (2) using the Drone to scavenge for resources, to produce more units as well. Also, I don't see how the mods age or previous history is relevant.
Anyways, cheers to everyone who entered.
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Fri Oct 22, 2010 11:25 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Modding Theme of the X Time Period *No Lua Gun!
@Mehmen: Sorry about the misunderstanding. It's not your fault, but you should make sure that your mod is complete before you enter it into the contest. Next time, I suggest that you put your mod into the Mod Releases forum and have it checked out before you enter it into the contest. This will allow you to fix things up before there are any judges reviewing your mod early.
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Fri Oct 22, 2010 11:44 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Modding Theme of the X Time Period *No Lua Gun!
Don't put "(Modding Theme Entry: Economy)" until you're satisfied with your mod.
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Sat Oct 23, 2010 12:01 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Modding Theme of the X Time Period *No Lua Gun!
I'm entering this one
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Sat Oct 23, 2010 12:03 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Modding Theme of the X Time Period *No Lua Gun!
I want to enter this one too. Who wants to run the contest?
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Sat Oct 23, 2010 12:04 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Modding Theme of the X Time Period *No Lua Gun!
CaveCricket48 wrote: I want to enter this one too. So, if you won you would make yourself a prize?
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Sat Oct 23, 2010 12:06 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Modding Theme of the X Time Period *No Lua Gun!
unwoundpath wrote: CaveCricket48 wrote: I want to enter this one too. So, if you won you would make yourself a prize? Lol, no. I would hand both prizes to the second place winner.
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Sat Oct 23, 2010 12:07 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Modding Theme of the X Time Period *No Lua Gun!
Sweet sounds awesome.
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Sat Oct 23, 2010 12:37 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Modding Theme of the X Time Period *No Lua Gun!
Where are the reviews? I wanna read them.
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Sat Oct 23, 2010 1:20 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Modding Theme of the X Time Period *No Lua Gun!
Front page, above the "Winners" section, below the "Current Judges" section of the second post.
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Sat Oct 23, 2010 1:21 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Modding Theme of the X Time Period *No Lua Gun!
this is going to be hard I assume we can refer to base items that have Lua.
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Sat Oct 23, 2010 8:20 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Modding Theme of the X Time Period *No Lua Gun!
It's a gun, with NO Lua. Do you think referring to Lua in base set is ok?
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Sat Oct 23, 2010 11:02 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Modding Theme of the X Time Period *No Lua Gun!
I mean something like referring to the destroyer canon blast, not using the script of the destroyer cannon. EDIT: Wait, I can simply copy the code without the script path. Silly me.
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Sat Oct 23, 2010 11:13 am |
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