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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: [WIP] The CrowGuard
i probably wont have much time for it, but i had an idea the other day. The energy weapons in this mod use the code from the district9 mod as a source (this was my first mod), would it would be a good idea to edit some of the content of the mod (playersprites, dropship, ect) then rename it "The MNU" (multi-national-united from district nine) then it would fit in along-side the district nine mod and act as some kind of unofficial expansion, editing would be minimal since it already shares the colour scheme, but weapons would have to be balanced against the D9 mod. more importantly though cortex command could be played as MNU Vs Prawns this got me excited, i would like to do this, but what do you guys think? bearing in mind i dont have much time to do this atm cause of exams.
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Sun May 02, 2010 3:38 pm |
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Cmdr 5ir
Joined: Sun Feb 28, 2010 5:29 am Posts: 172
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Re: [WIP] The CrowGuard
in d9 it is not MNU vs the prawns but it is MNU trying to evict the prawns from d9. it would still be fun to play MNU or Prawns against each other, and use those little white guns the MNU people always have
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Sun May 02, 2010 6:25 pm |
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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: [WIP] The CrowGuard
yeah to revise what i wrote above, while repurposing my mod would be cool, distributing it as a new mod would be better.
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Sun May 02, 2010 7:40 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: [WIP] The CrowGuard
Judging from the screens in the OP, the actors' sprites need a little more work. However, I've not yet used them in-game, will give feedback shortly.
EDIT: What I'm saying here has probably already been said before, but the weapons are way too rapey. The sprites could also do with improvements, for both actors and weapons.
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Sun May 02, 2010 11:04 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: [WIP] The CrowGuard
Ok awesome mod. But their view is pretty f***** up. I fixed on my computer but i suggest you do it to the original. If you dont want to fine just giving feedback
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Thu May 06, 2010 2:40 pm |
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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: [WIP] The CrowGuard
hmm do you mean the zoom?
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Thu May 06, 2010 4:29 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: [WIP] The CrowGuard
They have their vision on the other side of most maps.
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Fri May 07, 2010 2:39 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: [WIP] The CrowGuard
Agreed. For some reason, they are not centered onscreen as other actors are; instead, the screen centers on the point at which the actor is looking, at a distance equivalent to about, say, the assault rifle's sharplength. Not actually problematic; in fact, I find it mildly amusing, and somewhat refreshing, after having every actor center on the screen, and it provides an interesting variation in control patterns.
That, and though the sprites aren't exactly top-quality, they look pretty nice as they move through the game, and it's a nice mod. Good work.
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Fri May 07, 2010 6:05 am |
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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: [WIP] The CrowGuard
thanks i think the aimdistance is something to do with this section of the actor code this is the code from the initiate, you might notice doesnt have this effect much this is from the heavy who has it the most Code: AimDistance = 200 //40 im not sure, but i think that is how i did it it was a long time ago that i built the actors so i could be wrong added something new http://forums.datarealms.com/viewtopic.php?f=61&t=18688if you dont like the crowguard being so uber, play it with this modification
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Fri May 07, 2010 7:46 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: [WIP] The CrowGuard
Yes thats the codes i changed it to 40 and it worked fined.
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Sat May 08, 2010 5:59 pm |
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Commander Clark
Joined: Fri Apr 02, 2010 5:13 pm Posts: 23
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Re: [WIP] The CrowGuard
LOVE the laser! One of the best lasers out here in my opinion.
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Sun May 09, 2010 2:22 pm |
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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: [WIP] The CrowGuard
thanks, the inspiration and code for how to do it is taken from the D9 mod repulsor (although its been hugely modified) so chek that out if you love it
BTW i downloaded your mod, will test it tonight
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Sun May 09, 2010 2:48 pm |
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StoneCrow
Joined: Sat Nov 14, 2009 5:09 pm Posts: 70
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Re: The CrowGuard 1.0
################ #New Version out now# ################ Changes and additions The full-ish list, -New units and changes to units, -intelligence, a brain unit that generates 100creds every hlaf a minute or so -medic, heals nearby units rapidly. keeping one nearby can make you near invincible -commander now has garbage disposal code ( less lag on Cortex Command when youve bought him ) -heavy has been modified to reduce chance of springing glitch. -New weapons and weapon changes, -addition to the energy weapons the energy machinegun, firing pulses over medium ranges. -the zos and zos battle rifle have been merged into one gun with 2 firing modes -the lasersaw has a new fire mode that burns out the cell in 2 shots of flares. -the weapons have all seen various minor balances and bullet range modifications . the full news postDownload LinkAs always contact me here for a questions on this mod or the tutorial, notice anything unusual in the mod let me know. Future work on this mod now, will either be fixes, impulse builds or the occaisional shiny thing.
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Thu May 13, 2010 4:41 pm |
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DeliciousToast
Joined: Thu May 13, 2010 9:41 am Posts: 24
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Re: The CrowGuard 1.0
Erm, you might wanna resprite the thing at the back of the heavy trooper's head, it looks like a walking toilet ATM. Aside from that, great mod.
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Fri May 14, 2010 12:48 am |
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xSceneKidRavenx
Joined: Fri Aug 27, 2010 6:06 am Posts: 7 Location: MN
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Re: The CrowGuard 1.0
awesome mod could use some more health tho
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Fri Aug 27, 2010 6:12 am |
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