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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: TAC Nuke Corp. - Updated 4/18/09
Yea, we're all craving for it.
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Sat May 09, 2009 6:14 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
I've already got it, I'm the beta tester. Whd'ya think I said WE?
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Sat May 09, 2009 7:43 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: TAC Nuke Corp. - Updated 4/18/09
Flammablezombie wrote: I've already got it, I'm the beta tester. Whd'ya think I said WE? The Decaying Soldat wrote: Yea, we're all craving for it. We are ALL, as in we players.
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Sun May 10, 2009 2:45 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: TAC Nuke Corp. - Updated 4/18/09
From your discussion I can ascertain that your secret project is a bomb of some sort, or possibly something else that majorly relys on gibs, ruling out something like a craft or an actor where gibs are a secondary concern. My hopeful guess is an attempt at an actual dynmic mushroom cloud... but I am possibly wrong.
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Sun May 10, 2009 5:30 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
I'm not gonna tell you whether or not you've got it right, but I will tell you that in the next update there are at least 3 different buyable things.
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Sun May 10, 2009 11:52 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
I will tell you right now, this "Secret Project" and that Next update isn't about the mushroom nuke. If any one want to have a go making it dynamic they can do it if they want, I'll gladly put their name on the credits but I'm fed with messing around on my nuke.
BUT, the explosion WILL be changed somehow, but I wont say how, not yet. I still have some things to fix and exams to study.
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Sun May 10, 2009 11:49 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TAC Nuke Corp. - Updated 4/18/09
If it still lags, then thats not good.
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Mon May 11, 2009 1:01 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
I can't help it on that, this game isn't designed for full scale nukes unless I make it animated even then I I think it will still lag because of the shockwave and all that.
And making a nuke animated frame by frame is very... very... very long.
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Mon May 11, 2009 6:31 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TAC Nuke Corp. - Updated 4/18/09
deathbringer wrote: I can't help it on that, this game isn't designed for full scale nukes unless I make it animated even then I I think it will still lag because of the shockwave and all that.
And making a nuke animated frame by frame is very... very... very long. Heh, I'll try to beat you to it in later builds as an official content piece. Complete particle driven nuclear explosion with balanced power. I already have a couple formulas written down in my notepad how'd it work, but I just dont feel like doing it yet. Must be some sort of satanic force floating above. : p
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Mon May 11, 2009 6:36 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
If you do, then we will spam your PM box with CODETHIEFCODETHIEF over and over if you don't give creds.
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Mon May 11, 2009 6:43 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 4/18/09
What i "could" try is blowing a nuke in Crysis, render it frame by frame then somehow cut it in photoshop and transfer it back to CC. That would take AGES but then, it would be cooler and lag less. But right now I don't have time to do this and the size of the mod would be MONSTROUS. (Just one frame of the shroom is something like 1mb, x20? 20mb + the 10mb right now 30mb...)
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Mon May 11, 2009 6:50 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TAC Nuke Corp. - Updated 4/18/09
Flammablezombie wrote: If you do, then we will spam your PM box with CODETHIEFCODETHIEF over and over if you don't give creds. Why would "we" spam my mail box? I'm totally not intending to steal this shitty code if thats what you mean. My thing would function entirely in a different way.
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Mon May 11, 2009 7:33 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: TAC Nuke Corp. - Updated 4/18/09
Yeah, but original concept = deathbringer. And I mean me and said bringer of death.
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Mon May 11, 2009 8:50 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: TAC Nuke Corp. - Updated 4/18/09
Actually, original concept would be (c) the US government and various scientists in the Manhattan project. So yeah.
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Mon May 11, 2009 8:52 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: TAC Nuke Corp. - Updated 4/18/09
Flammablezombie wrote: Yeah, but original concept = deathbringer. And I mean me and said bringer of death. I hate to break it to you but there have been nukes for as long as there have been mods. Actually that was a lie, I quite enjoyed that.
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Mon May 11, 2009 8:54 pm |
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