S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP]
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Yeah, sorry it's taking me so long. There are a shitload of these sounds to work through, and I've been busy this weekend as well. Alright, gents; this works on my Mac, so I assume it'll work on all'a yours. http://dl.dropbox.com/u/6574716/SAW.rte.zip
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Mon Feb 21, 2011 2:57 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
YESSSSS it worked good job i like the brain unit btw kinda looks like a AAL runner.
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Mon Feb 21, 2011 2:04 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
OP updated, Thanks Nocifer and those who appreciate the mod.
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Tue Feb 22, 2011 6:57 am |
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Daniel Brauer
Joined: Fri Feb 18, 2011 9:00 pm Posts: 12
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
My question might have been forgotten at the end of the last page: once the sounds have been fixed to work with the Mac version of CC, is there any need for two separate versions of the mod?
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Tue Feb 22, 2011 6:59 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Sorry Daniel,
No... Not really..... Or atleast I dont think so..
But I like to keep them seperate anyways.
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Tue Feb 22, 2011 9:14 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
This mod really reminds me of AAL. Mainly, because it is as polished, good working, and epic as AAL was.
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Thu Feb 24, 2011 2:50 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: S.A.W. *(18/02/2011) UPDATE: V8.0.0
To be honest, I think this has much more polish than AAL. AAL had a little more to distinguish it in terms of unique style, but this is better made, in terms of spriting, balance, the actors' paths, the guns, and its simplicity.
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Thu Feb 24, 2011 4:59 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
That's true. AAL was old-school kick ass. This one is revamped, B24 kick ass.
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Fri Feb 25, 2011 8:41 am |
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waterproofsponge
Joined: Fri Feb 25, 2011 2:34 am Posts: 1 Location: Under your bed
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Why is it that I love the RULAS so much? It's probable that it comes from the joy of blowing up 5 browncoats' heads in a row
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Fri Feb 25, 2011 3:09 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Feedback's great, thanks guys.
But I do enjoy suggestive feedback just as much. Anything you'd like to see in this mod?
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Sat Feb 26, 2011 2:47 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
I think it could do with crabs, mechs, or crab-mechs. Something to deviate from the AHuman norm.
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Sat Feb 26, 2011 2:57 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Yeah, that would be cool. A big mech would fit very nicely. Otherwise a tank, or something big and bulky.
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Sat Feb 26, 2011 3:04 am |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
I really liked the previous version a lot... Now, it just doesn't work. The light human dissapeared, and now I have some gas bomb test dummy. The commander also dissapeared, and the dropship cannot lift itself up anymore. Please put the old version back up, as that one was better. I have the old version on my computer, but I'm sure other people would like to have it, as in my opinion it was way better.
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Tue Mar 01, 2011 8:01 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
Omeletter wrote: I really liked the previous version a lot... Now, it just doesn't work. The light human dissapeared, and now I have some gas bomb test dummy. The commander also dissapeared, and the dropship cannot lift itself up anymore. Please put the old version back up, as that one was better. I have the old version on my computer, but I'm sure other people would like to have it, as in my opinion it was way better. The light Troop was cut and was really useless, the Elite takes its place instead. The Test Dummy was something I forgot to take out, sorry I'll take it out next update. As for the Commander, it is a brain, therefor you purchase it as a brain. It is not intended as a disposable unit and the Dropship I gave it just enough strength to transport a decent mass before falling due to over encumber. I can give it a little more juice just to get back up more easily and make it a tad more stable. And I guess a Crab/Mech shall be the next project in this mod. This is rather low priority right now so it may take time. Thanks.
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Tue Mar 01, 2011 8:47 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: S.A.W. *(18/02/2011) UPDATE: V8.0.0
I think the dropship is now just perfect. Good for dropping down 1-3 medium soldiers and then it can perform a fast escape before shot down.
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Tue Mar 01, 2011 8:50 pm |
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