Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Untitled Tech 1.6 [Update! sort of...]
Three it is! Don't expect me to update anytime soon, though.
Thu Jul 12, 2012 6:55 pm
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
Re: Untitled Tech 1.6
did i ever say how some of the joint and support offsets are pretty bad and the rest aren't great?
Fri Jul 13, 2012 1:30 am
XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
Re: Untitled Tech 1.6
NeoSeeker wrote:
did i ever say how some of the joint and support offsets are pretty bad and the rest aren't great?
I never noticed anything bad with the mod its all good for me
Fri Jul 13, 2012 2:07 am
Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
Re: Untitled Tech 1.6
Hey, 4zK, I know you will do number three, but can you also make actors with weapons? Like, when they come they already have a laser capacitor. And you could make different ones, like: "Standard Assault", "Standard Sniper", "Heavy Machine Gunner", etc.
Fri Jul 13, 2012 2:36 am
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
Re: Untitled Tech 1.6
XxMrmechaxX wrote:
NeoSeeker wrote:
did i ever say how some of the joint and support offsets are pretty bad and the rest aren't great?
I never noticed anything bad with the mod its all good for me
maybe he fixed them.
man they're all off so much so it's discouraging to think about fixing them.
if you can't notice then you probably don't play in 2x mode.
Fri Jul 13, 2012 3:46 am
Liivo
Joined: Fri Jul 13, 2012 1:33 am Posts: 3
Re: Untitled Tech 1.6
Are you still accepting suggestions for names? If so, may I suggest "Project Apocalypse". I don't know why you would name it that but it's catchy as fark!
man they're all off so much so it's discouraging to think about fixing them.
if you can't notice then you probably don't play in 2x mode.
4zK wrote:
NeoSeeker wrote:
your drones crash on startup load.
it doesn't give an error message and i cannot see on what line it crashes. it just goes "sorry for the inconvenience but CC has dieded". i don't think increasing resolution would give me a better view of what line it crashed on.
my primary problem with the mod are the bad joint and support offsets with the guns, which i'm extremely anal about.
There shouldn't be no such problems! I'll test this right away.
EDIT: Everything looks fine to me. I have no idea what your problems are or where they are coming from. Are you sure this is the right thread?
I have a feeling giving specifics would be more helpful than just repeating yourself. Since he evidently hasn't noticed where the problems are and no one else has either, if you don't tell him then he's going to have a hard time fixing them isn't he?
Fri Jul 13, 2012 4:37 am
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
Re: Untitled Tech 1.6
okay then i'll document it.
also he was talking about the laser drone in that post.
that's weird. the offsets seem fine in the hands of coalition troops...
Fri Jul 13, 2012 4:56 am
Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
Re: Untitled Tech 1.6
"that's weird. the offsets seem fine in the hands of coalition troops..."
Maybe its only you who is having that issue, the offset seems fine for me, but I'm no expert.
Also, I have a few suggestions:
- For the brain Unit, Maybe consider making a Scientist in an Armored lab coat, or perhaps an armored Bio-suit Getup, Tho stick with the color scheme, a yellow biosuit with the rest of the soldiers would look way to odd, I was thinking something more along the lines of An armored Grey Jumpsuit with a unique gas mask.
- For the name, You have said You might just stick with "untitled" Maybe consider simply incorporating Untitled into the factions name, like " The Untitled Core" or " Untitled Scientific Technologies" Or "Untitled United Technologies" Perhaps the "untitled" can be some sortof poetic slap in the face to the larger companies like Techion?
- Just an odd thought here but, Would it be possible to allow the wrench to perhaps repair weapons too, Like, you throw a Slightly shot up ak on the ground, smack it with the wrench and its brand new?
- Nano Repair field? (stick with me on this one) ok so think of a like a large field that fixes mechanical drones ( the way the wrench does), but like in grenade form ( or perhaps a deploy-able device?), like, you throw it on the ground ,it flashes, and every friendly mechanical robot-drone in a large-ish radias is repaired, and perhaps any non friendly actors in the zone get EMP-ed? (Would need to be an expensive item)
- Emp mines, preferably able to be used like the little black trip mines from Vanilla.
- An orbital bombardment beacon? (perhaps In the story line the faction could have hijacked a Techion weaponized Satellite or something along those lines?)
Let me know if any of those sound interesting. Don't let yourself think I'm Expecting any of them to be made, Its just food for thought.
Fri Jul 13, 2012 7:08 am
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Untitled Tech 1.6
NeoSeeker wrote:
joint and support offsets are pretty bad
I am very sensitive about offsets too myself, but I haven't noticed any problems in my own work. Maybe try sending a screenshot or something, so that I could see what you are talking about?
NeoSeeker wrote:
also he was talking about the laser drone in that post.
I was talking about everything in general.
Joseh123 wrote:
Hey, 4zK, I know you will do number three, but can you also make actors with weapons?
Don't be so certain I will be doing anything in a while. About the actors, I personally dislike pre-equipped actors because I like choosing my own weapons for each actor. You should use the preset menu instead, that's kind of meant for that.
Roy the Cuttlefish wrote:
Also, I have a few suggestions:
You always suggest so many things! I'm glad they're all good things.
I am trying to come up with the brain unit, but I think I'm going to make it a brain robot just to follow the base idea of CC. It might end up having an organic body, but I'll definitely work out something nice.
I'll keep thinking about the name. Everything helps.
The weapons on a repaired robot also get repaired, but I haven't thought about repairing weapons on the ground. That's actually a pretty good idea. I'll look into that soon*.
I've thought about making some kind of an engineer actor that automatically repairs surrounding robotic units. I'll look into making "specials" later*.
The mod does lack mines. I'll look into making some at some point*.
I do need some kind of an orbital weapon for UL2. I guess I'll be going with lasers, then.
*When I want to
Fri Jul 13, 2012 10:34 am
XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
Re: Untitled Tech 1.6
Perhaps the imperatus donated there brain robot to untitled as a gift (Because there allys) and untitled modifyed it
Also a recap im pretty sure untitleds allys are the imperatus and ronin. And the enemys are the coalation and techion
Fri Jul 13, 2012 6:09 pm
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
best i could do is the one on the left, hand is clearly not where it's supposed to be. i'm a lazy foot, but if you play in 2x you notice this with a lot of the guns. i'm also an anal foot because most of the time the offset is only off by no more than i guess 4 pixels. lots of the joint offsets that are seemingly correct are off by a mere 1-2, i don't even think data realms has that kind of quality because a lot of the offsets in the vanilla i had to fix myself. this is demonstrated by the picture on the right with the 10mm smg, his hand seems to be a little to high and back than it should. this is also true with all the pistols.
honestly CC modding used to be more my scene when i was doing lots of speed and ♥♥♥♥. now most of the time i can't be bothered to even fix things that bother me, i just don't use the mod.
and really, take what i say knowing that i am extremely anal about offsets and the like.
Sat Jul 14, 2012 4:12 am
XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
Re: Untitled Tech 1.6
NeoSeeker wrote:
http://imgur.com/EBTrt
best i could do is the one on the left, hand is clearly not where it's supposed to be. i'm a lazy foot, but if you play in 2x you notice this with a lot of the guns. i'm also an anal foot because most of the time the offset is only off by no more than i guess 4 pixels. lots of the joint offsets that are seemingly correct are off by a mere 1-2, i don't even think data realms has that kind of quality because a lot of the offsets in the vanilla i had to fix myself. this is demonstrated by the picture on the right with the 10mm smg, his hand seems to be a little to high and back than it should. this is also true with all the pistols.
honestly CC modding used to be more my scene when i was doing lots of speed and ♥♥♥♥. now most of the time i can't be bothered to even fix things that bother me, i just don't use the mod.
and really, take what i say knowing that i am extremely anal about offsets and the like.
Sorry if im being a fool here or something but i dont see anything irregular
Sat Jul 14, 2012 4:18 am
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
Re: Untitled Tech 1.6
the hand is behind the grip instead of on it.
just compare the screenies with the weapon sprites. psure the first one is the gauss and the second anyone could tell would be the 10mm smg
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