TAC Nuke Corp. - Updated 06/15/09 (B23)
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
New update here.
I made a few more things like reverting back the fireballed nuke but i need some guy who can make it look better. No idea how, maybe different fireballs or whatever or just a big animated MOSParticle but I WON'T work on it anymore, already said why.
Also, some of the gooish thingys may not have the new sticky goo, just post here if you find any.
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Mon Jun 15, 2009 6:44 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote: New update here.
I made a few more things like reverting back the fireballed nuke but i need some guy who can make it look better. No idea how, maybe different fireballs or whatever or just a big animated MOSParticle but I WON'T work on it anymore, already said why.
Also, some of the gooish thingys may not have the new sticky goo, just post here if you find any. )= i hate the new fireball version comapread with the old nukes, i much preferd the glow, and even the aemitter versions. whatever, il still dl.
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Mon Jun 15, 2009 9:28 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 06/15/09 (B23)
The fireball was chosen by voting, so not much to say about that.
Now about the rest of the mod. Nice update, really. Exploding robot, nice touch. The vehicle now has a much more pleasant sprite to merge with the rest of the mod, good job. The new missile launcher is very cool with the green explosions.
However, the yellow cap on the nuke waste bomb seems...odd. The old gray cap worked just fine. And the syicky nuke waste should make a thicker deposit, or a glowy color as oppose to the darker tone right now, or it'll either looks like grass or become unnoticeable. I don't really care if you can distinguish between the damaging radiation or the deposit, walk there at your own risk.
Anyway. Nice update.
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Tue Jun 16, 2009 5:09 am |
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Nerfer2
Joined: Sun Jun 07, 2009 4:42 pm Posts: 31
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
I always loved the idea of a nuke based faction.
The mod is great fun.
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Tue Jun 16, 2009 6:05 am |
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adadadp
Joined: Fri Jul 11, 2008 12:19 pm Posts: 33
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Gifed it for ya, don't be afraid to put it on the front page... :)
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Wed Jun 17, 2009 3:11 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 06/15/09 (B23)
Frontpag'd and credited lol.
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Wed Jun 17, 2009 7:15 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 06/15/09 (B23)
It's been a while since I touched this mod but I came up with something I'm pretty proud of recently. I think someone may have mentioned this before in my thread, so I decided to try and make a heat wave that follows the ground when the nuke explodes. Here's a gif showing the wave (not the nuke, the gif would have been too big) : (I have no idea if this has been done before, so any resemblance is pure coincidence) I did this by making a crapload of invisible MOSR come out of the nuke with a very low gibimpulse so when they hit the ground they make a small explosion, creating that heat wave effect. I'll post the update soon, but right now I still need to "upgrade" my sprites as well as making the fireballs lethal.
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Sun Aug 30, 2009 10:02 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Impressive. Quite impressive.
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Sun Aug 30, 2009 10:30 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote: It's been a while since I touched this mod but I came up with something I'm pretty proud of recently. I think someone may have mentioned this before in my thread, so I decided to try and make a heat wave that follows the ground when the nuke explodes. Here's a gif showing the wave (not the nuke, the gif would have been too big) : (I have no idea if this has been done before, so any resemblance is pure coincidence) I did this by making a crapload of invisible MOSR come out of the nuke with a very low gibimpulse so when they hit the ground they make a small explosion, creating that heat wave effect. I'll post the update soon, but right now I still need to "upgrade" my sprites as well as making the fireballs lethal. looks nice, but i know a way you can make this virtually laggless in comparison to it right now. make the nuke lua based, you only need 1 pinned mo for offense, and make it so that it makes actors vanish within a certain range and spawns a dust "poof effect" in there place, instagibs/adds high velocity to anyone within a larger field, and makes actors outside that range take damage from "fallout", a long lifetime, long range, low power hurt field. that would be the most epic thing ever. also, you could make the terrain damaging part an mosr with some mops doing extra damage. that would be epic.
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Mon Aug 31, 2009 12:35 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 06/15/09 (B23)
lafe wrote: deathbringer wrote: It's been a while since I touched this mod but I came up with something I'm pretty proud of recently. I think someone may have mentioned this before in my thread, so I decided to try and make a heat wave that follows the ground when the nuke explodes. Here's a gif showing the wave (not the nuke, the gif would have been too big) :
Gifzor (I have no idea if this has been done before, so any resemblance is pure coincidence)
I did this by making a crapload of invisible MOSR come out of the nuke with a very low gibimpulse so when they hit the ground they make a small explosion, creating that heat wave effect. I'll post the update soon, but right now I still need to "upgrade" my sprites as well as making the fireballs lethal. looks nice, but i know a way you can make this virtually laggless in comparison to it right now. make the nuke lua based, you only need 1 pinned mo for offense, and make it so that it makes actors vanish within a certain range and spawns a dust "poof effect" in there place, instagibs/adds high velocity to anyone within a larger field, and makes actors outside that range take damage from "fallout", a long lifetime, long range, low power hurt field. that would be the most epic thing ever. also, you could make the terrain damaging part an mosr with some mops doing extra damage. that would be epic. Anyone can do that for me? XD Sorry to say that but I fail epicly at lua, but I do like your idea, a bunch. I'd love to see a "poof dust" effect on the guys near the nuke, then instead of instagibbing those a little farther I'd rather transform them into skeletons where they can still walk in the radiation without losing health but they lose their gun and become more fragile, then throw those a little farther and irradiate the others. But I definitely need someone to do this because lua and me = bad.
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Mon Aug 31, 2009 12:52 am |
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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 06/15/09 (B23)
Actually, I suggest making a separate bomb that primarily convert enemy units into skeletons by sparkle radiation magic.
Then if you want something obligated badly, while other units to turn into bones at the same time, the user can order a skeleton bomb inside the original nuke(craft).
Good to see more updates in the mod! I love it. The heat wave looks great.
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Mon Aug 31, 2009 2:34 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
I agree. If you are gonna make a sparkly skeleton nuke, then have it be seperate from this one, since an actual nuke can be useful in alot of cases.
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Mon Aug 31, 2009 3:33 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
that looks like it would rape a bit too hard and fast, but still pretty cool. i've been working on various kinds of shockwaves in the last few weeks (not recently due to no computer <_<) and thats an interesting way to do it , looks pretty good. but seriously, rape the fire puffs less.
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Mon Aug 31, 2009 8:16 am |
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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 06/15/09 (B23)
If the clouds are made as solid gibs(plus anti-gravity magic), would it crush units below it?
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Mon Aug 31, 2009 1:15 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote: lafe wrote: deathbringer wrote: It's been a while since I touched this mod but I came up with something I'm pretty proud of recently. I think someone may have mentioned this before in my thread, so I decided to try and make a heat wave that follows the ground when the nuke explodes. Here's a gif showing the wave (not the nuke, the gif would have been too big) :
Gifzor (I have no idea if this has been done before, so any resemblance is pure coincidence)
I did this by making a crapload of invisible MOSR come out of the nuke with a very low gibimpulse so when they hit the ground they make a small explosion, creating that heat wave effect. I'll post the update soon, but right now I still need to "upgrade" my sprites as well as making the fireballs lethal. looks nice, but i know a way you can make this virtually laggless in comparison to it right now. make the nuke lua based, you only need 1 pinned mo for offense, and make it so that it makes actors vanish within a certain range and spawns a dust "poof effect" in there place, instagibs/adds high velocity to anyone within a larger field, and makes actors outside that range take damage from "fallout", a long lifetime, long range, low power hurt field. that would be the most epic thing ever. also, you could make the terrain damaging part an mosr with some mops doing extra damage. that would be epic. Anyone can do that for me? XD Sorry to say that but I fail epicly at lua, but I do like your idea, a bunch. I'd love to see a "poof dust" effect on the guys near the nuke, then instead of instagibbing those a little farther I'd rather transform them into skeletons where they can still walk in the radiation without losing health but they lose their gun and become more fragile, then throw those a little farther and irradiate the others. But I definitely need someone to do this because lua and me = bad. i can do it. @thelastsoldat: hitsmos:0
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Mon Aug 31, 2009 1:58 pm |
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