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Funtastic
Joined: Mon Dec 10, 2007 7:39 am Posts: 86 Location: Where you aren't
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Re: Crobotech Mod Beta 2
capnbubs wrote: zalo wrote: Whats with the custom "Spark" Atomgroup? Also, fire needs to appear on the ground under the jetpack. It looks awesome In-Game. The spark atom group was originally just an atom group I made so that I could throw an invisible emitter around and have it collide with things and not break the game. Now I use it for anything that needs to be invisible but still collide with something, it's basically just a tiny 3x3 square of atoms. And I was already planning on doing that but I wasn't sure if I wanted to put it on the current actors or save it. CURRENT AC-TORS!
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Wed May 21, 2008 7:18 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Funtastic wrote: CURRENT AC-TORS! I tried it it didn't look right, the jet packs aren't really flamey to begin with so flames on the floor looked out of place to me.
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Wed May 21, 2008 9:46 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Crobotech Mod Beta 2
I agree with bubs, maybe the big dirty AAl jetpacks would ignite the grass, but the CRobo's jetpack fumes are too 'clean'
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Wed May 21, 2008 12:21 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Exalion wrote: I agree with bubs, maybe the big dirty AAl jetpacks would ignite the grass, but the CRobo's jetpack fumes are too 'clean' LolGlobalwarmingreferenceLol Rising test object does not rise.
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Wed May 21, 2008 12:33 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Crobotech Mod Beta 2
The other two do, though.
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Wed May 21, 2008 5:43 pm |
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Talamus
Joined: Sun Jul 22, 2007 10:43 am Posts: 2 Location: Russia
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Re: Crobotech Mod Beta 2
It the best mod! Thanks...
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Thu May 22, 2008 6:27 pm |
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Tea
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Re: Crobotech Mod Beta 2
I love this mod, but I'd like to see some more improvements such as:
Stronger armour, they seem a bit weak. Those other weapons added to the activities file and all of the other Crobos actors in there. And that cool crab.
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Thu May 22, 2008 7:08 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Crobotech Mod Beta 2
Tea wrote: I love this mod, but I'd like to see some more improvements such as:
Stronger armour, they seem a bit weak. Those other weapons added to the activities file and all of the other Crobos actors in there. And that cool crab. Rubbish, these guys are perfect in terms of balance. Maybe you should try using weaker defenders if these guys seem too soft.
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Thu May 22, 2008 10:42 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Crobotech Mod Beta 2
Honestly this is the best mod ever made for cortex command, how dare you even contemplate it is unbalanced... heretic, filthy heretic.
The capn. ensures that the releases are to the finest standards, worthy of even prometheus himself. (in fact better, but maybe only because glows haven't been implemented as well as they have in this mod)
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Thu May 22, 2008 11:19 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
robolee wrote: (in fact better, but maybe only because glows haven't been implemented as well as they have in this mod) Well, technically, that can't be. Capn = Prom But Prom made the CC style most things are based on. I'd like to see progress on map.
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Fri May 23, 2008 12:12 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Crobotech Mod Beta 2
I meant his mods are better because promster hasn't really improved on the effects since glows were possible, if this mod didn't have any glows and neither did CC then yes they would be equal.
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Fri May 23, 2008 12:24 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
robolee wrote: I meant his mods are better because promster hasn't really improved on the effects since glows were possible, if this mod didn't have any glows and neither did CC then yes they would be equal. But Prom doesn't mod. He sprites. Data does the coding. And basically your saying Capn > Data.
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Fri May 23, 2008 12:28 am |
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mygunbroke
Joined: Sun May 11, 2008 3:27 am Posts: 24
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Re: Crobotech Mod Beta 2
AND THAT WOULD BE BLASPHEMY!!!!!!!!!!!! shame on you, disgracing our god. (no offense to capnbubs)
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Fri May 23, 2008 12:35 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
mygunbroke wrote: AND THAT WOULD BE BLASPHEMY!!!!!!!!!!!! shame on you, disgracing our god. (no offense to capnbubs) Robolee was sayin' that. I just was pointing out he said that. Now, the crab's gun looks like the opresser's shot cannon.
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Fri May 23, 2008 12:43 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Crobotech Mod Beta 2
Roy-G-Biv wrote: But Prom doesn't mod. He sprites. Data does the coding. And basically your saying Capn > Data. I know this, I'm saying they're equal EXCEPT capn's effects are better, which I think is true. Also how do you know promster doesn't mod? If I were him I wouldn't release any mods because you'd have a bunch of guys going "OMGOMG PROM I WANT YOUR BABIES!!!!!11!!", but that doesn't mean that he doesn't make them. Just because he can have any of his actors or whatever coded by Data doesn't mean that Data would do this immediately, maybe he has loads of things already coded and waiting to be put into the game. BUT we don't know and promster has said they were going to develop a tool so they could code them all in one go so end of discussion. overall we have learned that promsters ways are mysterious, and his sprites are equally as good as the crobo sprites, but the current effects in cortex command aren't as good as capnbubs effects because promster hasn't taken full advantage of the glows (but this will no doubtingly be improved upon in the upcoming builds).
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Fri May 23, 2008 1:16 am |
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