-RGA Faction- UPDATE 05/22/09-Build 23 Revision V4.0-
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
I have a problem with crasher line 4. It's exactly the same as the other muzzle codes. I even pasted AddEffect = Attachable from base.rte to this, but it refuses to work. It's somewhere near it, I'm sure, but I just can't seem to put my finger on it.
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Mon Jun 30, 2008 8:52 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
Stuff to improve on you say? Originality. Put actual red gears on your units, man! Make a red gear sign and put it on everything you can.
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Mon Jun 30, 2008 9:44 pm |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
hey roy it seems to work fine for me. try downloading it again and if the problem keeps happening then there must be something wrong with ur base.rte folder or with your CC.
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Mon Jun 30, 2008 11:21 pm |
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HackeZ
Joined: Wed Sep 12, 2007 2:05 am Posts: 9
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
fyher wrote: Constructive comments are greatly appreciated. Please, no rude or unneeded comments.SUGGEST STUFF!! yep... he had to be my post.
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Sun Jul 06, 2008 11:33 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
It needs a timed charge for blowing open bunkers. It should make a hole wide enough to get through the top of the tutorial bunker.
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Mon Jul 07, 2008 9:16 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: -RGA Faction- UPDATE 6/30/08-New actors, Weapons, 1 rte-
I think you should resprite the whole thing again to make it more original and then proceed to diversify your arsenal/actor specializations.
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Wed Jul 09, 2008 4:23 pm |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Ok so completely resprited the actors. Gotta finish some other sprites then I'll work on a timed sprite for blowing open bunkers and then I'll start work on respriting the rocket.
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Mon Jul 14, 2008 6:00 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Looking MUCH better! Keep it up.
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Mon Jul 14, 2008 10:18 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Yes. These are an improvement. Keep up the good work!
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Mon Jul 14, 2008 10:44 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Major improvement on the sprites, who made them for you? jk Still a long way from done though, here are some suggestions/thought-provoking questions, etc.: =Firing sounds unique from base.rte sounds (noticeably needed in the sniper and cannon) =Give the missile it's own gibs and tweak the engines. (for the maneuverability needed in a missile) Another idea would be a bunker module (silo) that starts with these inside, ready to launch =Why does the SMG thing look like a shotgun? Not sure where you're going with that... =Give the AR tracers =IMO you shouldn't use glowing blood for the actors: could cause lag in longer battles... maybe try dark blue blood? In any case you should also probably make the wound color match with the blood. =Increase the AR's mass and sharpness, increase the sniper's mass and velocity, and maybe give the cannon more particles... I like you trying to not make over-powered weapons, but don't make them under-powered either. =I like the binoculars, good idea! =The way the sword is held looks kinda weird... couldn't you make it look more like a natural stance? I'll add more if I notice it, keep up the improvement.
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Tue Jul 15, 2008 12:06 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
wow looking way better, dl'd and ill test asap. id love a timed explosive, but the binocs are cool and its looking more polished now with the original sprites. good job, ill come back once ive tested thoroughly.
EDIT ohkay tested. the sword is intense. like.. kinda overpowered. pretty cool though, but maybe make it held a bit more naturally. the crasher is cool, nice rendition of a launched explosive, but the gun itself is really heavy, although i suppose that does balance it better. and you can still get your mega's up walls if theres a ladder or by scrambling with prone/crouch. anyway its good, because it remains pretty balanced while still being able to kill darKlones efficiently. the sniper is well sprited, and plays nicely as a sniper rifle, though i felt it could be a little less droppy or inaccurate, though that could have just been my tired brain. decent effort, though poor against any non-fleshy actors, took quite a few shots against your drone to do much. its a good anti-softbody though. the smg.. well the sprite is a little odd, its too long i think. plays well, feels almost vanilla but thats what you seem to be going for. the assault rifle.. well it felt pretty much the same as the SMG to be honest, just with a beefier kick to the rounds. good for mowing down the enemy though, and well sprited. the shotgun was good, though it tore the vanilla actors apart. didnt seem that different from the vanilla shotgun actually, just a little more omph. the binocs were good, but got held really weirdly XD the rocket did what it should, thogh the missile was a little fiddly, and gibbed too much.. i would love a good module to hold some of them in, what are the chances? im enjoying it, but i think you need to ditch the pre-loaded actor concept. also the mod loaded pretty speedily, which was nice. good work.
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Tue Jul 15, 2008 1:27 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Thanks for all the comments keep it up i like it. I'll start on a bunker module right now and i'll fix the guns to be less alike. Gunna fix the smg sprite and i'm gunna get custom sounds for the guns. Will fix missile. i find it's hard to fly also. I'll also make an rte with the actors with no weapons. Will start now, keep commenting!
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Tue Jul 15, 2008 1:31 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Ooh, I like the new colour scheme. This has made me download it now.
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Tue Jul 15, 2008 3:55 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
A few more things: -Why is all of your code spread into so many .ini's? It might help you focus on things separately, but is it really necessary? -Why don't your weapons have casings? -I like the cannon and shotgun, they probably don't need changed that much -Probably increase the GibImpulseLimit overall for the actors (including limbs, etc.) -Tweak the actors so that there is an obvious difference between in their longevity (toughen up the armor of the more expensive ones) -Make an actor that starts with the shotgun -More attachables
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Tue Jul 15, 2008 3:58 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
yes, more attachables on the heavy and mega would help them be a little tougher. also i like the mass of .ini files, it loads really well and this is his way of modding, let him do what he wants. more gears on the actors?
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Wed Jul 16, 2008 2:09 am |
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