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 OmegaTech Industries 
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Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
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Post Re: OmegaTech Industries
*thumbs up for unworthy anarchy of noobs* :lol:
I was not trying to teach you anything with that sentence,
just aiming you to the right path for a great faction using humor.

I'm not going to release a sea of flames, those times are (luckily) behind,
instead of "who do you think you are!!? I'll eat your entrails!" you could say
"can you be more specific or offer me any help at all?" I gladly helped
yuzazi some weeks ago with his actors and faction ideas and I would do
that again without wink, but without education, there's not such thing happening.


Tue Jan 17, 2012 5:40 am
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Joined: Mon Oct 10, 2011 12:50 am
Posts: 75
Location: Look behind you... Haha I tricked you, I am in Brazil.
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Post Re: OmegaTech Industries
How did you helped him? Saying: "MOAR actors. Now."
If that is helping, then when my friend fall I will help him saying: "Get up. Now."
Be polite, dude. And let's stop fighting and writing like the most intellectual trying to achieve a conquest of being the winner of a word-fight. Stop, guys, let's just make peace and continue with this mod, forgetting all the other bad writing, and saying: "Shakatuko, I'm with ya."
If you aren't with me, then just keep writing non-sense things.


Tue Jan 17, 2012 12:59 pm
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: OmegaTech Industries
shakatuko I thank you fo your help. I apologized yet he keeps trying to justify his demanding ways. Ask first demand later. If he can't get that then I give up trying to get him to be courteous first. Before demanding. I may have overreacted but I'm not the only one who shouldv'e been more down-toned.


Tue Jan 17, 2012 1:57 pm
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Data Realms Elite
Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: OmegaTech Industries
Cool little mod you've got here.

I want to see which direction will it take as you develop it.


Tue Jan 17, 2012 11:53 pm
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: OmegaTech Industries
Going for the stuff you would bring in when the heat's on in maginot mission. Things that can take a (tremendous) beating. I've discovered 2 ways to destroy the XR Unit that I have not uploaded in yet. Crush it, or bomb it. Had to make the helmet the primary head. Tried the attachable helmet approach but it kept flying off, killing the actor because it flew off while the head was in it. Couldn't fix, raised GibImpulse and JointStrength a bunch. No Dough. so the actor is completely bullet proof. He still flies around when shot by heavy bullets though.
EDIT: anyone think invincible actors are a good idea?


Wed Jan 18, 2012 12:31 am
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Joined: Sat Oct 22, 2011 4:49 am
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Location: England
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Post Re: OmegaTech Industries
i swear i keep seeing Naxete as that cute adorable guy who always mean good, despite whatever he says.

In the way of "♥♥♥♥ everyone" , "Da'we isn't he cute."

the former being Naxete.

Either way, the concept art pile of stuff Nax posted looks interesting, if i ever get around to fixing / getting a new computer i could offer some help in spriting a bunch of actors so you can focus on the Ini's if you wish.


Wed Jan 18, 2012 1:47 am
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Joined: Mon Jan 16, 2012 10:37 pm
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Post Re: OmegaTech Industries
If you want to compare your unit to another kind of bullet proof unit, check out the cyberdyne soldiers, they are bulletproof but still killable with certain weapons, crushing, powerful explosives, nukes, and more.


Wed Jan 18, 2012 1:50 am
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Joined: Sat Oct 22, 2011 4:49 am
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Location: England
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Post Re: OmegaTech Industries
or Crobotec. to be honest i Loathe lnvinceible actors, one reason why i got rid of the Tek Troopers really.

The most nearly invinceible actors i have in my CC is the DStech i believe.


Wed Jan 18, 2012 1:53 am
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Post Re: OmegaTech Industries
Then it shall be done. The actor is vulnerable to all but guns that shoot bullets instead of other stuff. Rockets can damage it fairly easily I've discovered. And sure some spriting help would be great


Wed Jan 18, 2012 4:51 am
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Joined: Wed Jul 06, 2011 5:11 pm
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Post Re: OmegaTech Industries
Your mod seems to spawn a few lua errors upon loading. Might want to check into that. They've got something to with with OmegaSurvival...
The sprites look good, but the weapons seem kinda big. I thought the effect on the sniper rifle rounds was cool, but the weapon itself is really under powered. Most of the rounds in your weapons rape terrain, which is a bad thing. You have the sharpness set to 300 and above, which will cause this. You should lower the sharpness and increase the mass to avoid terrain rape. The actor sinks into the ground, which is really a pain when trying to even pick up a weapon, because you can't stand above it. The actor itself doesn't really take enough damage. I got shot a couple times and his head exploded sending the helmet twirling around the map.

I would suggest fixing these problems, and polishing the mod up a bit. Also, you should create a separate module in the buy menu for your actors/weapons to make that stuff easier to find.

I know it probably seems like I'm making more negative comments than positive ones but this is all constructive criticism and should be taken lightly. I mean everything with a good heart! Good luck with your mod, it shows promise!


Wed Jan 18, 2012 6:24 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: OmegaTech Industries
OmegaX17 wrote:
Then it shall be done. The actor is vulnerable to all but guns that shoot bullets instead of other stuff. Rockets can damage it fairly easily I've discovered. And sure some spriting help would be great


If you want to make actors tougher, use custom entry/exit wounds and mess with gibwoundlimits. Invincible actors that shrug off every weapon that doesn't reduce target HP using lua (such as the acid sprayer) are trivial to make and boring to fight/use.


Wed Jan 18, 2012 10:39 am
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Post Re: OmegaTech Industries
As I said it won't be entirely invincible, damaged by explosions and crushing. So no, probably no acid sprayer unless it targets the integrity of the object's material make up. The damage issue was fixed, so was the helmet killing anything in the way. although the foot's collision box is off, it creates singlepixelwide holes in the ground when you walk/stand. It's not that it's too heavy, just that the mass is centered on 2 small points. And I'm going to make more actors, with Invincibilities to certain things and vulnerabilities to others. And thank you Pantera, I take civilized posts like that and quite a few other examples into consideration.
Note to any others: Unless you're one-liner contains useful information, and isn't completely devoid of courtesy, please refrain from posting it. Revise it and state the issue that you would like fixed in a civilized manner. And yeah It does need quite a bit of polishing, I rushed... A lot... :/
As for the things that will damage the XR Unit, so far in vanilla weapons, only explosives. The WarHammer 40,000 mod's plasma weapons will do the job too.


Wed Jan 18, 2012 9:47 pm
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Post Re: OmegaTech Industries
OmegaX17 wrote:
.....so was the helmet killing anything in the way. although the foot's collision box is off, it creates singlepixelwide holes in the ground when you walk/stand. It's not that it's too heavy, just that the mass is centered on 2 small points. And I'm going to make more actors....And thank you Pantera, I take civilized posts like that and quite a few other examples into consideration.......


I think the Helmet still flying around the map needs to be fixed. The feet sinking has to do with atomgroups, I believe, or maybe they're called footgroups for feet. It has to do with creating the pixels that the actual foot puts the weight onto. I think that's how it works, I could be wrong. Check out the wiki, there's good info there. And also, a quick search in the Mod Making sub forum could yield some potentially helpful results. And if you get your first actor just right, it makes it a lot easier to build more actors off of that framework, instead of having to fix a bunch of problems on a bunch of actors.


Fri Jan 20, 2012 1:17 am
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Post Re: OmegaTech Industrie
True, and the helmet problem is completely fixed, I just haven't made the next release yet. Jan 24. And no, at first I didn't know that was when the SOPA (Severely Opressing People Anywhere) and PIPA would be voted on. If that gets passed, I doubt ill have any motivation to even open up my laptop anymore. Damn the government, damn them to hell.


Fri Jan 20, 2012 3:24 am
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Joined: Mon Oct 10, 2011 12:50 am
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Location: Look behind you... Haha I tricked you, I am in Brazil.
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Post Re: OmegaTech Industries
Hey, I heard that Wikipedia is going to ashes because of that SOPA and PIPA... What's that about? And how can this affect Data Realms?

Please keep all off-topic remarks to yourself. If you feel like discussing SOPA I'm sure there's a thread in off-topic for you. User was warned for this post. - Dauss


Fri Jan 20, 2012 1:01 pm
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