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 Zombies '09 
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Joined: Fri May 30, 2008 9:38 pm
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Post Re: Zombies '09
Geti I'm not gonna lie that mech....... is very sexy.
Few questions is it a mech that has a person inside or is it a robot with only cold robotic evil on the inside. Actuall I just got another idea from an idea an ejection system.
[/stupid fanboy questions]


Sat Sep 12, 2009 4:39 am
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Post Re: Zombies '09
its actually a redesign concept for the AITF Omega soldier, and is in no way final. it is man-sized, and there is a person inside. theres just a huge ♥♥♥♥ box on his head. we want those guys to feel very different to the other soldiers, more like honour guards than anything else. this started as a joke concept, but i kind of liked it. glad you like how it looks. the high rank AITF-S are going to be using energy weapons and explosives, just a heads up.

on another note, i do want to make a full scale mech or two for the resistance, however, and yes they would have pilots that could eject and multiple weapons, sort of a "boss unit" that you could just drop into a map and play as. the pilots ejected would also be brains to prevent fail upon the mech breaking down. i might draw up one now, im taking a break from studying. should get a release out first though, im off to do a final check of the content.


Sat Sep 12, 2009 6:23 am
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Data Realms Elite
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Post Re: Zombies '09
So, is this Omega S-Rank thing troop going to be like a power suit soldier? [clickers?]


Sat Sep 12, 2009 8:27 am
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Post Re: Zombies '09
nope, more like a mobile suit cross battle suit. powered armour is what i class as a full fledged mech. we also have a battle armoured soldier planned, (angry tin-can dude), an almost fully melee soldier wrapped in metal. i believe allen posted a concept a while ago. they'll be for holding the front line, whilst the omegas are more for guarding leaders/brains.

anyway, release inbound, i want a million comments on incaps and how to make them better. i still need to get around to fixing a lot of bugs and making gibs and making the jetpacks prettier, but myeh, i figured a new actor was worth it.
oh also, there is a mod of the fabar in there, made by morbo. its going to be mounted soon, but i wanted to see if you thought the balance was alright (if you consider you wouldnt be able to move with it, and would have limited reloads).
speaking of limited reloads, thats a planned feature for incapped soldiers, as is banning weapon switching and a few other things, but i just want this out there. watch the OP.
if anyone wants to make some gifs (maxim?) or demo videos (numgun?) i'd appreciate that, stills dont do it (plus i havent got a preview done for this release anyway <_<)


Sat Sep 12, 2009 9:02 am
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Post Re: Zombies '09
Well, now I can't open zip files either, damn you ♥♥♥♥ virus! What's new?


Sat Sep 12, 2009 10:01 am
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Post Re: Zombies '09
http://i31.tinypic.com/2d9e05i.png
really quite large image of a 3 man walker mech and a concept for the pilot :)


Sat Sep 12, 2009 12:09 pm
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Post Re: Zombies '09
Looks good in the concept art. I like the super-thick line style :)

Though it's hard to think the resistance still lost with mechs and powersuits available. Those zombies must be in huge numbers, or have some pretty badass bosses. I guess buffing the regular zombies would be good. And would it work if the zombies don't collide with each other?

About the incap. I'm happy with whatever you do, as long as the soldiers can withstand more punishment before getting incapped. Incap basically means death in most situations.


Sat Sep 12, 2009 4:39 pm
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Post Re: Zombies '09
im working on making the soldiers more resilient at the moment, as well as buffing zombies. i'll think about making the zombies not collide (it could fix a lot of problems..)

also, some explaination. the resistance are quite limited in numbers, whilst the zombies have huge, huge numbers. like, we're talking caverns full of them, waiting and multiplying. the resistance are holed up in their strongholds with superior tech, but the waves of zombies and their rockets kinda ♥♥♥♥ ♥♥♥♥ up. the boss zombies are also going to be scarey. i have a drawing for one thats about the same size as that mech, though getting that in-game would be a project in itself.

oh, and its wise to get at least one medic when playing this. it really helps with incapped soldiers.


Sat Sep 12, 2009 4:55 pm
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Post Re: Zombies '09
Damnit geti, i want that mech now :-(
Ah well, The LMG is at least nice, are you thinking of maybe some controllable turrets? (Like, pie menu to enter or something?)


Sat Sep 12, 2009 5:10 pm
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Post Re: Zombies '09
yes, i am.
oh also, the release contains a not-yet completely converted zombie cave. dont bother playing it yet - -; the spawners dont work.


Sat Sep 12, 2009 11:03 pm
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Post Re: Zombies '09
Geti wrote:
http://i31.tinypic.com/2d9e05i.png
really quite large image of a 3 man walker mech and a concept for the pilot :)

Refer to the community made piloting code, preferably from numgun's VTOL plane, since it seems to work correctly.
Don't make the mech the omega, turn it into another force type.

Oh and when I meant power suit, I meant you to refer to the [Clickers], or I misinterpreted what you said.

Oh and your custom AI blended a trenchy, my incapped medic ( holding the XMAG ) , my trenchy.


Sun Sep 13, 2009 6:56 am
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Post Re: Zombies '09
Beautiful sprite work, easily equal to prom or bubs. Kudos to all artists involved in this.

Criticism: why do the zombies kill themselves when they slash? I think the invisible melee particles are hitting the zombies.


Sun Sep 13, 2009 5:44 pm
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Post Re: Zombies '09
Darlos9D wrote:
Beautiful sprite work, easily equal to prom or bubs. Kudos to all artists involved in this.

My jaw dropped when saw this, thanks a lot Darlos (I did all sprites execept for the weapons, docile engineer and raging zombies, the craft, some other bitty bits and the reactor (I may have forgotten something that isn't mine)). Anyway, I've never gotten any compliments from just random people, thanks. :)


Sun Sep 13, 2009 7:46 pm
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Post Re: Zombies '09
Darlos9D wrote:
Criticism: why do the zombies kill themselves when they slash? I think the invisible melee particles are hitting the zombies.
for some reason, activating the claws with lua seems to prevent fireignoresthis from working :oops:
i might have to do some setwhichmotonothit stuff in the script..
Foa wrote:
Refer to the community made piloting code, preferably from numgun's VTOL plane, since it seems to work correctly.
Don't make the mech the omega, turn it into another force type.

Oh and when I meant power suit, I meant you to refer to the [Clickers], or I misinterpreted what you said.

Oh and your custom AI blended a trenchy, my incapped medic ( holding the XMAG ) , my trenchy.
that last spamming confused the hell out of me.
the mech will use piloting, but will likely spawn with soldiers already in it, or at least a pilot.

the small robotic looking soldier is likely to be iterated through a million more edits before it comes final. i want to keep actor numbers on some sort of cap though, so its likely it will become the omega eventually.


Mon Sep 14, 2009 10:57 am
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Post Re: Zombies '09
Shot a complete zombie with the machine gun, crashed. Just see if you need to know.

Other than that nice update with the incap.


Mon Sep 14, 2009 11:05 am
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