thesoupiest's Combined Forces - R.I.P.
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Xery wrote: Do not delete it. Set smaller mass and sharpness of it would be better. How would you make that work?
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Mon May 30, 2011 2:13 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
replace Code: self.ToDelete = true; with Code: self.Sharpness = number; self.Mass = number;
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Mon May 30, 2011 2:50 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
You know, all this talk of terrain rape of a heavy machine gun makes me wonder about how much an HMG would actually destroy the ground. I really want to go fire an HMG at the ground for a bit now....
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Mon May 30, 2011 3:50 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Considering it's an HMG it should rape terrain, but not that much, I think that with more or less of a clip it should make a hole in a concrete wall or something.
Zero terrain rape wouldn't be funny, a lot of rape wouldn't be fun either.
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Mon May 30, 2011 9:40 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Terrain damage, not terrain rape. The HMG cause terrain damage, not rape. /distinction
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Tue May 31, 2011 6:51 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
thesoupiest wrote: I have not found any solution to the Light Trooper's air-walking bug. I don't know how to fix it. You need to mess with the leg and feet offsets and groups.
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Tue May 31, 2011 7:49 am |
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Solifuge
Joined: Thu Jun 09, 2011 10:26 pm Posts: 8
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Soup, I registered just to express how flipping awesome this mod is. Installing this felt about twice to three times as awesome as getting a new release of Cortex Command. These all feel like they should be part of the core game, and fit in fantastically with both the theme and setting (with the possible exception of including Magical Undead, rather than Malformed Clone Sci-Fi Undead). Absolutely top-notch work, and thank you for it all! I'll probably be doing some demonstrative Multiplayer videos of this mod in action soon. I noticed a few issues when playing Release 3, though, aside from my usual issues with b24. Some of these are intentional design choices, and others have already been mentioned, but for the sake of completeness I'll repeat them all in one place. Some are merely personal preference, so take them with a grain of salt. Actor issues:- Derelict Robot has a constrained aiming arc. This may be intentional, but it makes digging with them crazy-hard. They seem topheavy too, and tend to fall over when walking.
- Light Trooper levitates, and can't jetpack. I suspect they resist vertical momentum change because of fiddly leg-physics.
- Lazarus Revenant falls frequently, and can't seem to support itself with its legs. The jetpack is also rather weak.
- Blaster Turret seems to have an arbitrarily high clip-size for its firing rate. This removes a viable infiltration tactic; forcing it to spend a clip and reload.
Gameplay concerns:- Many weapons glance off even basic armor. I'm no good with Raws, but perhaps you could establish a hard standard for projectiles and materials?
- I like the use of tracer rounds, but the lack of visible shots makes it hard to tell when you actually hit. Though realistic, it's a bit less satisfying to shoot.
- Many particle effects cause me significant lag, and make it tough to see; specifically the Derelict Robot's jetpack, the Fireworks Launcher, and some large explosions.
Things I'd love to see in future releases:- A few dropships, rockets, and so on.
- Some Brain-Bots (or even Brains as appropriate).
- More stuff based on Arne's sketches and various concepts.
- Factions tending closer to those detailed in Arne's Concept Blog:
- I wish the Lazarus took a bit more of a Sci-Fi approach to undead. In CC lore, they're defective clones, rather than the Necromantic Warhammeresque sort.
- You have factions for every team color except Shadow Aspect, which is White instead of Yellow. For no good reason, that bothers me.
Anyway, great job overall. I'm really excited to see the next release! P.S. I'm a spriter myself, and have dabbled in digital painting as well. Though you seem pretty handy with sprites, if you need to share the load of animating or designing, I'm pretty good at emulating styles, even more so following concept art.
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Fri Jun 10, 2011 1:46 am |
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Scaraban
Joined: Thu Jun 09, 2011 10:49 am Posts: 6
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I am sorry if this has been posted before, but I put the factions in and I got this error on boot-crash: and I know nothing of CC's runnings
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Fri Jun 10, 2011 4:47 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Are you using B23, if so that is the problem. Use B24.
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Fri Jun 10, 2011 6:43 am |
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Scaraban
Joined: Thu Jun 09, 2011 10:49 am Posts: 6
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I am, in point of fact, retarded. All of my mods were installed in the wrong copy on my computer. For some reason this is the only one that gave an error, but it is now fixed, thank you.
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Fri Jun 10, 2011 8:33 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Solifuge wrote: P.S. I'm a spriter myself, and have dabbled in digital painting as well. Though you seem pretty handy with sprites, if you need to share the load of animating or designing, I'm pretty good at emulating styles, even more so following concept art. You. I'm going to have a future with you. On a more related note, I'm immeasurably flattered. I've had people pour their hearts into a post of praise, but never have I compelled someone to register to do just that. Thank you, sincerely, for your compliments! You liken the Red Loki to the Imperatus and the Shadow Aspect to the Techion. Those two comparisons are sadly both incorrect. The Red Loki are an extension of the Ronin, and the Shadow Aspect an extension of the TradeStar. Elsewise, everything in your post is absolutely correct, and all of your complaints have already been addressed and will be fixed in the release to come.
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Fri Jun 10, 2011 11:34 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Dev update: Both the Coalition Machine Gun Turret and the Coalition Wall Cannon are being sprited. The Coalition Shotgun Turret is also in the works.
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Sun Jun 12, 2011 3:22 am |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Any estimation on a new release date?
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Sun Jun 12, 2011 3:40 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I don't think it will be released for a long time.
thesoupiest prefers (or at least it looks like) to publish great updates with a lot of content in a lot of time rather than making a lot of little updates.
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Sun Jun 12, 2011 6:47 am |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Sounds like Data. I think we have a good modder here - I think I can live without Darlos for a while.
Still, I had fun infiltrating a baseful of Green Storm heavies as a stealth trooper from DS.
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Sun Jun 12, 2011 4:10 pm |
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