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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Don't worry guys, this mech is going to be really fun. Trust me.
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Thu Sep 01, 2011 4:53 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Yes, 2 months of work on this thing and even I am having a blast testing it (I've caught myself still in game playing with the damn thing for an extra 5 mins after testing things out.).
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Thu Sep 01, 2011 6:26 am |
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Slax
Joined: Mon Jun 01, 2009 7:47 pm Posts: 47 Location: Winland
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
LeonXross wrote: Don't worry guys, this mech is going to be really fun. Trust me. Face opens up (for some goofy reason) and fires a crazy laser? FACE OPENS UP AND FIRES A CRAZY LASER! One can dream.
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Thu Sep 01, 2011 1:46 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Have fun.
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Fri Sep 02, 2011 12:42 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: S.A.W. *(01/09/2011) UPDATE: V11.0
HOLY MOTHER OF JESUS, IT'S OUT FINALLY!
Edit:
Oh, the mech just feels so good!!! And the new recoil and weapons not being usable by light soldiers and stuff is cool, it works good, specially making soldiers drop weapons if they get huge recoil.
And the multi-tool is great! Digs, heals, damages, attracts weapons. Really, the best multi-tool out there.
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Fri Sep 02, 2011 12:44 am |
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slickiii77
Joined: Mon Jan 18, 2010 4:18 pm Posts: 5
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Um, are you absolutely SURE that this is Mac-compatible? Because I am having problems with some of the .wav files, such as the ones for the LMG.
if you can fix this, I would be VERY thankful!
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Fri Sep 02, 2011 3:57 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
♥♥♥♥.
These sounds are haunting me.
I have them all in a mac friendly conversion but I need to copy them all over to the updated mod which would take a good few hours or so.
I'll try and get a proper conversion tonight, If I fail to do so then it will have to wait till the end of the weekend since I'm camping tomorrow.
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Fri Sep 02, 2011 4:32 am |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Fun. Now only if I could afford that mech...
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Fri Sep 02, 2011 1:50 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: S.A.W. *(01/09/2011) UPDATE: V11.0
*Cof**Cof* MONEY CHEATS *Cof**Cof*
No, but actually it's very expensive. The only super-expensive unit I had ever met was the MPAM, and it costs like half of the RAAX.
Price tweaking could be used or, you could make the mech even stronger =P
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Fri Sep 02, 2011 7:42 pm |
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Slax
Joined: Mon Jun 01, 2009 7:47 pm Posts: 47 Location: Winland
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
It's a rare artifact of sorts so the price does make sense, even if it isn't all that great in the end. Oh, those more-than-lethal collectors items. Plus the plethora of features. And the (voided) insurance.
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Fri Sep 02, 2011 9:23 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
The Transporter doesn't seem to work anymore, when the Commander throws them no Drone appears.
Other than that the mech is simply awesome.
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Fri Sep 02, 2011 10:53 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Coop, I want to turn off the shield on the mech. What would I have to do?
Also, actor limit to holding weapons? Don't be a douche dude. Just. Hrnnnnng. Also don't make The Bipedals gib when you have them equip. Seriously man, why would you even do that.
However I do like the new legs on the heavy. Good job on that.
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Fri Sep 02, 2011 11:17 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
DarkStorm is going to use a recoil system as well. What's the problem with that? If a unit can't even hold a weapon without losing all of their jetpack ability they probably shouldn't bother firing it either. Some of AAL's weapons actually did that unintentionally. Try firing an AAL superweapon with a Coalition Light and *Splort* they're meat splattered across the landscape.
Equip how? Switching their weapons around? They don't gib. If you're trying to make it pick up weapons, then why? They're already armed.
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Sat Sep 03, 2011 12:09 am |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Spoot Knight wrote: DarkStorm is going to use a recoil system as well. What's the problem with that? If a unit can't even hold a weapon without losing all of their jetpack ability they probably shouldn't bother firing it either. Some of AAL's weapons actually did that unintentionally. Try firing an AAL superweapon with a Coalition Light and *Splort* they're meat splattered across the landscape.
Equip how? Switching their weapons around? They don't gib. If you're trying to make it pick up weapons, then why? They're already armed. If you turn the mech's weapons into buyables they end up gibbing as you equip them. You don't die, they just unequip and explode.
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Sat Sep 03, 2011 12:39 am |
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joebobjoe
Joined: Thu May 19, 2011 2:40 am Posts: 17 Location: on the tradestar
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
stuff that is giving me trouble on mac: LMGReloadStart.wav THORload.wav THORloadend.wav DN-88/MuzzleFlash03000 couldn't mod my way past the muzzle flash errors hopefully this will speed thing up on the mac conversion
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Sat Sep 03, 2011 3:27 pm |
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