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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
It looks pretty cool, although I'll agree that it isn't exactly realistic. Neither is bullets disappearing after a set time, though.
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Wed Nov 26, 2008 8:49 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Hmm, there's just something about the KMF Oppressor... it feels so awkward now D: I have a hard time moving around with it, it tends to flip over a lot with those new legs, really just feels clumsy overall- especially when I'm walking and suddenly the feet of the robot fall through the roof of a Tunnel A and get stuck ._. I'm not sure if it's just me since no one else has said anything about that, but it just came out feeling unnatural. On the plus side, the new weapons are kickawesome.
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Thu Nov 27, 2008 2:05 am |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Way to go No_0ne, you made these guys my favorite faction again :3 I just love the new Annihilator. It really has the feel of an explosive anti-armor weapon. I like firing it at infantry >.> Also, I think the new Oppressor is glorious, especially with the new assortment of weapons. The old ones were kinda, uninteresting in my opinion x_X The giant shell the Shotcannon fires makes me giggle uncontrollably when it plows through an actor only to explode in another's face. Keep up the great work!
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Thu Nov 27, 2008 2:43 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Subiw wrote: It looks pretty cool, although I'll agree that it isn't exactly realistic. Neither is bullets disappearing after a set time, though. I'll probably remove the LifeTime value and decrease the GlobalAccScalar to 0.5 or something.
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Thu Nov 27, 2008 9:36 pm |
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1dominator1
Joined: Sat Apr 14, 2007 5:21 am Posts: 2
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Hey, Im new around here and recently got the game, I downloaded this and was looking forward to playing it when I get the following error message. Windows error window pops up, in is the following:
Abortion in file .\System\reader.cpp, line 530, because: Referring to an instance ('Kloveska Jetpack Blast') to copy that hasn't been defined! in Kloveska.rte/craft/drop pod/Engines.ini at line 46! Last frame dumped to 'abortscreen.bmp'
If i comment out the Drop pod in Craft/index.ini the same erorr pops up for Dropships. ( all same test only instead of drop pod its drop ship/engines.ini, whatever line that the Jetpack blast is mentioned at.
Heres the line from Engines.ini
AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Kloveska Jetpack Blast InstanceName = Kloveska Jetpack Blast Harmless HitsMOs = 0
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Sun Nov 30, 2008 12:45 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I'm not sure why it would be doing that. Go to Kloveska.rte/Actors/Jetpack.ini and find a snippet of code that says: "InstanceName = Kloveska Jetpack Blast" It should be there, have you made any modifications to the rte file?
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Sun Nov 30, 2008 1:07 am |
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1dominator1
Joined: Sat Apr 14, 2007 5:21 am Posts: 2
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
It is there, but it still didnt work I fixed it I think, had to take the stuff from craft/index.ini and copy it into the main inex.ini in Kloveska.rte Testing now
EDIT: ok got it working, holy crap it increases the difficulty ALOT, great mod!
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Sun Nov 30, 2008 1:13 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Did a bit of respriting on the Oppressor, I think it looks a lot better now. Old: New:
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Sun Nov 30, 2008 11:19 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Doesn't this mod still need its own digger? Also, yes it looks better.
Last edited by CandleJack on Sun Nov 30, 2008 11:25 pm, edited 1 time in total.
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Sun Nov 30, 2008 11:22 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
CandleJack wrote: Doesn't this mod still need its own digger? Never though of that actually, I ought to make one.
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Sun Nov 30, 2008 11:24 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
It's good at making tunnels.
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Tue Dec 02, 2008 12:03 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne wrote: It's good at making tunnels. Does it use mass instead of sharpness?
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Tue Dec 02, 2008 12:52 am |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
What happened to the non-loaded download??? Oh well, I fixed it manually anyway. Can't wait for the Rocket to come out!
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Tue Dec 02, 2008 2:32 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
pieman280 wrote: Can't wait for the Rocket to come out! Don't get your hopes up.
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Tue Dec 02, 2008 3:43 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I think I've gotten the hand of this spriting business.
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Wed Dec 03, 2008 6:22 am |
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