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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne wrote: I think I've gotten the hand of this spriting business. It's like a flamethrower Centaur!
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Wed Dec 03, 2008 8:32 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)
Update on that sprite I'm working on. Added forward leg sprites and a breakdown of attachments. Basically, it's meant to be heavily armored in the front, but vulnerable from behind. Big heavy legs in front, not so much in back. An auxiliary ammo drum mounted on the back that can explode if it takes too much damage. Still not sure what I should call it or the kind of gun it should have (the current weapon sprite is just a placeholder right now).
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Thu Dec 04, 2008 5:57 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Looks cool man, I say call it the Colossus.
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Thu Dec 04, 2008 8:32 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)
Well, the KMF have a couple weapons in their arsenal that make use of that red radiation or chemical crud. Perhaps a simple cannon that fires shells that explode into that stuff. Or maybe just a giant radiation or chemical sprayer. Maybe even a huge flak cannon. Think just a very, very large and destructive shotgun. It would probably help if you figure out what it's primary combat role is.
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Thu Dec 04, 2008 9:00 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Sprites are good, although maybe a little bland, add some detail? Maybe plating-lines would be enough, and some weird electrical stuff on the inside of the tower/turret/little man.
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Thu Dec 04, 2008 9:22 am |
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Minorkos
Joined: Fri Apr 27, 2007 6:22 pm Posts: 14 Location: Usually at Banana Islands
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Uh, I forgot how to use the custom activities. Can someone quickly point out how?
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Fri Dec 05, 2008 2:25 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
- Go into Missions.rte - Go into Index.ini - Put a // at the beginning of the line that reads "IncludeFile = Missions.rte/Activities.ini" - Go into Kloveska.rte - Go into Index.ini - Remove the // at the beginning of the line that reads "IncludeFile = Kloveska.rte/Activities.ini"
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Fri Dec 05, 2008 6:28 pm |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Believe it or not, you don't have to comment out the activities.ini in Missions.rte. Yes, that's the way I have it set up. (With KMF at this very moment)
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Fri Dec 05, 2008 6:45 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)
Basilisk Mk. II? All of your old sprites are gonna look like crap after this so you might as well replace them.
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Fri Dec 05, 2008 9:00 pm |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
One thing I have to say: I absolutely love the way the Oppressor mk1 works. It's an actual BALANCED siege unit.
If it's facing you, you're going to die without scratching it. If you surprise it, it will take heavy damage. Really, that gigantic invincible shield was a great way to make a balanced unit. You're filled with great ideas.
I'd really like to see you keep both Oppressors in the mod, with a warning or something not to duck with the mk1 or, when Lua is implemented with actors and not just scenes, then maybe make it so that it can't crouch.
Also, I have one complaint with the newer Oppressor(other than the fact that I liked it better when the guns were its arms). The feet are still the mk1's, and they look tiny on that sort of leg.
Honestly, I just think it's a terrible waste to see the mk1's AMAZING walkpaths go to waste. Plus, it's the most unique mega-unit in my opinion.
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Fri Dec 05, 2008 10:19 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)
No_One should ♥♥♥♥♥ to Data about the problem with shields when you reload and when you crouch.
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Fri Dec 05, 2008 10:22 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)
Fredrick wrote: One thing I have to say: I absolutely love the way the Oppressor mk1 works. It's an actual BALANCED siege unit.
If it's facing you, you're going to die without scratching it. If you surprise it, it will take heavy damage. Really, that gigantic invincible shield was a great way to make a balanced unit. You're filled with great ideas.
I'd really like to see you keep both Oppressors in the mod, with a warning or something not to duck with the mk1 or, when Lua is implemented with actors and not just scenes, then maybe make it so that it can't crouch.
Also, I have one complaint with the newer Oppressor(other than the fact that I liked it better when the guns were its arms). The feet are still the mk1's, and they look tiny on that sort of leg.
Honestly, I just think it's a terrible waste to see the mk1's AMAZING walkpaths go to waste. Plus, it's the most unique mega-unit in my opinion. I probably will add the mk1 in the next update seeing as so many people miss it. The walkpaths are the same as the old one with minor startoffset tweaking by the way.
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Sat Dec 06, 2008 12:00 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)
Bah, this is getting frustrating. I've coded all the gibs, but the CC crashes when it tries to read them. No error message as to where the it's located. I've even personally scanned the ini file for problems and found nothing.
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Sat Dec 06, 2008 10:44 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne wrote: Bah, this is getting frustrating. I've coded all the gibs, but the CC crashes when it tries to read them. No error message as to where the it's located. I've even personally scanned the ini file for problems and found nothing. Do the good ol "piece-by-piece" test. Take a new, blank ini file and make you mod load that instead of the one that crashes. Now, take first few parts of the old code and put it in the new one. Test. If no crashes, add more code! Test. If a crash occurs, you found the bug. Keep doing until you've copy pasted the entire gibs.ini into the new blank .ini file. However, if this doesnt work. youre f'd. You'll need to redo the whole thing, except for this time you have all the values ready. BUT DO NOT COPY ANYTHING DIRECTLY from the old file into the new. Instead, take pieces of code and modify them from other sources that DO WORK. There is a chance your file got borked and corrupted. So watch out.
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Sat Dec 06, 2008 11:40 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)
numgun wrote: Do the good ol "piece-by-piece" test. Take a new, blank ini file and make you mod load that instead of the one that crashes.
Thanks for that, I narrowed it down to a front leg gib. development on the ACrab will continue as planned. Still don't have a name though.
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Sat Dec 06, 2008 11:54 pm |
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