Solace Inc. Military Industrial Conglomerate (update: 8/9)
Author |
Message |
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
^That was a bit confusing to read, but w/e. The point was, if he(Solace) had the zombie completely ready as its supposed to be obviously before releasing, then he really should do so if he wants to. I understood your post as "meh, that addition is pretty minor, make more items/features into the pack". This is what I complained about above. Its somewhat insulting to the modder saying that what he did is minor, when he had really put some effort to it (blood and gore effects do require alot of effort to make them run smooth and good, lots of trial and error is done here). I hope you understand what I meant.
|
Wed Feb 18, 2009 11:48 am |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
numgun wrote: Its somewhat insulting to the modder saying that what he did is minor, when he had really put some effort to it (blood and gore effects do require alot of effort to make them run smooth and good, lots of trial and error is done here). I did so much stuff that I'm sure no one will notice... XD Foa wrote: Dwarf Fortress, really gory ... ( archers have been known to pierce many organs in one shot ) , gore flying everywhere, chunks falling from a goblin that was launched at a tower, organ donations are frequent, we feed off of cats, use elves as kindling;
In all, it has desensitized many people.
Compared to Sparta, Chuck Norris, Bruce Lee, Duke Nuk'em, Uncle Sam, what America thinks what it is, Monsterationism, Mario, Fox, Cloud, and some other things, it is bad ass, gory, and epic. Ah, I see, media does tend to desensitize people to blood and whatnot... would this by any chance be enough? 411570N3 wrote: EDIT 3: Whatever, the point is I'd finish a train of thought or roll of inspiration until its finish. If you have nothing you are working on then UploadUploadUploadUploadUpload =) *drools*... Oh I've got plans for months to come, easy. Just thought you might want to see stuff before then. EDIT: Oh god... there is no fury like a freshly decapitated zomborg torso. That blames you. No weapon, no arms, no legs, no head. Nothing to lose.
|
Wed Feb 18, 2009 5:01 pm |
|
|
CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
The wounds should shoot out chunks of gore.
|
Wed Feb 18, 2009 9:38 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
Solace, I bet that decapitation must lag atleast a bit with that many particle. I had done something very similar, but it also had MOSParticles with it and it was laggy as hell when more than one died at the same time which is very probable to happen in a normal game.
So try making it lag free as much as possible.
|
Wed Feb 18, 2009 10:41 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
CandleJack wrote: The wounds should shoot out chunks of gore. I was thinking about that, but... heart beat = squirting blood makes sence, but there's not a lot of reason for flesh to be launched about from an open wound... maybe I'll see if I can get some wounds to emit chunks of stuff in one burst, and then stop. numgun wrote: Solace, I bet that decapitation must lag atleast a bit with that many particle. I had done something very similar, but it also had MOSParticles with it and it was laggy as hell when more than one died at the same time which is very probable to happen in a normal game.
So try making it lag free as much as possible. Well it only sprays that from a decapitation, which is pretty hard to get with two sepirate armor plates over the head... and it drains the actor's health pretty fast, of course. It's never been a problem for me, although I have only tested it on a dual core...
|
Wed Feb 18, 2009 11:11 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
numgun wrote: ^That was a bit confusing to read, but w/e. The point was, if he(Solace) had the zombie completely ready as its supposed to be obviously before releasing, then he really should do so if he wants to. I understood your post as "meh, that addition is pretty minor, make more items/features into the pack". This is what I complained about above. Its somewhat insulting to the modder saying that what he did is minor, when he had really put some effort to it (blood and gore effects do require alot of effort to make them run smooth and good, lots of trial and error is done here). I hope you understand what I meant. Then I apologise completely for any stress this may have caused you or Solace. Also, here is a summary of my post... 411570N3 wrote: <Shock><Jamming foot as far down own throat as possible><attempt to lighten situation by complementing modding, fails><realisation that post makes no sense, apology><further foot jamming><further foot jamming><request to uplod new zomborg> Would it be possible to just add a bunch of chunks of meat to the limb gibs to make it much more gory when you manage to break a limb? Hmm.... wait, would the Zomborg fall into this or the Supernatural Wing?.... meh, doesn't really matter...
|
Thu Feb 19, 2009 7:21 am |
|
|
GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
411570N3 wrote: Then I apologise completely for any stress this may have caused you or Solace. Also, here is a summary of my post... Stop grovelling, your just digging a bigger hole . Solace wrote: although I have only tested it on a dual core... Doesn't matter about the number of cores, since CC is still unable to multi-thread, remember? Mod: This is one of my favorites and I'm glad to see it's still being worked on. The two diggers, cager and goo sprayer are all very useful tools that warrant this mod staying in my CC folder permanently. As for the zomborg, I think an extra gory actor is a great idea. Maybe more suited to your supernatural mod though? And I'm not sure if it's an error on my side, but I can't get an activities file working with this mod, It either skips it to the next activities.ini, or crashes when there isn't another. I'll continue to look into it...
|
Thu Feb 19, 2009 12:59 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
Well, I eventually decided to put it here, because although it is a zombie, there are zombies in the vanilla stuff and there's really nothing supernatural about it. I left the meat shield in the supernatural pack because according to the hitsounds it's still alive and there's no real reason to use a working zombie as a shield rather than a fighter other than that it's kinda weird and silly. Thanks for mentioning my tools. ^^ About your activities problem, I know what it is. Do not put anything past SInc/Force/Index.ini in the mod's Index.ini, because there is something f-ed up in there which I don't know what it is, and it screws up anything past that file like you noticed. EDIT: Aaand updated! Zomborg bleeds a lot, survives decap for a few seconds, has new animations for the armor, head, and body, and has some more custom stuff. Also added two weapons and a grenade.
|
Thu Feb 19, 2009 5:53 pm |
|
|
GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
Solace wrote: Zomborg bleeds a lot, That is a severe understatement. From now on, it's a necessity for zombie survival style activities.ini and the great thing is it's hard, since they survive many shots and have a habit of crushing you when they get too close. Not to mention the fact that the blood explosions hurt if you're any were near them. I'm serious when I say the vanilla zombies should be replaced by a version of this that has weaker attachables but a greater ability to survive. The carpet bomber is great if a little weak. A genuinely unique idea that certainly works well in practice, although I'm a little annoyed there isn't a single large explosion if the round hits something before it has dispensed all it's secondary rounds. After looking at the code, the ammo has wounds. Now I'm gonna have to spend hours trying to shoot one out of the air. Edit: Or maybe not... GetsHitByMOs = 0 I like the idea of the mole rocket launcher, but I don't think I'll be using it much since it eats way too much terrain. Would it be possible to shorten the lifetimes of the digger particles or was a massive tunnel what you were aiming for? Still, it's a good addition to the mod. The quadlazer grenade... Wow. Not really that useful because of it's short life, but it's really impressive. I don't think there's anything else I can say apart from asking which .ini the code is in as I can't find it.
|
Thu Feb 19, 2009 8:17 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
GopherLemming wrote: The carpet bomber is great if a little weak. A genuinely unique idea that certainly works well in practice, although I'm a little annoyed there isn't a single large explosion if the round hits something before it has dispensed all it's secondary rounds. After looking at the code, the ammo has wounds. Now I'm gonna have to spend hours trying to shoot one out of the air. Edit: Or maybe not... GetsHitByMOs = 0 A granade plus a clip of grenade launcher ammo and it's too weak? Maybe my mods aren't as balanced as I thought... and yeah, I'd love if I could make the unlaunched grenades more than a visual effect too, but I don't think I can. And... come to think of it, since the rocket can't be hit by stuff and there's a delay before it starts dropping, I might make the minibombs hittable after all. GopherLemming wrote: I like the idea of the mole rocket launcher, but I don't think I'll be using it much since it eats way too much terrain. Would it be possible to shorten the lifetimes of the digger particles or was a massive tunnel what you were aiming for? Still, it's a good addition to the mod. I didn't want it to eat that much terrain but that's the best I could get it to work... for some reason when it hits the ground it usually just starts spinning... I guess air resistance doesn't work on spin. GopherLemming wrote: The quadlazer grenade... Wow. Not really that useful because of it's short life, but it's really impressive. I don't think there's anything else I can say apart from asking which .ini the code is in as I can't find it. With a six second lifetime that can burrow to the bottom of nearly any map, I thought it was pushing broken as it is... but if you want to up it's lifetime, it's in SInc/Mines/Sunburst.ini. I originally wanted to make a version where it spun... but... the emitters didn't change orientation based on the mosrotating's spin until it touched the ground at least once. No clue what's up with that. GopherLemming wrote: Solace wrote: Zomborg bleeds a lot, That is a severe understatement. From now on, it's a necessity for zombie survival style activities.ini and the great thing is it's hard, since they survive many shots and have a habit of crushing you when they get too close. Not to mention the fact that the blood explosions hurt if you're any were near them. I'm serious when I say the vanilla zombies should be replaced by a version of this that has weaker attachables but a greater ability to survive. Thanks. ^^ Mostly it's just the head that'd need to get boosted... they already survive way more wounds than any vinilla thing... it always bugged me how all the vinilla stuff and most mods have actors with much lower gibwoundlimits than hp. For instance, brains die after they're at 60 some odd hp...
|
Thu Feb 19, 2009 8:48 pm |
|
|
GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
Solace wrote: A granade plus a clip of grenade launcher ammo and it's too weak? Maybe my mods aren't as balanced as I thought... Well, I guess that if I compare this launcher to the coalition launcher, overall yours is a little stronger. But the minibombs explosions aren't enough to kill... Solace wrote: yeah, I'd love if I could make the unlaunched grenades more than a visual effect too, but I don't think I can. Really? Oh I see the problem. You gib the last MOSRotating... I'm going to have to play around with this. Edit: Is it possible to make the "multibomb" an ACRocket instead of an AEmitter and place the MOSRotating's in it's inventory? That way if it gibs, so do all the remaining bombs. Solace wrote: With a six second lifetime that can burrow to the bottom of nearly any map, I thought it was pushing broken as it is... Well the main reason I would prefer a longer lifetime is that as it is, the only things it kills are actors that are in the path of the laser to begin with. A longer life and it becomes more of a barrier, which might be more interesting as a useful device. Solace wrote: Mostly it's just the head that'd need to get boosted... they already survive way more wounds than any vinilla thing... it always bugged me how all the vinilla stuff and most mods have actors with much lower gibwoundlimits than hp. For instance, brains die after they're at 60 some odd hp... I've always thought it was a little silly, and strangely enough, the zomborg dieing at 0 health was one of the first things I noticed. The main idea for a "vanilla" zombie was to remove the armor and bring all the attachables in line (strength wise) with the head for a good "shoot off the limbs and it keeps coming" feel. Maybe remove the jetpack to slow them down. Edit: Oh, and after testing some more, I feel the blood needs to be a much weaker material. As it is the a twenty minute game against zomborgs can completely seal all the entrances to a base, and almost double the terrain level of grasslands.
|
Thu Feb 19, 2009 10:23 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 2/14)
GopherLemming wrote: Solace wrote: A granade plus a clip of grenade launcher ammo and it's too weak? Maybe my mods aren't as balanced as I thought... Well, I guess that if I compare this launcher to the coalition launcher, overall yours is a little stronger. But the minibombs explosions aren't enough to kill... Solace wrote: yeah, I'd love if I could make the unlaunched grenades more than a visual effect too, but I don't think I can. Really? Oh I see the problem. You gib the last MOSRotating... I'm going to have to play around with this. Edit: Is it possible to make the "multibomb" an ACRocket instead of an AEmitter and place the MOSRotating's in it's inventory? That way if it gibs, so do all the remaining bombs. Oh god I love getting responses like this... I was all set to reluctantly agree and say that I thought so at the time too, but I couldn't think of a way to have it emit more than 6 bombs and still make an animation for that. But, then I thought of just making it repeat a loading animation at every drop rather than cramming six grenades in there and losing them one at a time. Sooo... yeah, gonna upgrade it the next time I update this. Thanks. It'll still have the same (although more reliable) impact-explosion though... you'll have to assume it's got a mini version of the teleport-restocking tech in there. >.> <.< GopherLemming wrote: Solace wrote: With a six second lifetime that can burrow to the bottom of nearly any map, I thought it was pushing broken as it is... Well the main reason I would prefer a longer lifetime is that as it is, the only things it kills are actors that are in the path of the laser to begin with. A longer life and it becomes more of a barrier, which might be more interesting as a useful device. Hm... it already eats through bases as much as it's gonna, and throwing ten of them lags up the game right quick... giving it a longer lifetime and a higher cost would fix two problems then. Also thanks. ^^ GopherLemming wrote: Solace wrote: Mostly it's just the head that'd need to get boosted... they already survive way more wounds than any vinilla thing... it always bugged me how all the vinilla stuff and most mods have actors with much lower gibwoundlimits than hp. For instance, brains die after they're at 60 some odd hp... I've always thought it was a little silly, and strangely enough, the zomborg dieing at 0 health was one of the first things I noticed. The main idea for a "vanilla" zombie was to remove the armor and bring all the attachables in line (strength wise) with the head for a good "shoot off the limbs and it keeps coming" feel. Maybe remove the jetpack to slow them down. Edit: Oh, and after testing some more, I feel the blood needs to be a much weaker material. As it is the a twenty minute game against zomborgs can completely seal all the entrances to a base, and almost double the terrain level of grasslands. Hm, I'd never intended to make slightly different looking slightly stronger/weaker versions of my actors, but you raise a good point there. I haven't actually made an activities for myself (planned to make a few more actors soonish (IE within a month or two at this rate) and make an activities when I had more than one), but I love using them and if I throw in some base actors to fill it out, I certainly have enough guns by now... what else did you put in with them, outta curiosity? And, actually I agree about the blood, hadn't thought about it. I used the same stuff that's in the goresprayer (IE red sand), but since the zomborg now spews enough to make decent sized hills, I think I should scale it back to... say... the goo material? Something a bit stronger?
|
Fri Feb 20, 2009 12:29 am |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Aaand update! A fairly big one, too.
Changed: Mole Rocket Launcher- much more reliable, rapes terrain less. Carpet Bomber- new visual effect, slower in the air (means more bombs dropped). Quadlazer Nade- cost and lifetime upped. Plasma Blaster- new explosion, gibs if impacted, so it works as a granade/mine (if you're not moving too fast when you throw it). Plasma Torch- no longer explodes. Zomborg Boss- new name.
New: Zomborg Thug Zomborg Horde Sunburst Nade (mostly works) Flamethrower Phaser Rifle Instawall-L Instawall-S
Also, I tried to make an activities file for it, but... for some reason it doesn't work. Dunno why.
|
Sat Mar 07, 2009 9:34 pm |
|
|
Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
|
Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
oooo... awesome. re-dlling immediately. EDIT: i got this >:( Attachment:
sc.bmp [ 177.24 KiB | Viewed 4728 times ]
|
Sat Mar 07, 2009 9:35 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Ah, sorry 'bout that, fixed. Not sure how that got in there... EDIT: On a whim I did a search for the name, and it seems I didn't actually use that. Guess it was a product of an overly hungry copy/paste.
Last edited by Solace on Sun Mar 08, 2009 12:38 am, edited 1 time in total.
|
Sun Mar 08, 2009 12:32 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|