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 The Lazarus Brigade - INACTIVE 
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Asklar wrote:
Reffering to an instance (Flame 1 Hurt) to copy from that hasn't been defined! In LazarusBrigade.rte/FS/FS.ini
That MOSParticle is defined in Base.rte/Effects/Pyro/Pyro.ini. If you modified it, that could be the problem.

Without further ado,
VERSION 1.4
Quote:
Changelog
- Added the Fallen Brigadier
Sprite credit to Toes from Europe.


It's kind a small update (lol) what with a lack of weapon redesigns, but I'm to hit the sack soon and wanted to let you have a taste of some undead soldiery goodness before I dreamed dreams of counting zombie sheep.
As a portal into the future for the development process, the Devilsfork is going to be redesigned entirely, its effects being swapped onto a different sort of staff - more a scepter, if you will - named the Necromancer's Staff. The Devilsfork will then be made to fire violent piercing projectiles.
Tomorrow I will complete the Red Loki actor, a derelict, older model of a TradeStar robot. Afterwards, I will release an update for every pack with my tweaks (this including the weapon changes for the Lazarus Brigade) and will then continue on into the TradeStar pack.

IT BEGINS!


Sun Jan 30, 2011 4:53 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
Woo! Excitement!
What I love about your mods is how innovative, creative, and well-polished they are. I have each and every one in my CC folder and they will not leave until you hold a gun to my head. I also want to take into account how fast your mods role out. I mean, when I saw the Lazarus Brigade had come out I stared in disbelief at how fast you had transitioned it from Red Loki.

So, what color will the Tradestar pack be? I'd assume yellow, for the traditional color square, however yellow is a very unfitting color for Tradestar, and I usually visualize it as a Teal-ish faction. But you just made blue, and that'd be somewhat redundant. Perhaps gunmetal-grey or black?


Sun Jan 30, 2011 5:01 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
Miggles wrote:
innovative, creative, and well-polished
Thank you - however often I'm told this, it always makes me feel all tingly.
Miggles wrote:
each and every one
Good idea to collect them - they might be worth money one day, like the Hess trucks your parents buy for you and then don't let you play with so they can sell them in a decade or two.
Miggles wrote:
how fast
I have a lot of free time. What else can be said?
Miggles wrote:
what color will the TradeStar pack be?
The answer to that would be gray, with white for the central part of the logo. I would have done white, but that's to be left for my interpretation of the Whitebots/Techion faction.


Sun Jan 30, 2011 5:06 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
thesoupiest wrote:
Asklar wrote:
Reffering to an instance (Flame 1 Hurt) to copy from that hasn't been defined! In LazarusBrigade.rte/FS/FS.ini
That MOSParticle is defined in Base.rte/Effects/Pyro/Pyro.ini. If you modified it, that could be the problem.


I never touched anything in there. And I searched for it, and it wasn't there. I have a copy of CC important files, I pasted back-up pyro.ini, but it isn't there niether.
Is this B23 compatible? Is the build an issue?


Sun Jan 30, 2011 5:27 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
Asklar, I think it would be best to use mods made for B24 IN B24. Dunno if this mod is reverse compatible but it's always preferred for B24.

Now, the update.

The fallen brigadier is reasonably strong. The little piece of armor hanging on the foot is a nice touch. That's about it.


Sun Jan 30, 2011 6:43 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
On a purely visual level, the current zombie here is a bit odd to me, especially because of the obvious coalition similarities. I expected something big, beefy, clad in ragged armor and burial bandages with blue, glowing eye sockets. Something evoking the same sort of "ancient, semi-tribal space pirates, resurrected by undying hatred and vestigial magic to stalk the dark of space and bring terrible vengeance upon the descendants of those that slayed them" motif that the description and weapons do. It's a really nice sprite, but, to me at least, it's just not the kind of sprite I expected.


Sun Jan 30, 2011 7:12 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
piecewise wrote:
On a purely visual level, the current zombie here is a bit odd to me, especially because of the obvious coalition similarities. I expected something big, beefy, clad in ragged armor and burial bandages with blue, glowing eye sockets. Something evoking the same sort of "ancient, semi-tribal space pirates, resurrected by undying hatred and vestigial magic to stalk the dark of space and bring terrible vengeance upon the descendants of those that slayed them" motif that the description and weapons do.

That.

Well not exactly that, but big, beefy, and rag tag are words I totally agree on.


Sun Jan 30, 2011 7:20 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
I had to make a whole new installation for your mods, soupiest! They complete the vanilla so nicely...


Sun Jan 30, 2011 10:37 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Foa wrote:
They could be like re-purposing raised dead foe.

Again, no.

Mystical zombie clubs tend to be elite things, only people who've been members for a couple hundred years can join. Infected zombie clubs, however, are open to all.


Sun Jan 30, 2011 10:40 am
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
piecewise wrote:
words
I have to say, this actor, being my only second and without a full source of sprites, may be weaker than my first (the Green Storm Heavy Trooper), and looking back, I don't really know what exactly I had in mind when making this trooper. I had the idea that the Fallen Brigadier was one of the Brigadiers who died in the last battle against the Coalition special forces, explaining his remaining armor, but then I made the limbs skeletal, so I stilll don't quite get it. I may have to come back to this one and give it a second actor of one of the more ancient Brigadiers that was in the burial chamber.
As always, I love you for your constructive criticism. It shapes my mods like you wouldn't believe.

Natti wrote:
whole new installation
Aww, shucks. I'm glad you like them!


Sun Jan 30, 2011 1:44 pm
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
1.4. is great, but:
Image


Sun Jan 30, 2011 2:00 pm
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
This mod is not compatible with B23.


Sun Jan 30, 2011 2:06 pm
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
Roast Veg wrote:
This mod is not compatible with B23.

Its sad... :(


Sun Jan 30, 2011 2:17 pm
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Post Re: The Lazarus Brigade - Version 1.4 (1/29/11)
Well just use B24, it's quite obviously better.


Sun Jan 30, 2011 2:52 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
VERSION 1.5
Quote:
CHANGELOG
- Added the Lazarus Revenant
Base design credit to Roast Veg.
Well, now that this pack is done with, I'm going to do the Red Loki actor today, and then, if I have time, start work on the TradeStar pack.


Last edited by thesoupiest on Sun Jan 30, 2011 5:15 pm, edited 2 times in total.



Sun Jan 30, 2011 5:13 pm
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