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 Solace Inc. Military Industrial Conglomerate (update: 8/9) 
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Joined: Thu Feb 12, 2009 1:47 am
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
well, i fixed it myself, and i must say, the sunburst grenade is awesome, and the zomborgs bleed. ALOt. without much lag either! another great update from solace!


Sun Mar 08, 2009 12:35 am
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
The error is in effects.ini, Base%, line 239. I admit I haven't been trying long but I can't find an obvious cause. A possible fix is to delete the whole effect (lines 229 - 273) after which the mod starts without a problem meaning there aren't any references to that code. Edit: I was a little too late with the suggestion it seems...


This mod is worth downloading. It's late so I can't post a long opinion. I'll just say "thumbs up."


Sun Mar 08, 2009 12:38 am
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
the problem is that he used an external mod. its on line 200 in effects.ini it says SSW.rte instead of Sinc.rte


Sun Mar 08, 2009 12:57 am
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
GopherLemming wrote:
This mod is worth downloading. It's late so I can't post a long opinion. I'll just say "thumbs up."

Thanks, and thanks again in advance for your awesome commentary. ^^ Oh, and one change I forgot to mention- the main carpet bomber thing can now be shot out of the air, like you wanted. This also serves to balance it, since firing several quickly in the same direction causes friendly fire. :P

Oh, and since you apparently got an activities.ini working, mind telling me where I went wrong? It ought to work, but they don't actually show up ingame...


Sun Mar 08, 2009 7:56 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Solace wrote:
thanks again in advance for your awesome commentary.


I'll make the feedback short this time as it's late (again) and I can't be sure the above comment wasn't sarcastic :wink:. I can imagine that the same person "reviewing" every update would get a little irritating.

All the pre-existing items are nicely balanced one way or another (I'd actually lower the lifetime of the QL grenade a little, but it's your discretion). Good to see more actors. I've halved the GlobalAccScalar on the flames from the flame thrower, since it was reasonably hard to shoot down a hill, and shooting down (while in the air) is suicide. The Instawall is another genuinely useful "tool."

Having just played a multi-player game, it's interesting that the phaser inspires a whole new type of sniper gameplay. Slow moving barriers that don't kill unless you stand still, but are incredibly effective in the right situation.
Also, you may want to disregard this for your mod, but in multi-player the mole launcher is unbalanced, yet i've found that GetsHitByMOs = 1 and EmissionsIgnoreThis = 1 on the rocket stops it from plowing through too many soldiers and shooting it diverts the path, especially good for defense of brains.

Solace wrote:
Oh, and since you apparently got an activities.ini working, mind telling me where I went wrong? It ought to work, but they don't actually show up ingame...


The activities.ini included in the .rte works perfectly. I can't tell what the problem your having is.


Sun Mar 08, 2009 11:02 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
GopherLemming wrote:
Solace wrote:
thanks again in advance for your awesome commentary.


I'll make the feedback short this time as it's late (again) and I can't be sure the above comment wasn't sarcastic :wink:. I can imagine that the same person "reviewing" every update would get a little irritating.

Hell no, you're the biggest help I've gotten... not only are meaty, thoughtful replies the fuel that modders live in, I at least get tremendous help from such in-depth consideration. Creating stuff like this is like redecorating in the dark, it's nice when someone can throw on a light or two. :wink:

GopherLemming wrote:
I'd actually lower the lifetime of the QL grenade a little, but it's your discretion. ... I've halved the GlobalAccScalar on the flames from the flame thrower, since it was reasonably hard to shoot down a hill, and shooting down (while in the air) is suicide.."

Good point about the QL, with a thirty-second lifespan it doesn't have to cut the entire map in half anymore.

About the Flamethrower, I was kinda going for that... I wanted it to have a shorter range than the plasma torch (as basically a cheaper version), but still blow upward. Still, having it more useful when under something than over it is a bit weird... not exactly sure how to balance it offhand I guess.

GopherLemming wrote:
Having just played a multi-player game, it's interesting that the phaser inspires a whole new type of sniper gameplay. Slow moving barriers that don't kill unless you stand still, but are incredibly effective in the right situation.
Also, you may want to disregard this for your mod, but in multi-player the mole launcher is unbalanced, yet i've found that GetsHitByMOs = 1 and EmissionsIgnoreThis = 1 on the rocket stops it from plowing through too many soldiers and shooting it diverts the path, especially good for defense of brains.

Glad you like it, I kinda figured it was more of a mid-range weapon myself (except for stupid AI that doesn't dodge :P), but I have used it for barriers myself, on occasion. Mostly I was going for uniqueness. ^^

Aaalso I haven't been able to play multiplayer, sadly. :( Sorry.

GopherLemming wrote:
Solace wrote:
Oh, and since you apparently got an activities.ini working, mind telling me where I went wrong? It ought to work, but they don't actually show up ingame...


The activities.ini included in the .rte works perfectly. I can't tell what the problem your having is.

... :/ Time to reinstall CC I guess.
EDIT: That didn't fix it either. But it works for other people. And I made it. >.<;
EDIT2: ... apparently I had to comment out the default activity, even though other mods' activities worked without doing that. Weird.


Sun Mar 08, 2009 11:36 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Who else has tried mixing grav dust with sunburst lasers? No-one? Then I suggest you do so.


Fri Mar 13, 2009 2:26 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Mm, yeah, that is pretty neat... reminds me, when I was making the grav dust I came across a combination of values that made a few particles dig all weird and jaggy into the ground (instead of the cardinal-direction gouges you usually get), which I'd planned to make an effect eventually... unfortunately I wasn't ever able to find that combo again afterward. :(


Fri Mar 13, 2009 4:55 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Would you be able to make grav dust grenades? That would be rather nice. Or failing that, a mad bomber that bleeds grav dust... I now have a new favourite suiDummy Rocket filler, sunburst grenades and zomborgs... kills most of the enemies and annoys the crap out of the rest due to their base being covered in pretty hard dried zomborg blood.


Sat Mar 14, 2009 7:58 am
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Will this one include activities? Like spawning zomborgs?

EDIT: Checked, it does. Zomborgs are a juicy choice for enemies, love em'!!!

I tried to equipt all enemy zomborgs with diggers to have them engage in close combat. Sadly, they stand at a distance and dig away at the air.

Any ways to motivate them to come closer?


Sat Mar 14, 2009 2:53 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
throw a grenade behind them.


Sat Mar 14, 2009 7:23 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
This hasn't been updated a while. But I want to say this before the next update anyway.

Zomborgs bleed waaayy too much, too many particles, and bleeds for too long. The gore seems excessive. I'd rather have a narrower 1-second blood fountain.

Also, is it possible to code the zomborgs so they get more eager to come closer? Is there anyway to make them jet towards you more often?


Thu Mar 26, 2009 3:51 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
Yeah, I took a bit of a break... working on it again, though. Not sure if people are gonna like some of the new stuff, but... w/e. :P I personally like the kinda silly amount of gore, but come to think of it, I probably will make the head-removal wound do more damage. Not really supposed to last as long as it does. Also, no clue how to make them want to do close quarter fighting. Sorry. :(


Thu Mar 26, 2009 6:10 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
I like this mod. Everything in it is unique.
EDIT: Is this mod necro'd? It's still on page 1...


Sat Mar 28, 2009 1:16 pm
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Post Re: Solace Inc. Military Industrial Conglomerate (update: 3/7)
The Decaying Soldat wrote:
Also, is it possible to code the zomborgs so they get more eager to come closer? Is there anyway to make them jet towards you more often?

The only thing that I can think of is changing the idlepath so it is the same as the walkpath, but then they would be awkward to play as. (E.G They wouldn't be able to stop)


Sat Mar 28, 2009 3:36 pm
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