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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Crobotech Mod Beta 2
The search for coalition in your cc folder and copy over the folder to base.rte... Also,here is your missing file.
Attachments:
TorsoB.bmp [1.32 KiB]
Downloaded 60 times
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Sun Feb 08, 2009 4:23 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
I'm working on a new version of the Crobotech mod but there are new features in it that I'll have to wait for the next build to release, so I'm gonna work on something else in the meantime for you guys to play with
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Sun Feb 08, 2009 11:44 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Crobotech Mod Beta 2
Please tell me that crab tank thing is coming soon.
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Mon Feb 09, 2009 12:41 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Crobotech Mod Beta 2
features that are only in the next build. m
what... is it gonna be something dumb or is it Lua?
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Mon Feb 09, 2009 2:42 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
NeoSeeker wrote: features that are only in the next build. m
what... is it gonna be something dumb or is it Lua? Hope it includes Actor Lua, and Weapon Lua abilities, Polyp Zombies!
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Mon Feb 09, 2009 3:24 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
i just had a huge awesome tangent in my mind about the polyp zombies. you just made me happy. i wonder what these new features are that nummy and bubs have to wait on. also: is this "fun for now" project the browncoats perchance? those guys are beautiful.
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Mon Feb 09, 2009 6:05 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
actually forget what I said before, I'm working on an update for these guys now =P
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Mon Feb 09, 2009 4:21 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Crobotech Mod Beta 2
Pics for hype??
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Mon Feb 09, 2009 4:50 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
Man, the modding community is going to explode with awesome once full lua is available. I can't wait to get to work.
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Mon Feb 09, 2009 6:18 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Crobotech Mod Beta 2
I feel that i'm going to be left behind on that part. =P (Don't know Lua for ♥♥♥♥, though i suppose i could learn) Anyways, can't wait for the update Bubs, the overall quality of these guys is amazing! But by all means, take your time, as usual.
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Mon Feb 09, 2009 6:32 pm |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: Crobotech Mod Beta 2
Shook wrote: I feel that i'm going to be left behind on that part. =P (Don't know Lua for crap, though i suppose i could learn) Anyways, can't wait for the update Bubs, the overall quality of these guys is amazing! But by all means, take your time, as usual. Depending on how they do it, Lua isn't all that difficult. It can be really simple, Almost like the current scripts we use. Or it could be devilishly difficult, like the main C++ core.
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Mon Feb 09, 2009 7:31 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Crobotech Mod Beta 2
Wingwolf wrote: Shook wrote: I feel that i'm going to be left behind on that part. =P (Don't know Lua for crap, though i suppose i could learn) Anyways, can't wait for the update Bubs, the overall quality of these guys is amazing! But by all means, take your time, as usual. Depending on how they do it, Lua isn't all that difficult. It can be really simple, Almost like the current scripts we use. Or it could be devilishly difficult, like the main C++ core. I haven't been able to get the console to do anything. Lua is over my head for now, because I havent found a single tutorial that makes ANY sense. He never actually said it was lua for actors/weapons, For all we know, It could just be a new actor type, or perhaps wheels (with all the tanks people have been doing), or even making the instance types more flexible (AEmitter shells? legs for arms?).... Nothing has actually been said. I swear to god though, If it is lua, and his 'it has to wait a build' thing is a portal gun, i'm gonna be SOOO pissed.
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Mon Feb 09, 2009 7:44 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
it's not the lua stuff guys don't get too excited.
I've been working on my explosions a bit, could post a pic of them tomorrow.
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Tue Feb 10, 2009 1:03 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Crobotech Mod Beta 2
capnbubs wrote: it's not the lua stuff guys don't get too excited.
I've been working on my explosions a bit, could post a pic of them tomorrow. Is it a new actor class, object class, tool, use of classes, or more physics goodness like liquids and gases? Or perhaps manual definition of actor classes-OOH SPIDERS! SPIDERS ON HOVERBOARDS!
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Tue Feb 10, 2009 1:19 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
It's small things that I ask data for so I can get particular things working on the first party content. Nothing revolutionary sorry! Here's some explosions I've been working on attempting a visual trick to give the illusion of volumetric explosions.
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Tue Feb 10, 2009 1:40 am |
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