Author |
Message |
Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
|
Re: Crobotech Mod Beta 2
is this been asked?:
when are you going to upload the 'Mac Compatibility'?
cuz im too lazy to search through 47 pages...
|
Mon Feb 23, 2009 5:56 pm |
|
|
phatcat
Joined: Wed Jan 14, 2009 3:49 am Posts: 17 Location: Houston, TX
|
Re: Crobotech Mod Beta 2
I too would be interested in this. I just got a macbook, and would like to play some Cortex Command with some Crobotech bots
|
Tue Mar 10, 2009 9:40 pm |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
Before I release the next version I will make sure it is mac compatible
|
Tue Mar 10, 2009 9:49 pm |
|
|
Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
|
Re: Crobotech Mod Beta 2
capnbubs wrote: Before I release the next version I will make sure it is mac compatible Your filepaths are kinda funny. Like /'s and \'s mixed together.
|
Tue Mar 10, 2009 11:37 pm |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
Kallemort wrote: capnbubs wrote: Before I release the next version I will make sure it is mac compatible Your filepaths are kinda funny. Like /'s and \'s mixed together. Haha I know! I'll go through and change them all to the right one. Which one is it mac understands again?
|
Tue Mar 10, 2009 11:59 pm |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: Crobotech Mod Beta 2
You can safely do a S&R for any \ and replace with / \'s aren't used anywhere important
|
Wed Mar 11, 2009 12:46 am |
|
|
phatcat
Joined: Wed Jan 14, 2009 3:49 am Posts: 17 Location: Houston, TX
|
Re: Crobotech Mod Beta 2
Thanks man! with some tweaks I got the space marines to work, I want them to fight the crobotech clones and bots!
I can't wait :3
|
Wed Mar 11, 2009 1:19 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Crobotech Mod Beta 2
capnbubs wrote: <Shiny sniper rifle> That looks awesome. Is the trail itself casing the damage? I don't see exactly how it works, explanation? Would it be firing an emitter leaving a trail of short lifetime damaging emitters behind or some such?
|
Wed Mar 11, 2009 6:53 am |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
411570N3 wrote: capnbubs wrote: <Shiny sniper rifle> That looks awesome. Is the trail itself casing the damage? I don't see exactly how it works, explanation? Would it be firing an emitter leaving a trail of short lifetime damaging emitters behind or some such? It leaves a trail of emitters that wait for a moment before releasing some short life particles to give the impression of destroying things from the inside. The bigger something is the more damage it takes from the sniper as it takes longer to pass through. So if you want to do lots of damage to a dropship you want to get level with it and fire horizontally through to pierce it at it's widest point, it's pretty fun. The drawback of the weapon is that the shot dissipates instantly in contact with the ground.
|
Wed Mar 11, 2009 11:25 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Crobotech Mod Beta 2
capnbubs wrote: It leaves a trail of emitters that wait for a moment before releasing some short life particles to give the impression of destroying things from the inside. The bigger something is the more damage it takes from the sniper as it takes longer to pass through.
So if you want to do lots of damage to a dropship you want to get level with it and fire horizontally through to pierce it at it's widest point, it's pretty fun.
The drawback of the weapon is that the shot dissipates instantly in contact with the ground. EPIC So if I shot at, say, a Brobdingnian clone from above or below it would explode internally? I can see a huge amount of heavily armoured actors simultaneously becoming obsolete. One shotted Darklone Heavy here I come. What happens when you crank up the velocity, mass and lifetime (but not sharpness) of the particles? Does it make the gibs fly out really fast? Also, I think the effects are awesome as is... but it's your mod.
|
Wed Mar 11, 2009 11:41 am |
|
|
phatcat
Joined: Wed Jan 14, 2009 3:49 am Posts: 17 Location: Houston, TX
|
Re: Crobotech Mod Beta 2
unrelated question. why the Psygnosis logo?
|
Wed Mar 11, 2009 11:27 pm |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
phatcat wrote: unrelated question. why the Psygnosis logo? Used to be my favourite dev back in the Amiga days.
|
Thu Mar 12, 2009 3:59 am |
|
|
Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
|
Re: Crobotech Mod Beta 2
just wondering, were you going to place any weapons similar to these within the actual game(i actually could see the dummies with the laser rifle or the plasma guns)
|
Thu Mar 12, 2009 4:29 am |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Crobotech Mod Beta 2
Manticore wrote: just wondering, were you going to place any weapons similar to these within the actual game(i actually could see the dummies with the laser rifle or the plasma guns) The Dummies do have a plasma cannon already. *wink wink* Not sure what Prom or Data wanted/intended to do with the Whitebot faction, but I'd make their arsenal energy based. Lots of cool effects that Capnbubs has created for the crobo's would work very well in official content.
|
Thu Mar 12, 2009 5:23 pm |
|
|
Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
|
Re: Crobotech Mod Beta 2
The laser rifle and blaster pistol are currently our only hint as to their arsenal, seeing as whitebots are standard tradestar troops, and they say laser rifle is standard tradestar anti personnel firearm and blaster is standard sidearm.
|
Thu Mar 12, 2009 5:26 pm |
|
|
|