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 TAC Nuke Corp. - Updated 06/15/09 (B23) 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/14/09
I LOLed at the fallen mushroom.

EDIT: A few things:
-The crate still doesn't detonate after countdown
-The new mushroom cloud is impressive but it cost my eyes to watch i.e. total eye rape
-Something is lacking. Ah yes, the classic horizontal ring cloud/explosion which surrounds the mushroom

Oh, and I have something that hope all of you would discuss. If one of these nukes show up in front of you, you wouldn't be able to do anything to stop being annihilated.

Would it be better if you can disarm the nukes by destroying them before detonate? Or do we all love them as downright uber weapons as they are right now?


Wed Apr 15, 2009 2:09 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/14/09
Hmmm the radiation isn't the quite i expected.
It's just like bullets.
It should be more like Kloveskans radiation (see rad grenade on kloveskans)


Wed Apr 15, 2009 4:22 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/14/09
Oh yeah I forgot that ring... don't worry I'll put it up in the next update.

As for the box countdown, I know that it doesn't break after countdown and it annoys me. It's because boxes aren't really made to blow up automatically right after opening so it's an engine bug and I can't really fix it. But you can always scuttle it yourself, save you the whole countdown even though its more epic with it.

As for the Rad Nade... i don't think its any different from my radiations. Its just that you kinda don't see his bullets.


Wed Apr 15, 2009 6:37 pm
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Post Re: Yet Another... Nuclear Bomb! - Updated 4/14/09
Good news everyone:
I'm working on the VSNL!
Yes, it'll probably suck, but I'm doing it. Now live with it.


Wed Apr 15, 2009 6:52 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Update! Now no longer in beta stage but I'm still adding stuff and the nuke explosion will probably be final. The change log is below the download.

Have fun with the new cannon! :twisted:

Edit: I've been thinking of something pretty funny but I need someone to snatch me a .wav of Tony Montana saying "Say hello to my little friend!" so i can put it on the box, making this sound instead of the original opening sound.


Last edited by deathbringer on Sun Apr 19, 2009 5:29 am, edited 1 time in total.



Sun Apr 19, 2009 4:38 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
I approve. DL'ed.


Sun Apr 19, 2009 5:25 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
No way! Steal a .wav of the guy riding the nuke from that movie.


Sun Apr 19, 2009 6:11 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Image
That's a gif. I could run it trough an optimizer, but it would make it ugly so I didn't. If this one is too big, I can post an optimized one


Sun Apr 19, 2009 9:34 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
That's perfect, no need to optimize it. Thanks a lot! I'm putting it on the front page.

Edit : Whoops i just saw that i forgot to put the ring on top of the nuke... sorry for that :sad:


Last edited by deathbringer on Sun Apr 19, 2009 3:24 pm, edited 1 time in total.



Sun Apr 19, 2009 2:53 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
The nuke cannon spells over-powered but wtever. It's fun to see my soldier trying to pick it up, but end up triggering it and exploded. What an unstable cannon.


Sun Apr 19, 2009 2:55 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
THIS KICKS SO MUCH ASS! Oh, by the way, can you allow the Nuke cannon to gib? See my latest Epic CC pic posting, it never dies after going through an explosion. Its all grey.

Also, I used the reflective bot to try to pick up the nuke cannon and it BROKE HIS ARMS! I ♥♥♥♥ you not! I had no idea that would even happen!


Sun Apr 19, 2009 4:45 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Okay, anyone here good with offsets? I got the VSNL to work (ish) but it's not at all like I envisioned it. For example, the gun floats in the air away from the turret. I wanted it to be attached at the back, like an AA missile truck. Also, it blows itself up when I fire. Anyone help?


Sun Apr 19, 2009 4:50 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Send it to me I can handle offsets pretty good usually.

@ Ingoguy15

I had it in mind, to gib the cannon I mean. Also, yeah i know the cannon often break arms of actors, when i picked up with an AAL mech it broke his arms too :/ Maybe its because the gun is WAY too heavy lol.


Sun Apr 19, 2009 5:01 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
deathbringer wrote:
Also, yeah i know the cannon often break arms of actors, when i picked up with an AAL mech it broke his arms too :/ Maybe its because the gun is WAY too heavy lol.


*Cough* what? You ripped MPAM's arms off with that things recoil??? :0
Holycrap.

I tested out the pack and I must say the nuke explosion lag quite much.
Try to limit the emission by making them emit less smoke.

Another thing is could you remove that "pineapple grenade" from the gibs. It looks bad because you can clearly see it during the blast and just make the explosion look like it was done halfarsed.

And finally make the cannon be gibbable. Sometimes large particle events (like your nukes) combined with ungibbable objects and metal wounds makes a very laggy situation with tons of blunt metal wound sounds that are just horrible.

Pretty good mod, but needs polishing to make it less laggy. ;)


Sun Apr 19, 2009 6:53 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Just an update on the VSNL:
It's almost done! It just needs some toughening up against the blast, since it can't escape it.


Sun Apr 19, 2009 10:37 pm
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