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 Flying Fortress: early release 
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Joined: Mon Jan 15, 2007 1:26 am
Posts: 17
Location: Finland
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Post Flying Fortress: early release
No gibs yet and overall needs some finishing touches, but it's playable.

Land, and you can walk around with it. Use the jetpack button to get airborne again.

It might randomly explode if you are on ground and zoom with one of the cannons. Please list any other bugs you might find. Suggestions on how to fix said bugs are also welcome.

todo list:
-gibs
-more sound effects
-tweak the steam output for optimal performance
-find a way to reduce the steam to minimum while on ground
-find a way to retract/hide the legs while in air
-make turrets destroyable
-find a way to make the legs unselectable
-find a way to limit the turrets' aiming range and facing so they can't shoot the main body

EDIT:
This mod is now available as part of the amrobotics mod here. It is commented out in the index.ini however, because it is still an unstable beta version.


Last edited by amrobotics on Wed Jul 22, 2009 1:14 pm, edited 4 times in total.



Tue Jun 30, 2009 5:00 pm
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Joined: Mon Jan 12, 2009 10:16 pm
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Location: England
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Post Re: Flying Fortress: early release
This are win. Will test right now.

Edit: Completely unmovable, but it looks awesome in game. It's also more effective when stationary, although because it's so heavy it'll crush it's self.


Last edited by shadow on Tue Jun 30, 2009 5:36 pm, edited 1 time in total.



Tue Jun 30, 2009 5:03 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Flying Fortress: early release
O_O

Dayum. Got my download.


Tue Jun 30, 2009 5:07 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: Flying Fortress: early release
For a flying fortress, it isn't very flying, or fortress...
Since this is an early release, I hope it would be improved by the final one.

Otherwise, its pretty damn awesome, as always.


Tue Jun 30, 2009 5:13 pm
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Joined: Sun Mar 29, 2009 7:51 pm
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Post Re: Flying Fortress: early release
The Iron Giant's left testicle is ready for launch, sir.


Tue Jun 30, 2009 5:17 pm
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Joined: Mon May 12, 2008 11:54 am
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Post Re: Flying Fortress: early release
ImageImageImage I love you!!! you my god!!!


Tue Jun 30, 2009 5:23 pm
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Location: Lookin' forward to mocking people on Jan 1st 2013.
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Post Re: Flying Fortress: early release
Zerevor wrote:
The Iron Giant's left testicle is ready for launch, sir.

Lulz.
Anyways, steam-powered, cannon-covered, Data-piloted Death Star = epic.
Also, it's a bit on the uncontrollable side. As in, it won't respond to move commands.


Tue Jun 30, 2009 5:28 pm
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Joined: Sun Mar 29, 2009 7:51 pm
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Post Re: Flying Fortress: early release
I mean, come on. Look at it.

It is a giant flying gonad.

Buy two of them and you have literal balls of steel.


Tue Jun 30, 2009 5:35 pm
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Post Re: Flying Fortress: early release
I want to fight this bastard as a boss fight so badly. Its nearly perfect.
Took me a while to fly this monster properly and to understand how it works (I still dont entirely, but I can move it from place to place now) but its amazing I say. I havent still gone breaking the parts of it to see the detailed layers you can blow up, but I'm gonna right after this post.

As for improvements, you mentioned you want to reduce the steam while its on ground.
I can think 2 solutions for that. One is adding simple code to the steam particles and make them delete if they detect their parent to be on the ground or simply make the particles set to Lifetime = 10 if they are at a certain altitude from the terrain.

The other thing is have 2 steam emitters on the fortress and make the code turn off the emissions on the second one when the major has landed. xD


As for leg retracting, I dunno about that through any normal way. I dont even have a clue how'd you put goddamn legs on a dropship anyways, hax. Although with Lua, you could make the legs set to Scale = 0 and they will become invisible.

But honestly, I think it looks awesome with the legs dangling from under.

Also another nasty bug is the turrets able to hurt you. While I was flying over an enemy dummy, the turrets on the otherside of the ship fired inside the craft. Maybe make the shot ignore the whole fortress and its parents?

Finally you set the health for the fortress to 1000. I thin I know why you did that, to prevent easy death by terrain collisions, but still if you give a price for this flying doom, it will multiply due to the health.


I'm off to fight the most epic boss battle ever.

And btw, please combine all your Steampunk mods into a single pack, they'll make a badass faction.


Tue Jun 30, 2009 5:41 pm
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Joined: Wed Dec 27, 2006 9:52 pm
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Post Re: Flying Fortress: early release
Amrobotics is at it again. But in order to put all his mods into a pack, he would need to change the code a lot to be compatible with B23, and since he did crazy stuff, that'd be hard.


Tue Jun 30, 2009 5:58 pm
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Post Re: Flying Fortress: early release
nice work! for an early release like this the mod is REALLY good.
I want more :D


Tue Jun 30, 2009 6:11 pm
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Joined: Thu Mar 06, 2008 10:54 pm
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Post Re: Flying Fortress: early release
This is just amazing, but i can't seem to walk with it on terrain. It just falls through it. Otherwise, amazing.


Tue Jun 30, 2009 6:13 pm
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Joined: Tue Dec 11, 2007 5:53 pm
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Post Re: Flying Fortress: early release
:D :D :D
Good to see your back
Recently I've fallen in love with the "SteamPunk" culture and as soon as I read the word "steam" i was taken.
DLing now to test.


Tue Jun 30, 2009 7:06 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Flying Fortress: early release
Nukes-For-All wrote:
:D :D :D
Good to see your back
Recently I've fallen in love with the "SteamPunk" culture and as soon as I read the word "steam" i was taken.
DLing now to test.

Meh, some stempunks became smart asses, and used a less anarchistic name, steam pulp or something.


Tue Jun 30, 2009 7:19 pm
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Joined: Sun Dec 09, 2007 3:08 pm
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Location: Islamic Republic of Bradistan, Yorkshire, England
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Post Re: Flying Fortress: early release
Amro! You're back! And dayum, it's definitely a good thing!


Tue Jun 30, 2009 8:08 pm
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