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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP]
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Superior Assault Warriors


SAW can be realized as an Elite Faction that is quick mixed with some muscle to it, they tend to have an aggressive mixture of tactical ability and intimidation via strength in quality of their troops. They use a wide variety of weaponry while keeping a decent structure of armor on their skin, they like to overuse and overpower their arsenal with a special type of bond of chemistry and physics called "Kinetic Mass Energy". KME is a variant of matter that is extremely high in mass but is hardly affected by gravity, no matter how strong it is. They use this type of high mass entity by giving it an extremely high velocity in which can be dangerously lethal, if that is by sending a small projectile of KME to slice through 10" lead like ketchup or making a massive hunk of steel turn into dust with a large mass particle with the force of a thousand sledgehammers.

Code:
At the present day in which Earth was losing it's resources as well as social dignity. A group of what was left of decency on the planet departed their home planet to look for somewhere to live in a strife-free land, including brilliant scientists and the rest of genetic specimen they could salvage. Soon they found a planet and colonized immediately. Decades in, an unexpected threat showed up from within the planet and risen to the surface unannounced and wreaked havoc upon the civilization. Quickly reacting, the colonies started to look into self defense and within several years the planet was riddled with facilities, warehouses, and factory complexes. Unimaginable weapons were mass-produced and extremely potent augmentation was designed to fend off the alien invasion.

During the massive war against the hostile opponent, they discovered that they harnessed a sort of unstable particle that when comes into contact with other matter, generates a huge repulsive force. Named Kinetic Mass Energy, this particle would be sheathed in containment fields and launched as a terrifying new weapon and was used extremely extensively and efficiently. But after this, their new home was considered a giant industrial wasteland. They consulted and decided their planet was not only used up of its resources but hostile as well, they built a super weapon mounted on an orbital weapons platform that used the KME particle to destroy their planet and rid of the alien threat underground.

Using their super weapon, they obliterated the planet with the alien force with it. But in the process, the weapon destroyed itself due to the particle being so unstable. Stained by Cynicism, they abandoned their remains but brought their most valuable technology with them, including the KME particle. After extensive research they mastered the particle and soon they joined the economic wars, using their Elite soldiers, KME equipment, and veteran experiences, they fought for the planet's gold and to replenish their resources.


Beware this enemy, they are not to be tested upon.

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CRAFT

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SOMAG-1131 Mk2

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Low Weight, Medium Stability, Low Speed
First Development in SAW transportation.

ODP-81

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Heavy Weight, Orbital Drop Pod.
Bulky Chunk of Metal that transports Units quite decently.


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ACTORS

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Typical Grunt
-Heals over time-

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Average Speed, Resiliant to bullet impacts, Medium Weight.
A Higher Dominant of the Light Class.

Heavy Unit
-Double Tap Crouch for a 75 health boost for limited time. Will replace lost health-

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Low Speed, Very Ressistant to bullets and explosions, Heavy Weight
You might want to consider getting a high caliber weapon...

Commanding Officer
-Double Tap Pie Menu to receive a transporter in your inventory. Can only have one. Heals over time-

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Medium Speed, Extremely Ressistant to Bullets and Explosions, Medium Weight
The Brain of it all, Glazed in Perfected Alloys and Metals to preserve control.


Elite Unit SOP-19 or ECDU
-Double Tap Crouch to switch between Shield and Healing capabilities.
Hold Jump for a higher launch, Hold a direction while jumping to jump in that direction-


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Average Speed, Extreme Resistance to bullet impacts, Medium Weight.
Emergency Crisis Dispatch Unit


RAAX-70R

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Code:
S.A.W's only known Ancient Guardians. The amount of Resources, Effort, Engineering, and Thought put into these makes it a sight you do not want to ever encounter. Stories and Legends are held about these Unmanned Idols when even S.A.W's forces have perrished under great threats, that these Machines acted as their own Sacred Fail-safe Hero.


Here is a instructional Manual on the operation of the bipedal.
VVVVVVVVVV

Please read this first before you address ANY issues with the bipedal.

Attachment:
Mech Manual.txt [9.24 KiB]
Downloaded 7752 times


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WEAPONS

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S-88
Magnuse


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Single Fire, 8 Rounds, High Power
Powerful Sidearm to wip out.

STEK-11
Derigan


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Full Auto, 40 Rounds, Low Power
Light but powerful.

DN-88
Drahniok


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Semi Automatic, 6 Rounds, High Power
A superior match to any traditional Shotgun.

GH-56 Mk3
Lancusar


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Burst Fire, 30 Rounds, Medium Power
Of Course, The standard but deadly GH-56.

WUND-55
Solliran


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Full Auto, 35 Rounds, Low - Medium Power
A seperate choice of AR with it's own benefits.

SEAR-7
Proniscin


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Bolt Action, 6 Rounds, High Power
Medium distance scope requires an excellent eye.

GAUS-121
Gromilusak


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Magnetic Propelled Projectile, 1 Round, High Power
Fires a powerful High Mass KME Projectile.

LMP-45
Nierkrin


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Full Auto, 30 Round Cartridge, Medium Power
Comes with an attachable shield for minor protection.

THOR-98
Brigain


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Semi Automatic, 25 Rounds, High Power
A massive and deadly high caliber rifle.

BAP-9
Ecropiun


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Semi Automatic, 12 Rounds, High Power
Powerful KME Slug propelled Shotgun.

RSC-58LN
Qaleskios


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Full Auto, 3 Missile Pod, High Power
A fully Automatic Rocket Launcher. :D
-NOTE-
If the Laser Attachment is active then Missiles home into where the laser is pointed.


BULE-83
Bronsip


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Semi Automatic, 3 Ballistic - 3 Kinetic, High Power
Hybrid Launcher that fires both Kinetic and Ballistic Bombs.

GLUD-5
Dorukveck


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Semi Automatic, 2 Rounds, Medium Power
Semi Automatic Grenade Launcher, fires explosive rounds only.

MLR-4
Epikkion


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Fully Automatic, 6 Ballistic Homing Missiles, Medium Power
Launches 6 Homing Missiles after the enemy.

FMC-135
Franpios


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Full Auto, 25 Liter Fuel Tank, High Power
Launches Globs of fire that explode, or just burn. Then Explode.. :grin:

FMC-LN5
Sropokain


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Semi Automatic, 10 Litre Fuel Tank, High Power
Fires a stream of a deadly mix of nano thermite and napalm.

FR-27
Treavas


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Full Auto, 25 Rounds, Low Kinetic Energy
MR-15 got a little makeover, fully automatic KME Subgun.

VARE-10
Quariuntas


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Semi Automatic, 15 Rounds, Medium Kinetic Energy
A powerful KME rifle but like all KME based weaponry, results may vary.

MUGA-K2
Korlein Dros


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Fully Automatic, 35 Round Catridge, Low Kinetic Energy
High Velocity LMG that fires KME Rounds at extreme speed.

SIG-II
Fratociun


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Semi Automatic, 3 Rounds, High Kinetic Energy
A cannon that fires an explosive round that explodes mid-air.

SIG-LOS
Brikluas


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Fully Automatic, 15 Rounds, Medium - High Kinetic Energy
A second variant of the SIG series, Automatic and powerful.

RULAS-185
Osokrist


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Single Action, 1 round, High Kinetic Energy
Rail Driver, KME propelled mass driver.


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BOMBS

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IWG-5
Holokrai


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High Kinetic Energy
Impluse Wave Grenade.

NI-8
HE


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High Power, Medium Range
HE... bassically self explanatory.

IL-12
Chrorapius Lazilus


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High Power, Long Range
Flammable Gas Cannister.

Transporter

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Transports a Rogue Soldier to the BattleField.


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SHEILDS/TOOLS

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DUL91
Rokliuve


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High Round Absorption, Medium Weight, Medium Size
Segmented Sheild with great Protection.

KEDD
Losopeakun


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Medium Round Absorption, Medium Weight, Large Size
Kinetic Energy Defensive Device. When shot releases a punch of Kinetic Energy


Laser Attachment

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Press Fire to activate or deactivate your laser pointer, you do not need this in your inventory for the laser to be on.

MPT-KME2

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Multi-Purpose Tool. Fix's and heals units, Harms enemies, and Digs Terrain.



---------------------------------------------------------------------------------------------------------------

Update 1.1.0
-Weapon Tweaks
-New Reload Sounds
-Jetpack Fixed a little

Update 2.0.0
-New Actor = Soldier Light
-Weapon Tweaks
-New Sprites
-Bugs Fixed
-Jetpack Fixed

Update 2.5.0
-New Actor = Soldier Heavy
-Weapon Tweaks
-New Sprites
-Moar Bugs Fixed

Update 2.7.5
-New Weapon = THOR-88
-Actor Fix's
-Some Polished Sprites
-Some Offsets fixed

Update 2.9.0
-Bug Fix's
-Some Wound Properties Added
-Weapon Improvements

Update 3.0.0
-Some Weapons Re-done
-New Sprites
-Sprite Animations Included
-Bug Fix's
-Offsets Fixed

Update 3.5.0
-New Weapons
-New .RTE Layout
-Offsets Fixed
-New Effects

Update 3.7.5
-Two New Weapons
-Weapon Tweaks
-And the broken offsets attack once again...

Update 3.8.0
-Price's Fixed

Update 4.0.0
-New DropShip
-New Sprites
-New Weapons

Update 4.2.5
-New Weapon
-Dropship Updated
-Fixed Sprite Offsets

Update 4.5.0
-New Actor
-Sprites Revisited
-Unholy Offsets Banished Forever..

Update 5.0.0
-Brain Actor Added
-ZOMG more Offsets fixed

Update 5.1.0
-GH-56 Fixed

Update 5.5.0
-New sounds
-Sprites Revisited
-Weapon Replacment

Update 6.0.0
-New Craft
-Actor Replacement
-New Sprites
-Bugs worked out.

Update 6.2.0
-New Unit
-New Sprites
-All Kinetic Weapon's Power Increased (A lot)

Update 6.5.0
-Actor Replacement
-New Sprites
-LMG Shield Added
-New Weapon
-.ini Tweaking

Update 7.0.0
-New Sprites
-New Weapons
-.ini Tweaking

Update 7.5.0
-Weapon's Sprites all Revisited
-New Actor
-New Sheild
-Bug fix's

Update 8.0.0
-New Weapons
-New Sprites
-Bug Fixes
-Many other minor tasks

Update 9.0.0
-Sprites Sprites Sprites!
-Units now possess lua - GAMEPAD FRIENDLY (In Concept)
-All Weapons Balanced and Revisited
-Offset Fixes
-Minor Bug Fixes

Update 10.0
- Various Effects added
- Elite Direction Jump (Easier for the Elite to maneuver mid-air)
- ROHM-2 AI
- Fixed AddToGroups
- Laser Pointer Added
- New Weapons (STEK-11 and GLUD-5)
- New Sprites
- Mountain of bugfixes


Update 11.0
- Bipedal Mech Added
- Modified Sprites
- Weapon Scripts (Recoil, Unit Restrictions, Laser Pointer)
- New Explosion Effects
- New Multi-Purpose Tool
- Actor AI implemented
- Wounds and Actors balanced
- New Jetpack Effects

[- Update 11.0.1 -]
- B27 Compatibility added
- Minor bug fix on grenades (Thanks Shalafi)

[- Update 11.0.2 -]
- Elite script problems fixed
- Added Pie menu Icons for Mech
- Weapon's laser sight fixed
- Disabled SAW Skirmish

[- Update 11.0.2.1 -]
- Less Lag option added


[- Update 11.1 -]
-Recoil system revamped


--------------------------------------------------------------------------------------------------------------

Creditz To:

The Forum that drove me to improve this.
Daniel Tabar - For the great game
Valve - Sounds
Crytek - Sounds
Bethesda Softworks - Sounds
dragonxp - The Mod name (None abbreviated), Beta testing, Logo
Contrary, CrazyMLC, Lizard - Sprite help
CCNewPlayer - Beta testing
[Insert Name Here], Technomancer, Nocifer, wooden - Mac conversion
LeonXross - Outstanding service in pre-release testing.
Any others I forgot, I am terribly sorry...


--------------------------------------------------------------------------------------------------------------

Comments Highly Appreciated

And now for the Goods!


WINDOWS VERSION

(Gamefront) Mirror One: S.A.W. Variant 11.0.2
(FileSmelt) Mirror Two: S.A.W. Variant 11.0.2


MAC VERSION

(GameFront) Mirror One: S.A.W. Variant 11.0.2
(FileSmelt) Mirror One: S.A.W. Variant 11.0.2

[/][/][/] ABOVE DOWNLOAD LINKS ARE OUTDATED [\][\][\]

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Steam Workshop: S.A.W. Variant 11.2

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LESS LAG OPTION

Just add the contents to the SAW.rte folder and replace when necessary.

Adding this will do the following:

- Remove all idle shield effects (Bubble effect is gone, but hit effects will still show.) Including RAX's shield malfunction effect.
- Remove laser pointer trail but will leave the hit effect.
- Tweak or remove some Mech effects


Attachment:
SAWlessLag.rar [52.09 KiB]
Downloaded 9536 times


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Last edited by Coops on Sat Dec 27, 2014 2:29 am, edited 147 times in total.



Mon Mar 15, 2010 8:19 am
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Post Re: [WIP] SAW *(15/03/2010)
Looks good.
Testing now.....
I seem to get a error message.....
( My first time being the 1st to download :D )


Last edited by Joesycop on Mon Mar 15, 2010 6:58 pm, edited 1 time in total.



Mon Mar 15, 2010 8:21 am
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Post Re: [WIP] SAW *(15/03/2010)
Sry. Fix'd


Mon Mar 15, 2010 8:38 am
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Post Re: [WIP] SAW *(15/03/2010)
---Soldier: Overkill on the jetpack glows. But his head does catch on fire; that's pretty bitchin'.
---S-88: Waaayyy too much penetration. All it really needs in penetration is to enter and exit one 'military stuff' head; anything past that tends to just rape terrain.
---TER-42: It's a little more justified, but still, overkill on the penetration.
---GH-56 Mk3: Balanced, has a nice feel to it. Pretty generic, but as a standard primary weapon for a faction, that's alright.
---WUND-55: Pretty good at filling the role of spammer, but you should lessen the range, both the sharp distance and bullet's effective range.
---RPG-16Sn: All bark and no bite, but maybe that's good for its uniquity. But it seems to overuse specific particles, instead of using a nice variety of effects.
---RET-2: You should only have the shields category version. Other than that, it's alright, but a bit too accurate for a one-handed automatic.
---M80-G9: Not enough power to make up for the speed that the alternative WUND and GH have.
---M32: In proportion to the vanilla grenades, this one is too powerful for it's cost. Vanilla grenades aren't really balanced anyway though, so whatever.

Overall it's a pretty alright faction, but a tad too generic.


Also, you should abandon and discontinue your mod making topic for this mod since you have this thread now.


Mon Mar 15, 2010 2:26 pm
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Post Re: [WIP] SAW *(15/03/2010)
Yeah.....uh.....I was gonna say that.


Last edited by Joesycop on Tue Aug 23, 2011 11:09 pm, edited 1 time in total.



Mon Mar 15, 2010 4:55 pm
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Post Re: [WIP] SAW *(15/03/2010)
Azukki wrote:
But his head does catch on fire; that's pretty bitchin'.


:lol: Yeah but i wanted it to be lower but it wont, but just having his head on fire IS pretty kewl..

Azukki wrote:
---Soldier: Overkill on the jetpack glows.


The Jetpack Fudged up for some reason when i posted, so this is just temporary


Azukki wrote:
Also, you should abandon and discontinue your mod making topic for this mod since you have this thread now.


Yeah ill get someone to lock the one I posted in Mod Making, that one didnt seem to get enough feedback almost anyway.. Other than that, Thx thats want i wanted to hear, now i know what i can work on


Mon Mar 15, 2010 10:50 pm
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Post Re: [WIP] SAW *(15/03/2010)
The sprites look good. I'll download it and test it once I'm done with my piles of homework. :P
EDIT: Still doing a ton of homework. Guess I won't be testing it any time today...


Last edited by Potatamoto on Tue Mar 16, 2010 3:41 am, edited 1 time in total.



Mon Mar 15, 2010 11:14 pm
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Post Re: [WIP] SAW *(15/03/2010)
ditto, Ill givet his a try after I tire my arm out from the pokefap....errr pokewalker


Mon Mar 15, 2010 11:49 pm
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Post Re: [WIP] SAW *(15/03/2010)
Removed*


Last edited by Coops on Mon Jun 14, 2010 7:57 am, edited 1 time in total.



Tue Mar 16, 2010 4:34 am
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Post Re: [WIP] SAW *(16/03/2010) UPDATE: V2.00 [New Actor!!]
I finally tested it. Meh. It's mostly just normal weapons. Not really anything special. I do like the actor and the sprites though.


Tue Mar 16, 2010 11:38 pm
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Post Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I simply don't understand your sprites, I feel like looking those abstract paintings...


Wed Mar 17, 2010 11:52 am
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Post Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I have mixed feelings when I downloaded this mod. I think the mod is good yet bad at the same time. Kinda like:
NaXx wrote:
I simply don't understand your sprites, I feel like looking those abstract paintings...

The individual pieces of the actors are well sprited, but when put togather, it's kinda confusing.

Weapons are generally less well sprited than the actors, I think. They lack details. There are also issues with weak jet packs on actors and the fragility of the light soldier.

Though I am kinda developing a love for this mod. It has style. I would like it more if it has more improvements.


Wed Mar 17, 2010 4:12 pm
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Post Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
Damn this is really coming together.
3 Actors, now we just need some Rockets and/or Dropships.


Wed Mar 17, 2010 7:29 pm
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Post Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
dragonxp wrote:
Damn this is really coming together.
3 Actors, now we just need some Rockets and/or Dropships.


No. The existing sprites should be fixed before adding more.

I'm with Soldat and NaXx. The very first actor in my opinion looks just fine. But the two newer ones look more alien than human, and I can't even distinguish body parts. Way too abstract indeed. Make the Light/Heavy look more "human" and I think it could look pretty decent.

Definitely fix the detail-work on ALL the guns/actors before putting out a craft/rocket. A craft will generally be the biggest thing in a faction (unless you opt for a drop pod) and usually will have to be the most sprite work to look good. Do the little things right, then try a big thing.


Wed Mar 17, 2010 7:49 pm
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Post Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I think the heavy unit is way too heavy to even move. When I equip it with only your sniper and mk3, I could hardly use the jet pack. It needs to be much lighter.

Ditto with lfow

Also, I like the power of the Sniper in the first version. I like its really heavy punch. Also, I think the Mk3 should do more dmg per hit.

Additionally, I like the old jet pack looks.


Wed Mar 17, 2010 8:53 pm
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