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The Megalodon
http://45.55.195.193/viewtopic.php?f=61&t=31450
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Author:  Asklar [ Mon Jul 16, 2012 4:09 am ]
Post subject:  The Megalodon

After almost one year of development, going through all the possible emotions on this hard, yet highly satisfying task, I'm very proud to announce that this journey has finally come to an end.

Ladies and gentlemen, I present you,
The Megalodon


Image


The Megalodon is a heavy gunship, featuring:

-12.7mm Gatling Gun, firing at an incredible rate of 2400 RPM with an internal feeding system of 250 rounds
-20cm Anti-Infantry Rockets
-Elite Bombs, patented with unique Military Industries technology
-Heavy Weight Lifting Claw, designed to lift easily anything under 2500 kilograms
-Exclusive use of Mega Metal T-2, a new material patented by Military Industries, offering better protection than regular gunships
-Large hatches for up to two soldiers to shoot outside
-Ethereal Transporting Tech, allowing the Megalodon to recover it's ammunition after it's depleted
-Escape Pod*, for your pilot to be safely ejected with the Enforcer, an auxiliary firearm


*There still isn't a Escape Pod, it will be created later.


Test Footage:

The Megalodon, tearing apart Dummy resistance:


Rockets:


Bombing Run:


Transporting heavy actors:


Rescuing Manouver, also known as "Get To Da Choppa":



Military Industries also produced the MegaBox, a specialized Drop Crate which uses unique Mega Metal T-3 for further resistance, ideal for transporting large quantities of equipment or troops when used with the Megalodon's Claw.
Image

It also comes with the activity "Megalodon Defense"

ORDER OUR PRODUCTS TODAY!
Attachment:
MI.rte.rar [909.35 KiB]
Downloaded 2933 times

Attachment:
File comment: Before complaining, READ THIS!
User's Guide.txt [2.66 KiB]
Downloaded 1335 times

---------------------------------------------------------------------------------------------
Spoilered Images due to popular demand.
Also, one of the gifs weighs like 40 MB lol.

Also, I recommend you to play on 800x600 or higher.

Extensive Credits included.
Read them.
I DARE YOU.


TO-DO LIST:
-Sprites! (Thanks Naxete, maybe the positive criticism will make you finish the gibs, the escape pod and whatnot =P)

ISSUES:

Yep, this thing has some bugs.
I fixed most of them, but there are still some untraceable things.
For example, the most common are:
-The game crashes if you reload the scene or close Cortex Command with a Megalodon in game. Remember to scuttle it before you do any of these!

-When returning to orbit or going outside of the map's limit on a non-wrapping map, the games crashes. To fix this (temporaly), the gunship gibs before going back to space.

If you find another one, post it, and if you know how to solve it, please, let me know! All your help is appreciated.

Author:  Hellevator [ Mon Jul 16, 2012 4:15 am ]
Post subject:  Re: The Megalodon

I think I just discovered my new favorite craft.
I'm gonna go hunt down a train with this thing
Keep it comin, Ask. :D

Author:  Arcalane [ Mon Jul 16, 2012 4:22 am ]
Post subject:  Re: The Megalodon

Impressive. So this is what you were hinting at so long ago.

Author:  Coops [ Mon Jul 16, 2012 4:35 am ]
Post subject:  Re: The Megalodon

First off,

HOLY PILLOW SHADING.

Second, quantities. not cuantities.

Third.

Beautiful. Just beautiful. Very fun and entertaining, there's still so much more to explore with it too and I've only played with it for a couple of minutes.

brbtrainchase.

Author:  Harzipan [ Mon Jul 16, 2012 4:39 am ]
Post subject:  Re: The Megalodon

Ohjeez. Get to da choppa is like, the best.

Author:  Bad Boy [ Mon Jul 16, 2012 5:15 am ]
Post subject:  Re: The Megalodon

Very awesome, and very buggy. It's a lot of fun and an epic idea, I'd love to see some of the bugs ironed out.
In general you need to be very careful with checking things. More checking that MovableMan:IsActor(self) and that self exists will probably help a bit. Checking that each of your variables exists before doing things with them will help too (e.g. self.Grabbed gives errors often, line 540 in particular). It'd probably be a lot easier to deal with in general if you divided it into separate functions and just ran each one in the update (at the very least I imagine finding extra or missing ends must have been painful) though obviously that's up to you.
In terms of quitting the game you could try checking if the activity is running (ActivityMan:GetActivity():Running() might do it), though I'm not completely sure this'll suffice.

Edit: Make no mistake, I'm still definitely enjoying it :)


Edit 2:
Noticed the bug you mentioned below, bumping into dropships causes it too. Also, your sharpaim messes up with scenewrapping.

Author:  Asklar [ Mon Jul 16, 2012 5:15 am ]
Post subject:  Re: The Megalodon

Coops9753 wrote:
Second, quantities. not cuantities.


Haha, I turned my english off for a while =P


I'm glad you are all enjoying this!
But I know it won't last much because I'm expecting the next pages to have a lot of bug reports =P

EDIT:

Ninja'd

Author:  Joseh123 [ Mon Jul 16, 2012 5:21 am ]
Post subject:  Re: The Megalodon

This mod is awesome, but it took me some time to download it, because the gif's were lagging my browser... badly...

Author:  Asklar [ Mon Jul 16, 2012 5:28 am ]
Post subject:  Re: The Megalodon

The gifs:

1885 Screen Dumps in total, in the form of 2,52 GB of memory.
I didn't expect them to be that laggy though.



Also, is anyone experiencing lag with this?

Also, I remembered another bug but I don't know why the hell it happens:
Generally on contact with other MOs (usually heavy, blunt ones, like shooting it with the revolver cannon or throwing an actor over it) makes the attachables rotate and move from their position, looking damn wierd.
But, if you push the craft against terrain, it gets back to normal.

Author:  Roy the Cuttlefish [ Mon Jul 16, 2012 9:09 am ]
Post subject:  Re: The Megalodon

Beautiful, I never expected to see a craft that actors could actually shoot out of!



Could you consider making 2 other versions of the same craft, 1 with no weapons but the claw, for about maybe 600 gold, and then one with no weapons and no claw, just a transport for like 400-500?

Author:  motochad [ Mon Jul 16, 2012 10:26 am ]
Post subject:  Re: The Megalodon

Asklar wrote:
The gifs:

1885 Screen Dumps in total, in the form of 2,52 GB of memory.
I didn't expect them to be that laggy though.



Also, is anyone experiencing lag with this?

Also, I remembered another bug but I don't know why the hell it happens:
Generally on contact with other MOs (usually heavy, blunt ones, like shooting it with the revolver cannon or throwing an actor over it) makes the attachables rotate and move from their position, looking damn wierd.
But, if you push the craft against terrain, it gets back to normal.


Yes, i experienced the lag, and it was REALLY bad, so what i did was, i re-enabled Ad-block, and blocked the GIF's, and it ran fine.

Author:  Kettenkrad [ Mon Jul 16, 2012 10:34 am ]
Post subject:  Re: The Megalodon

I only had it on my laptop. Desktop views them all fine. I'd recommend spoilering them just in case.

Author:  Roast Veg [ Mon Jul 16, 2012 11:50 am ]
Post subject:  Re: The Megalodon

Seems like I offered that last bugfix before release huh? Even if it wasn't, glad I could help.

Author:  Joseh123 [ Mon Jul 16, 2012 12:14 pm ]
Post subject:  Re: The Megalodon

Is it normal to take 3 shots of a coalition normal pistol and get destroyed and no gibs come out of it? Still, this mod is just awesome!

Author:  Wilq [ Mon Jul 16, 2012 12:38 pm ]
Post subject:  Re: The Megalodon

This is incredible! But yes for "The Megalodon" it is very easy to shot down.
Anyway lifting claw and platform for troops is great.
As sayed someone before me, make strictly troop transport but with a lot of space so at least 6-8 actors can fire at enemy :).

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