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Industrial Industries v0.4 WIP -- Visible Inv. Bug Fixed http://45.55.195.193/viewtopic.php?f=61&t=45479 |
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Author: | Chronometer [ Tue Nov 12, 2013 2:37 am ] |
Post subject: | Industrial Industries v0.4 WIP -- Visible Inv. Bug Fixed |
(I gave up on this. If anyone actually cares just message me.) ![]() ![]() Industrial Industries. Early Phases! Adding more pics Special Thanks: ![]() Major -- Spriting References ![]() 4zK -- Lua, C++ & Visible Inventory Silent00 -- Loadouts ![]() Azukki -- Lua, C++ & Visible Inventory ![]() Arcalane -- Lua Security Drone Demolition Drone (Very Early Phases) Timed Cluster Mine (5 Timed Grenade (5 Compact Repeater (Dual Wieldable) (1 Industrial AutoMag (1 Sword (Very dangerous to your actor.) (5 Journeyman Rifle (AR) (2 Compact Journeyman Rifle (2 Drobovik II (SG) (6 Prodigy Sniper Rifle (3 Digger (7 Odysseus Sniper Rifle (3 [removed] (Can be added if you want through the Snipers.ini file) AutoNade Explosives Launcer (# [undef] Changelog: ToDo: Download (Because >2MB is too mainstream): MediaFire |
Author: | Sfabrikans [ Tue Nov 12, 2013 2:15 pm ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
Nice sprite actor. А вы случаем не русскоговорящий? |
Author: | Chronometer [ Tue Nov 12, 2013 8:42 pm ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
Sfabrikans wrote: А вы случаем не русскоговорящий? Even Google Translate can't save me from what you asked. Thanks though I guess. |
Author: | 4zK [ Tue Nov 12, 2013 9:39 pm ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
Cluster mine thing gives an error about a non-defined soundfx. The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all. Weapon weight doesn't exactly match their size imo. Not like that matters or anything. Most weapons are OP-ish. Some more than others. Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact. The sword is weird. The digger doesn't differ much from the vanilla ones. Sprites are aaallright. Chronometer wrote: Even Google Translate can't save me from what you asked. I think he wanted to know if you're Russian, by any chance. |
Author: | Chronometer [ Tue Nov 12, 2013 10:18 pm ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
Cluster mine thing gives an error about a non-defined soundfx. -- Wat, checking. The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all. --Changing to Dent Metal Weapon weight doesn't exactly match their size imo. Not like that matters or anything. --It's so they actor won't get weighed down as much. Carbon fiber :3 Most weapons are OP-ish. Some more than others. -- Overpowered? How so? Explain and I'll be able to change. Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact. --Yes it is~ It's smaller. Maybe I'll change the damage. The sword is weird. The digger doesn't differ much from the vanilla ones. -- The sword is broken atm. The digger is just normal, it's not supposed to be over powered, just cost efficient. Sprites are aaallright. --The best I can do for now. Chronometer wrote: Even Google Translate can't save me from what you asked. I think he wanted to know if you're Russian, by any chance. -- Nope. |
Author: | 4zK [ Tue Nov 12, 2013 11:05 pm ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
I'd recommend giving the head a GibWoundLimit though. Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison. You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc. |
Author: | Chronometer [ Wed Nov 13, 2013 2:09 am ] |
Post subject: | Re: Industrial Industries v0.00 WIP |
4zK wrote: I'd recommend giving the head a GibWoundLimit though. Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison. You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc. Posting changes tommorow Tell me if you like it. |
Author: | Silent00 [ Wed Nov 13, 2013 9:43 am ] |
Post subject: | Re: Industrial Industries v0.01 WIP |
wow! kinda cool actually |
Author: | Epicnator [ Wed Nov 13, 2013 9:59 am ] |
Post subject: | Re: Industrial Industries v0.01 WIP |
Silent00 wrote: wow! kinda cool actually UPDATE ACTA. User was warned for this post: Posting off topic stuff in a mod thread |
Author: | Chronometer [ Thu Nov 14, 2013 12:09 am ] |
Post subject: | Re: Industrial Industries v0.01 WIP |
Do you mind. Update in like 30 minutes. EDIT: Quote: User was warned for this post: Posting off topic stuff in a mod thread Lel |
Author: | Chronometer [ Sat Nov 23, 2013 7:03 am ] |
Post subject: | Re: Industrial Industries v0.2 WIP |
Yet another update. Read about it in the changelog. Questions/Concerns? Post it. Edit: shameless self bump |
Author: | Silent00 [ Sat Nov 23, 2013 11:30 am ] |
Post subject: | Re: Industrial Industries v0.2 WIP |
Loadouts? |
Author: | Chronometer [ Sat Nov 23, 2013 8:28 pm ] |
Post subject: | Re: Industrial Industries v0.2 WIP |
Silent00 wrote: Loadouts? Could you be more specific? |
Author: | TheFunsizeNinja [ Sun Nov 24, 2013 6:37 am ] |
Post subject: | Re: Industrial Industries v0.2 WIP |
Loadouts, as in "do these guys come with weapons"? I like RAZOR's style for loadouts, as an example. |
Author: | Chronometer [ Sun Nov 24, 2013 3:16 pm ] |
Post subject: | Re: Industrial Industries v0.2 WIP |
TheFunsizeNinja wrote: Loadouts, as in "do these guys come with weapons"? I like RAZOR's style for loadouts, as an example. No there are no loadouts. I will if you want I guess. EDIT: Neeext next update. I'm busy. |
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