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 Alchemist.rte remake (W.I.P., Ideas appreciated) 
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Joined: Thu Jan 10, 2008 5:15 am
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Post Alchemist.rte remake (W.I.P., Ideas appreciated)
OK so, like. LONG AGO I was working on a steam punk mod, and I decided to start that up again recently, but it still needs A LOT of tweaking. Any ideas or suggestions would work - A good source of sound effects would help too. I wanna try and make this my own faction if possible.

Prices have not been set at all. All of the actors are free'ish, I think. I need to get on that.

Someone wanted to beta test Tomas. so since I was giving him the file, I thought I'd give it officially now that the main error stopped bugging me. [there's still a slight error at Gibs line 1200, but it leaves on it's own at random]

OVERVIEW [THUS FAR]:
Image

ACTORS:
A:
Some of you may remember that the original had a "Mechanic" actor. Well I got bored with it and replaced it with "The Baron" - Later I might make him a brain unit instead. But for now he gets to parade around with the rest of his steam powered robotic horde.
NOTE: Needs gibs.

B:Tick
The basic automaton unit, and is the base for the other two. Normally it's a civilian class bot, but can be upgraded further.
NOTE: Takes unusually large fall damage. not that I mind, I happen to like it. gives it more of a fragile feel.

C:Tock
Basically just a Tick with Body Armor.
NOTE: need to play with materials to make him a little stronger.

D: the Royal Clocks
The Baron's private escort. Once I get the thing working right, I wanna give them better attachables for their legs, and maybe something for their back.

E: Scrap.
This is the Tomas prototype - I originally wanted to make a Turret unit, but then I figured I wouldn't use it. I'ma remove him later, but for now you get to oogle at his ooglyness.

F: T.O.M.A.S.
Tomas is loosely based around one of the AM Robotics 'bots. Or at least, that was the inspiration. almost everything but his attachables are made of Mega Metal, so vanilla actors would have a hard time killing him through normal means. The key is the pack on his back, which supplies his much-needed power. Taking that out will kill him. It still needs A LOT of tweaks, and I'm not happy with the walk paths - Thanks to Zalo's (did I spell that right?) massive clone, he can walk at ALL. But still.
NOTE: Using this with the Mobile Cannon is FUN. Less Recoil.
UPDATED: Pack cant be shot off with Impulse damage anymore (At least with the Mobile Cannon..) and has wounds with sound instead of reusing the normal steam emitter.

WEAPONS:
G: Gatlingizer
Mostly unchanged, shoots high mass, low sharpness bullets at a rapid rate. I need to just get rid of the magazine altogether, and have it shoot puffs of steam with each shot.

H: Mobile Cannon
Like Cannons? Ever wanted to just tote one around and blast things with it? There you go. Entirely mass-based weapon. It needs respriting and a better form of launching the massive cannonball.
UPDATE: Resprite

I: Sniper Rifle
High Mass, medium sharpness bullet. Nothing special other then it's ability to pierce through most things. I don't like how it goes through terrain though.
NOTE: Needs Respriting to be shorter.
UPDATE: Shortened, and now fires five shots with 1 Mass and 1 Sharpness. MUCH less terrain rape. can gib a Dummy head in a single shot, and a dummy torso in three.

J: Steam Gunner
A Digger concept of shorts. Shoots a high sharpness liquid at the ground and just eats away at it. It's horrid right now - eats away at terrain, and the only way you can GET gold is to aim up - which doesn't reach very far at ALL. stupid gravity. Try not to use this on actors - I've had it crash the game.

K: Puncherheist
UPDATED: More of a miniature Mobile Cannon. not as powerful, but more usable for light units who cant take much impulse damage.

L: Clockwork Pistol
Weaksauce. Needs tweaking.
TWEAKED: shoots normal bullets at a faster rate than the Clockwork Magnum. the Offhand fires a littler slower then the main hand, so you get the neat 'pew pew' effect from repeated fire.

M: Clockwork Magnum
More Weaksauce. I wanted to try and separate it from the Pistol, but for now it just shoots a Sniper rifle - see above - shot, and is even more terrain rape because of it's faster firing rate. Still needs loads of tweaks.
TWEAKED: Shoots more mass-based bullets, less sharpness-based than the Clockwork Pistol, and fires a little slower - with half the rounds.

This also comes with a pair of little test modules.
Image
the Balloon can be found in Bunker Bits for right now. It's a Background object, so actors fall right through it. the Room can be found in "Steampunk" - lolhidden

http://img.photobucket.com/albums/v185/moombamasta/HerrFlyer.jpg
I might work on a Dropship or something later....But it scares me.

Attachment:
File comment: Updated twice!
Alchemist.rte.rar [766.84 KiB]
Downloaded 631 times


Any thoughts?

UPDATED: Fixed the Impulse on Tomas, he shouldn't gib as easily from fall damage. if he does I've done something wrong.

Also tweaked the Puncherheist to try and make it less of an AK clone. it's more like a mini mobile cannon - I need to make it weaker, but not to a point that it cant kill actors. I've unfortunately run out of time, I'll have to tweak it more when I get back. Cya then.

UPDATED TWICE: notes below what's been tweaked.


Last edited by Anthony on Wed May 07, 2008 12:07 am, edited 3 times in total.



Tue May 06, 2008 5:25 am
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Joined: Sat Aug 25, 2007 5:50 am
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
JISM!
I have waited for a clockwork steampunk class for ages!
Excellent sprites all round, totally Dl'd.


Tue May 06, 2008 10:05 am
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Wow, this looks really great. Nice job! :grin:


Tue May 06, 2008 11:00 am
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Those sprites are sexy.


Tue May 06, 2008 11:34 am
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
I've seen these in your signature and avatar for a while now and i was amazed then!
Can't wait to try them out, although the error at line 1200 is quite annoying
Good work regardless though!


Tue May 06, 2008 12:34 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Defused wrote:
I've seen these in your signature and avatar for a while now and i was amazed then!
Can't wait to try them out, although the error at line 1200 is quite annoying
Good work regardless though!


Aye, I've been trying to fix it. Breaking the gibs file down doesn't really help anything, and line 1200 looks totally normal. So for now I guess It'll just have to stay there.

zacness wrote:
JISM!
I have waited for a clockwork steampunk class for ages!
Excellent sprites all round, totally Dl'd.


Well while I like spriting, I'm more concerned with the mod. It's still in fragmented pieces of what I want it to be. I think I'll try converting some of the weapons - first with respriting the Mobile Cannon. First job hunting.


Tue May 06, 2008 1:36 pm
Profile YIM

Joined: Fri Feb 08, 2008 8:15 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
oh wow! the sprites look great! Too bad the other kids are going to flame you saying that they dont fit the CC style. It looks really well done. Got my DLLLLL!!


Tue May 06, 2008 2:25 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Yay? XD

I've got a neat idea for the Puncherheist I might try out. Got some time before I head on out to jobhunt. Here's hoping eet works - see if i cant resprite the Mobile Cannon while I'm at it.


Tue May 06, 2008 2:27 pm
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Joined: Fri Feb 08, 2008 8:15 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
ok 1 problem though, the tomas character, when he is deployed from any dropship he insta gibs the second he hits the ground. Guess he can't take a punch eh?


Tue May 06, 2008 2:35 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Hmmm. I usually set 'em down gently - he works fine after that. I'll play with the impulse limits, see if i cant fix it - Thanks much for pointing it out.

EDIT: KA-TWEAKED.


Tue May 06, 2008 2:40 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Well the tweak has made some difference, but when he hops out a rocket the attachable covering his back flys off


Tue May 06, 2008 4:34 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
I would recomend decreasing the bullets sharpness and increasing the mass, they eat too much dirt as they are right now.

Everything else looks great, specially the sprites.


Tue May 06, 2008 5:56 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
They seem a bit weak.


Tue May 06, 2008 8:47 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
I dl'ed this.
Also, what happened to the spear shield?


Tue May 06, 2008 10:45 pm
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Post Re: Alchemist.rte remake (W.I.P., Ideas appreciated)
Aahh that.

I decided Lances and spear-shields didn't seem right for this mod at first. the Shield I might bring back, but not the Lance.

FoiL wrote:
I would recomend decreasing the bullets sharpness and increasing the mass, they eat too much dirt as they are right now.

Everything else looks great, specially the sprites.


Considered it done, captain! to tweaking!

Defused wrote:
Well the tweak has made some difference, but when he hops out a rocket the attachable covering his back flys off


Hmmmm...That is a problem. maybe if I make it unable to come off at all through impulse damage. Does it gib, or simply dislodge and fall off?

UPDATED: Fixed the Pack so it cant be shot off with impulse - at least with the Mobile Cannon, which has the most impulse that I know of. Short of ramming a dropship into it after looping through a map about fifteen times. Also touched up the weapons thanks to FoiL's suggestions - MUCH less terrain rape. Thanks much for the help.


Last edited by Anthony on Wed May 07, 2008 12:03 am, edited 1 time in total.



Tue May 06, 2008 10:51 pm
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