The Pelian Army *Update: Jun. 22nd '12*
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 06/10/08*
Well, i should probably update with what i have before i leave for France, so either later today or tomorrow. Or now. But chances are that you won't be seeing the Singularity Cannon (In its full glory) before i get back again, which is about two weeks from now. It's pretty much done code-wise, so i just need to make a sprite, but given that i currently have no ideas for how it should look, it'll take a while. I'll still include it though, so you can load your feedback cannons for when i get home. Might as well list the things i've done so far, that i can remember: - Actors have been nerfed more. (Esp. MARS + Assault Robot)
- Visual shockwaves added to all explosive weapons. (Does nothing but look good)
- Three new weapons for the MARS: Shotgun, Plasma Destroyer and Singularity Cannon (Needs sprite).
- Major optimization of the folders size. (Next .rar file SMALLER than current)
- Various small tweaks.
Edit: Updated now. Also, forgot that i made a brain for these guys
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Wed Jul 02, 2008 6:21 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
Cool self-defending brain, But no download. sorry for the drama, but my eyes BLEED when i look upon the mars, i haven't updated since you put that in. PLEASE do something with the spite upon your return.
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Wed Jul 02, 2008 11:39 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
10050 wrote: Cool self-defending brain, But no download. sorry for the drama, but my eyes BLEED when i look upon the mars, i haven't updated since you put that in. PLEASE do something with the spite upon your return. Sorry pal, but chances are that i won't be able to make it better in this entire year. Besides, just comment it and its weapons out of the index, it shouldn't cause any problems. In case you don't know how, replace the current index with this: Code: DataModule IncludeFile = PelianArmy.rte/Materials.ini IncludeFile = PelianArmy.rte/Common Stuff.ini IncludeFile = PelianArmy.rte/Brain/Brain.ini IncludeFile = PelianArmy.rte/Light Soldier/Light Soldier.ini IncludeFile = PelianArmy.rte/Medium Soldier/Medium Soldier.ini IncludeFile = PelianArmy.rte/Heavy Soldier/Heavy Soldier.ini IncludeFile = PelianArmy.rte/Assault Robot/Assault Robot.ini // IncludeFile = PelianArmy.rte/M.A.R.S/M.A.R.S..ini // IncludeFile = PelianArmy.rte/M.A.R.S/M.A.R.S. Guns.ini IncludeFile = PelianArmy.rte/Abolisher/Abolisher.ini IncludeFile = PelianArmy.rte/Boomer/Boomer.ini // Remove the slashes to enable the Boomer. IncludeFile = PelianArmy.rte/Cremator/Cremator.ini IncludeFile = PelianArmy.rte/Decapitator/Decapitator.ini IncludeFile = PelianArmy.rte/Exterminator/Exterminator.ini IncludeFile = PelianArmy.rte/Hailstorm/Hailstorm.ini IncludeFile = PelianArmy.rte/Hammer/Hammer.ini IncludeFile = PelianArmy.rte/Hellfire/Hellfire.ini IncludeFile = PelianArmy.rte/Nailer/Nailer.ini IncludeFile = PelianArmy.rte/Pelter/Pelter.ini IncludeFile = PelianArmy.rte/Pounder/Pounder.ini IncludeFile = PelianArmy.rte/Puncher/Puncher.ini IncludeFile = PelianArmy.rte/Reaper/Reaper.ini IncludeFile = PelianArmy.rte/Vaporizer/Vaporizer.ini IncludeFile = PelianArmy.rte/NGrenade/Explosives.ini IncludeFile = PelianArmy.rte/Absorber/Absorber.ini IncludeFile = PelianArmy.rte/Retribution/Retribution.ini IncludeFile = PelianArmy.rte/Teleport/Teleport.ini IncludeFile = PelianArmy.rte/Activities.ini If you're going to use the activities, just remove the very last block of code in Activities.ini that makes the MARS spawn.
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Wed Jul 02, 2008 11:57 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
These are looking a lot better now that the set is nearly complete ^^
About the minor tweaking, I think it can wait. Hell this whiole faction has been made by little portions so waiting wouldn't be a problem.
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Thu Jul 03, 2008 12:08 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
I love this mod.
Edit: You should remove the second plasma cannon and get rid of the emitters on the other one.
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Thu Jul 03, 2008 1:22 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
CandleJack wrote: Edit: You should remove the second plasma cannon and get rid of the emitters on the other one. Umm, whut? I don't really get what you mean. The second giant plasma cannon is not a plasma cannon, but a singularity cannon. I haven't made a sprite for it yet, so it resides in the same shell as the Plasma Destroyer. But in any case, could you please elaborate so that a caveman like me could understand properly? Edit: Oh yeah! Is there any comments about the shockwaves i added to the explosives? Good? Bad? Facemeltingly horrible?
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Thu Jul 03, 2008 1:03 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
Shook wrote: Oh yeah! Is there any comments about the shockwaves i added to the explosives? Good? Bad? Facemeltingly horrible? The shock wave effect looks fine. The base explosion effects are just Base.rte effects, though.
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Thu Jul 03, 2008 2:07 pm |
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Tea
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
There only one problem, when you're playing activities the teleporter things will fall and hit the ground but they will stay there for ages and won't self destruct. Do you get what I'm trying to say?
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Thu Jul 03, 2008 6:27 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
@D9D: Yeah, true But really, if i tried to make my own effects, more people would have bleeding eyes by now. @Tea: I get it. Perhaps i could make some sort of mechanism that would make it blow, even though it's tilted, after some time. It'll probably have to wait though, as i don't have terribly much time right now.
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Thu Jul 03, 2008 7:12 pm |
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Tea
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
Shook wrote: @Tea: I get it. Perhaps i could make some sort of mechanism that would make it blow, even though it's tilted, after some time. It'll probably have to wait though, as i don't have terribly much time right now. How about making it detonate on impact like the crates?
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Thu Jul 03, 2008 9:37 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
I would have done so originally, but unfortunatly, the speed of the thingy carried over to the contents, so they pretty much just left a bloody crater all the time. Things like the Assault Robot can survive it, but it needs to be completely safe for anything to use, vanilla stuff included.
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Thu Jul 03, 2008 10:14 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
I redownloaded this and played with the faction again and it feels muuuuch better. The MARS's new pump-action shotty is just pure fun. And the plasma cannon and the singularity are both really hot, I love the sprites, effects and funcionality on them. Pure death! >: D
These guys are tough, but balanced now and really play well.
The new shockwave effect is nice, but looks kinda out of place with CC's default stuff and the explosion looks somewhat messy in the end. I'd suggest try to make your own effects (1) no matter what you think, your sprites are awesome and I do believe you can make some great, yet simple effects, make the shockwave ring fatter (2), try making the gibbing more controlled by making each gib have more concrete min and max velocities and such instead of all particles have random speeds (3), kind of like a more circular explosion. Atleast some parts of it. Smoke effects can be more random, but fire effects could be more compact. That might have sounded a bit confusing, but I hope you understand. :p
Also are you going to make any other crafts, such as rockets or dropships or even possibly gunships if B21 allows onboard turrets?
Also this faction is awesome.
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Thu Jul 03, 2008 11:12 pm |
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Storage
Joined: Sat Dec 22, 2007 7:22 am Posts: 18
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
i take back everything i said, this mod is awesome.
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Fri Jul 04, 2008 12:12 am |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
I just tried the singularity cannon, and I've never seen anything (barring the Judgment, etc.)else can rip M.A.R.S. bots to shreds and toss said sheds into space so easily. That thing better have a pretty epic sprite. The teleport pod seems... cheap somehow. It would be better if you could only send the lightest of soldiers down via teleportation, but since you cant, make more crafts anyway
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Fri Jul 04, 2008 1:29 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [WIP] The Pelian Army *Update: 03/07/08* - dd/mm/yy
You should give the teleporter pod negative mass so it doesn't sink into the ground.
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Fri Jul 04, 2008 1:31 am |
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