The Pelian Army *Update: Jun. 22nd '12*
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: November 7th*
It's not exactly done, I still have to add descriptions for the M.A.R.S. weapons and the grenades. But other than an image for the faction bar, it's complete.
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Sun Nov 09, 2008 6:47 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: [WIP] The Pelian Army *Update: November 7th*
With the new AI , MARS gonna cover every bullet by sitting on its a**.
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Sun Nov 09, 2008 7:20 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: November 7th*
Unfortunately, yes, and i doubt that there's anything i can do about it, apart from removing it from the activities, and hope that you generally control it yourself. I could of course make it very slowpoke.jpg, essentially forcing you to control it manually... But maybe that'd be impractical. Or just a reason to lower the price a bit. It should also be noted that i've made my own descriptions for everything in the pack (And yes, Lambda is aware of this), which are a bit out of character, so to say. I've never been dead-serious with these guys, y'know.
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Sun Nov 09, 2008 7:41 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: November 7th*
I've found that the Heavy Pelian's head is easy to destroy, which kind of defeats the purpose of using him. I sent three into the zombie cave armed with Hellfire miniguns and Puncher pistols. When they got to the end of the cave, only one was left as the other two had been de-headed by blue bombs.
It would've been cheaper and more productive to send Light Pelians armed with Nailers.
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Sun Nov 09, 2008 7:49 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: [WIP] The Pelian Army *Update: November 7th*
Maybe you should remove sitting walkpaths ? Everybody needs to call Lambda , Hobbesy
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Sun Nov 09, 2008 7:51 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: November 7th*
grenade wrote: Maybe you should remove sitting walkpaths ? Everybody needs to call Lambda , Hobbesy Even if the walkpaths for crawling were removed, he would still fall down. About calling me Hobbesy? Sure, it was my original name on DRL until I messed up my registration.
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Sun Nov 09, 2008 7:54 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: November 7th*
He is actually pretty hard to decapitate, it's just the vanilla weapons that got ramped up significantly. ... Looking at the code, i'm surprised that he can be decapitated at all. 10000 JointStrength and GibImpulseLimit. Maybe it has something to do with JointStiffness?
Edit: Well what do you know, it actually was JointStiffness! I shot him 4 times in the face with the Decapitator, and the only thing that happened was that he spun around like a maniac. So i guess that this officially makes him a pain in the ass to kill.
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Sun Nov 09, 2008 8:03 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: November 7th*
Could've been zombie gibs flying into their faces. Those usually have a nasty effect en masse.
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Sun Nov 09, 2008 8:14 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: November 7th*
Yeah, could be, but really, 10000 is 4-5 times as high as the impulse of the Decapitator, so he really shouldn't get decapitated by it. But he did/does. Which is why i'm fixing it. Also... Any good? :| (No, i'm far from done)
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Sun Nov 09, 2008 9:05 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: November 7th*
Better than the first one, looks a little bit more battle worn. Now if you could apply the same shading to the regular Pelians.
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Sun Nov 09, 2008 9:08 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: November 7th*
I'd rather not touch the sprites made by Anthony, but the ones i've made are going to be overhauled. I think. Unless it'll make them look all jumbled up, which i'd rather not want them to, and overhauling every single actor sprite would be the closest thing to a living nightmare possible. I am going to "improve" the Assault Robot though, as it's sprited by me entirely. Well, more or less. I used the ordinary robot as a base.
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Sun Nov 09, 2008 10:50 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: [WIP] The Pelian Army *Update: November 7th*
Looks much better now . And now i do understand whats pillow shading , and whats not . This was kinda mini tutorial for me . Lol like " find 10 differences between new and old PA MARS " .
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Mon Nov 10, 2008 12:55 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: [WIP] The Pelian Army *Update: November 7th*
Shook wrote: Yeah, could be, but really, 10000 is 4-5 times as high as the impulse of the Decapitator, so he really shouldn't get decapitated by it. But he did/does. Which is why i'm fixing it. Also... Any good? (No, i'm far from done) Give it better limb offsets so it doesn't look like a retard anxiously waiting for his mommy to finish pouring his chocolate milk. It shouldn't be lurching over either, it's a robot.
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Mon Nov 10, 2008 1:42 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: November 7th*
NeoSeeker wrote: Give it better limb offsets so it doesn't look like a retard anxiously waiting for his mommy to finish pouring his chocolate milk. Can it, troll. It's the only pose that doesn't look too ♥♥♥♥ up when walking. Remember, the arms are static if you aren't carrying anything, and it would look like it was carrying two solid lead bricks with each arm if they were along with the sides. We wouldn't want it to look like it was constantly defending it's face against a hostile boxer either. NeoSeeker wrote: It shouldn't be lurching over either, it's a robot. It's lurching over because it's more practical in combat than standing like you had a board shoved up your ass. It also makes it look a bit more sleek and humanoid. And sorry about my rather aggressive response, i'm just in a bad mood. Same grey and boring weather outside for 5 days, with little to no sunshine. But on a side note, i've just slightly changed the stance of the normal-sized actors in the pack... Should be a bit ala Coalition, but not exactly the same. I have yet to see it actually. >.> Edit: Stances look good, and i finished up the MARS: Now to do the MARS guns...
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Mon Nov 10, 2008 3:16 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: November 7th*
lol mega fingers.
You should shrink those hands a little. He looks really funny like that. Otherwise now MARS looks pretty damn awesome.
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Mon Nov 10, 2008 6:14 pm |
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