W40k:Tau U-P-D-A-T-E !!!!
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote: Actually, Stealth can be done now, but its ugly as crap. add Glows in that obnoxious pink/null color, it hides everything... at least it used to, i dont remember how many builds ago it was found... The best you can get now is out of pallette whilst facing right. But in either methods the enemy will still shoot at you. The other way is to emit actors to screw with enemy aim, then they'll just aim randomly until you pass. Would it be possible to have a shield like the Amber in the new AAL? It's effective stealth, the enemy can't see you when you're behind it. Now how would we make it work with a moving actor?...
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Sat Feb 21, 2009 11:36 am |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote: I suggest that everyone does there own version of the old stuff and uploads it as (Creator name).rte for comparison. IE "O NOEZ TEH PULSE RIFLES R TEH BORKED FIX EET" Everyone, Make a new pulse rifle, even if it re-uses the sprites. I figure between 411570N3 and myself, we're picky enough to make sure its true to both the fluff and table-top rules. i have made an new pulse rifle code... would you like me to pm it???
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Sat Feb 21, 2009 5:29 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote: Okay. Seriously.
The backpack should be an attachable, and gib-able. The fusion blaster has HORRIBLE offsets, and a bad sprite. The stealthsuit's shoulderpad is to dark, and sized wierd. the legs don't work right, the hands aren't attached to the arms.
the diggers look like giant badges or something.
the diggers are overpowered.
you can bypass the force of the diggers by making the 'ammo' shells, and changing the shell offsets and velocities. (Shell mass doesn't push any held Device.)
I'm honestly a bit pissed at something else so i'm not going to talk anymore... I'm only posting because I wanna see this actually turn into a finished project. Oh oh oh oh... You have got a bad day? I gonna ignore this reply, it don't help miles and you know it. Oh, you want this end like necron faction? huh? Many people try to help and offer ideas, what this can offer? You know where's the X exit.
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Sat Feb 21, 2009 8:37 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: W40k:Tau U-P-D-A-T-E !!!!
hey... just calm down every1... some1 had a bad day... but what he says are true... he just said them on a rude way...
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Sat Feb 21, 2009 8:43 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
vagyr wrote: hey... just calm down every1... some1 had a bad day... but what he says are true... he just said them on a rude way... agreed, but the only one who can end a proyect its his creator.
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Sat Feb 21, 2009 9:25 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: W40k:Tau U-P-D-A-T-E !!!!
proyect??? (i am in no way being sarcasit i an not an naitive english speaker)
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Sat Feb 21, 2009 9:31 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
tau mod proyect y'know, "grenade" have the last word about this... I'm not english native talker, either
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Sat Feb 21, 2009 9:48 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
He turned responsibility over to the hive mind long ago young one.... <-Ignore this, damn sleep depriavtion
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Sun Feb 22, 2009 10:52 am |
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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: W40k:Tau U-P-D-A-T-E !!!!
Well , i'm sorry , but i can't come back . My talant is gone . I cant find it . And i've started collecting money to buy some GW miniatures . I dont know what to say
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Sun Feb 22, 2009 4:08 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
Dude, you gonna leave the tau empire to half-build? It can be the most nice and powerfull faction and you're out inspiration? talent don't dissapears just its hidding trust me! we need lidership and you're the only one.
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Sun Feb 22, 2009 8:13 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: W40k:Tau U-P-D-A-T-E !!!!
grenade wrote: Well , i'm sorry , but i can't come back . My talant is gone . I cant find it . And i've started collecting money to buy some GW miniatures . I dont know what to say so your playing the tabletop game now? Prepare to spend ALOT of money on it.
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Mon Feb 23, 2009 3:37 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
Well the point is, everyone just post what they make and eventually when there's enough content it will be compiled in one .rte and we'll ask grenade to post it on the op.... we don't specifically need leadership, this is what I meant when I said hivemind originally...
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Mon Feb 23, 2009 7:28 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: W40k:Tau U-P-D-A-T-E !!!!
411570N3 wrote: Well the point is, everyone just post what they make and eventually when there's enough content it will be compiled in one .rte and we'll ask grenade to post it on the op.... we don't specifically need leadership, this is what I meant when I said hivemind originally... I can compile everything into 1 RTE, but i'll only do that with content that I like... I'm a bastard that way. also vagyr PMed me with an RTE thats all the origional stuff (modified pulse rifle for different ammo, and made the firewarrior jump instead of use a jet pack) and added the XV-15 to it... I haven't tested it. I dont know why He didn't post it here. He needs to, so everyone else can see it... I've got other things i'm doing.... The XV-88 is having problems. The rail-gun itself... If your moving at all, the ammo has about 45 Degrees in which it can fly, but when your not moving, its pin-point accuracy... All the variables for nosupport and such, are all 0, 0, 0, 0 just like in the laser rifle, and well... the ammo is a TDE with a mass of 0.00001... can anyone explain this?
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Mon Feb 23, 2009 8:11 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
Well for now everyone post their sprites, code and bits here. Anything un fully polished must be polished until it shines. When we have arguably all the content we need we will discuss what must be redone. As of yet I see nothing that I would call complete... sorry, no offense... so that means we must work, work, work away! Okay, if anybody has a railgun sprite already post it, if I remember correctly it needed improvement and I feel like I need a little project. Also, Miles, he pmed it to you because he pmed it to me first and I said I lacked time and reccomended he send it to you... If you feel like it then post away Vagyr... =)
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Mon Feb 23, 2009 8:21 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: W40k:Tau U-P-D-A-T-E !!!!
411570N3 wrote: Well for now everyone post their sprites, code and bits here. Anything un fully polished must be polished until it shines. When we have arguably all the content we need we will discuss what must be redone. As of yet I see nothing that I would call complete... sorry, no offense... so that means we must work, work, work away! Okay, if anybody has a railgun sprite already post it, if I remember correctly it needed improvement and I feel like I need a little project. Also, Miles, he pmed it to you because he pmed it to me first and I said I lacked time and reccomended he send it to you... If you feel like it then post away Vagyr... =) I suggest for the rail-gun to change whatever the ammo is, into a heavy MOSR, that gibs into a few sharp particles on impact with another MOSR. This way, its a heavy solid slug like its supposed to be, that, when it hits something like an actor or a door, it not only knocks them off balance, but hits them with sharp crap, so it can really hurt doors. Thats what I'm trying to do with the rail gun... Right now, my rail-gun fires a TDE (Mass 0.00001, velocity 120 that timer thing is at 1, so it goes off instantly) and turns into a MOSR, (Mass 200, GibImpulseLimit = {[200X120]-1}) and it gibs into about 1200 particles, an exact copy of the heavy diggers "Very Heavy Blast" You know, the particles that can hurt the metal parts of bunkers. I changed the lifetime on them, and it still cuts out a quarter-sized hole out of the map, about 20 pixels past where it hits (It gibs after it punches through things, it actually gibs BEHIND its target... its awesome) I suggest making the rail-rifle a weaker version of this effect. Also before you say it, No I can't use the Shells as ammo, because thats how I'm making the smart missiles. It will be the same gun.
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Mon Feb 23, 2009 8:33 am |
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