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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
ehem read fourth post on eighth page
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Sun Feb 22, 2009 6:23 pm |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Just curious, what was the actvities for b23 doing there? ...Unless this was already asked, in which case, i'm bad at skimming.
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Sun Feb 22, 2009 8:54 pm |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Control wrote: numgun wrote: And really making detailed gibs is just ASDASDAD. So I took an example from Darlos. In any case, they do explode in a pretty way so gibs arent so necesary. And I saved alot of file size too! Screw filesize, the crafts need gibs. The current explosion isn't pretty enough to hide the fact that the entire gigantic craft sprite just disappears. ^^look at this guy's avatar then ask yourself that question again
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Sun Feb 22, 2009 9:01 pm |
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
What question I see no question to be asked again
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Sun Feb 22, 2009 11:13 pm |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
"Just curious, what was the actvities for b23 doing there?"
the answer?
MOTHER ♥♥♥♥ B23 IS COMIN SOON
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Sun Feb 22, 2009 11:24 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I changed the rogue pilot thing, considering it would regard other AAL units as friendly, and if you're doing AAL it's to blatant and NOT subtle that you'd go the full monty anyway, the pilots instinctive need to survive would be eased by the sight of another pilot. I expect to prevent rogue pilots they would have simulations run of various units saving them. Then they would associate the Mile-high MPAM with safety.
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Mon Feb 23, 2009 12:32 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
This is just pure eyecandy.. i dont know if i can sleep this night, or will i just play with this, testing right away.. DAMN
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Mon Feb 23, 2009 1:20 am |
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Teh Zip File
Joined: Sun Feb 15, 2009 8:29 am Posts: 5
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
This mod is awesome, but are you supposed to not be able to buy any of their weapons?
In the guns list there's an AAL icon but nothing below it.
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Mon Feb 23, 2009 1:56 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
That's a bug in b22. If you define an HDFirearm or Actor or whatever that could be buyable, the mod icon will still be shown even if none of it is actually Buyable = 1.
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Mon Feb 23, 2009 2:02 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
cornetto wrote: "Just curious, what was the actvities for b23 doing there?"
the answer?
MOTHER ♥♥♥♥ B23 IS COMIN SOON Well. I'd assume Numgun just got an early version of B23 (Of course he makes 1st party stuff) but Data probably changed B23 to the point where that specific activities file does not work.
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Mon Feb 23, 2009 3:12 am |
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Ingoguy15
Joined: Mon Jan 26, 2009 1:01 am Posts: 40
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Oi! This mod kicks several thousand asses.
A few issues though.
I've tried every mod I have. Emporians, Darkstorm, Unitek, and NONE of them see to dent these guys. Hell, the Darkstorm RAILGUN does NO damage to the mechs or craft AT ALL! The only ones that I've found have any hope are DSTech. This surprises me.
I think we need prebuilt bases. The Unitec mod was a winner just for that! I LOVE those things! (Though I am so lazy/unimaginative that I cannot think of cool base designs. That's why I like the prebuilts.) The MPAM laser weapon is very weird. The Amber Turrets...float a bit off of the bases.
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Mon Feb 23, 2009 3:57 am |
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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: =Alteisen Arsenal Labs 3rd= ))AAL Product
I held out for over and hour with UniTec fighting the AAL activities. It really is all in the way you build your bunker and set up your defenses.
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Mon Feb 23, 2009 4:03 am |
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Murderface
Joined: Sat Nov 29, 2008 9:22 pm Posts: 6
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I love this release, but:
-No Craft Gibs. -No buyable weapons (maybe I missed them in the files >.>) -MPAM lost it's smoothness.
Quick question, how could I get the old AAL enforcer block sprite to exchange with the current sprite?
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Mon Feb 23, 2009 6:43 am |
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dapaperboy
Joined: Fri Jun 15, 2007 6:47 am Posts: 430
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
i still miss the original MPAM. that one is still my fav. i think i still have that somewhere... and the giant turret thing makes me O.O
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Mon Feb 23, 2009 7:35 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
OH MY GOD i just looked in the b23 activities and cheered heartily. data is a god. in other news, i'll take a look at the feet when i can, but i wont touch any of the atom code. work on gibs for the next major release, it'll make everyone happier, especially me. heres a mockup gib concept for the dropship. the arrows work as follows - green: base MOSP and MOSR metal particles here
- red: fuel trace emitters (though overwriting the jetpack nozzle sprite with null.bmp is a good idea)
- one arrow: on the surface
- two arrows: inside the sprite.
basically to make gibs like this you get the sprite you're working with, cut a chunk out of it, divide the chunk into smaller chunks, add some visual damage (here i removed some paint), grab the base.rte gibs and use chunks of them to simulate internal structures. then plan where you can have explosions happening, and go for it. edit: while i think of it, dont forget sub-gibs, especially for structures as large as the main chunk of that sprite.
Attachments:
File comment: in palette for ease if thinking of using.
GibMock.bmp [ 44.82 KiB | Viewed 4358 times ]
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Mon Feb 23, 2009 9:04 am |
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