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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Mammoth Tank [v 0.7]
This tank OWNS!This is the best tank i have played in Cortex Command! Great job keep on doing your thing!
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Fri Mar 13, 2009 2:24 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Mammoth Tank [v 0.7]
The jet also bugs me too. Is there really no way to make it life the tank vertically?
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Fri Mar 13, 2009 3:23 pm |
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fightbot1232
Joined: Wed Feb 25, 2009 2:50 pm Posts: 13
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Re: Mammoth Tank [v 0.7]
Jetpacks on tanks are always somewhat buggy... Pretty awesome uber tank anyways...
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Fri Mar 13, 2009 5:38 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.7]
i'm working on it, i might end up having to do some hacky stuff, but if i can fix it easily i will. i'll upload an update very soon, i've made it more accurate (i'll see if it needs more accuracy in anyone's eyes after that and tweak from there) as well, and i'll get onto the jet as soon as i can (im going out for most of this weekend)
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Sat Mar 14, 2009 2:14 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: Mammoth Tank [v 0.7]
I'm making a couple of .gifs of this right now if you want them later on. Edit: I'll fix this one and make a movement .gif tomorrow.
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Sat Mar 14, 2009 6:13 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.7]
Thanks lambda, OP'd more accurate release coming in all of 5 or so minutes, im sick of playing with the jetpack, i'll do it tomorrow.
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Sat Mar 14, 2009 1:59 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Mammoth Tank [v 0.7]
The tank is designed to be used on flat or slightly hilly terrain. The most extreme it can traverse is sand. Giving it a jetpack would kinda ruin the feel...
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Sat Mar 14, 2009 2:12 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8a]
It has one anyway, which lets it stomp on pitifully small clones with its extreme weight. I think that kinda adds to the feel. Updated, the accuracy is still not perfect but better than it was, if you want it more accurate, please say, i'll just cut down the explosion a little if you do. i should work on the walkpaths a little, but ohwell. The jet has been centered, but the problem with it is that the emissions catch on the tank. i'll fix that next release, its bugging me. i'd like it to rear up slightly when it jets, but not much. woot, 212 downloads before the first update.
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Sat Mar 14, 2009 2:40 pm |
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Prusselusken
Joined: Sun Mar 08, 2009 5:59 pm Posts: 18 Location: Norway OR Qatar. Depends.
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Re: Mammoth Tank [v 0.8a]
Holy snoopshizzles, I love you
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Sat Mar 14, 2009 9:09 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Mammoth Tank [v 0.8a]
If I play CC with this mod active (IE on the map) after less than 5 minutes, CC Crashes.
I have done this 19 times and counting. (20 seconds, to 5 minutes a piece before crash) Ivan's Bear faction Tank also crashes my game, but not for near an hour or 2. The more tanks the faster the crash.
Is there a reason for this, and if so, how is it fixed, Please PM me, anyone with an answer to this.
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Sun Mar 15, 2009 3:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8a]
Whoa, how unstable is your CC? i've been playing with one three of these on zombie cave for upwards of an hour without anything happening... Is anyone else having the same issue?
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Sun Mar 15, 2009 6:41 am |
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mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
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Re: Mammoth Tank [v 0.8a]
@Miles: Disable everything except the tank and your core .rtes (Base, Coalition, Dummy, Missions, Tutorial) with CCModManager and then try it.
Gotta try this sometime, going to bed now though.
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Mon Mar 16, 2009 4:14 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Mammoth Tank [v 0.8a]
Geti wrote: Whoa, how unstable is your CC? i've been playing with one three of these on zombie cave for upwards of an hour without anything happening... Is anyone else having the same issue? For some reason for me CC is really unstable. On start up i have a 50% chance of a crash, with no RTE Error, before the game finishes loading, usually at a half-way point. no RTE error just "We're sorry but cortex command needs to close" and no, 50% is not an exaggeration, I usually have to run it, it crashes, and then Ctrl-alt-del, remove the stuck process, and do it again, at least once, every time i want to play. Mod making is a ♥♥♥♥♥ for me. On top of that, Certain actors and objects kill my game. I can't use ivan's space marines, the weapons, make the game crash in 20 minutes flat, I can't use tanks as much as i'd like, as they A) crash the game, and B) occasionally explode without being touched. actually, I'm gonna get rid of all but a few mods, and see how it works. (leaving default stuff, Maps, Bear faction, and my stuff i've made, and this tank, with nothing else.) Will test tank that way, and post results. -----Edit----- 12 mods removed 55+ screendumps put in a rar-file and then removed Screen-dumps archive uploaded for humor of some of them. There are a lot of flying bunker modules in it. Testing now --Re-Edit-- I have been playing for a few hours, no errors, untill i was in the buy menu, and it started scrolling up on its own. I couldn't select anything, I couldn't hit esc, ctrl-alt-del did nothing, and i couldn't even cold-boot my computer properly. i held in the power button for 10 seconds, and it was running running.... so i unplugged it. The only thing I see (specific to the tank) that isn't right, is that the material it settles to, is to weak. I managed to get a tank to die, treds at a 45 degree angle, and drove another tank THROUGH it, by driving INTO the closed angle. it didn't slow me down. I shot through it.... make it settle to something like... i dunno, concrete.... something sturdy.... I know the point of weaker materials for settle is to keep the map from flooding, but its not like you'll have 90 tanks in a game. plus there good for blocking holes that way. Also, I managed to make a spot on the map that was a tank-catcher... From a flat surface, have a 100 pixel wide trench, that goes on a slow downward curve. like a roller coaster, only lame.... about 30 degrees, it will go down that trench, just make it keep curving down on the right grade, until its 60+degrees, and the tank can't get back out, it'll get stuck in the cieling... I figured this out on accident.
Attachments:
File comment: My Screen dumps
ScreenDumps.rar [4.51 MiB]
Downloaded 170 times
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Mon Mar 16, 2009 11:34 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8a]
The tank is made of metal, so it settles to scrap metal. I suppose I could make it settle a proper metal material, consider it done next version, thanks for the heads up. I have no idea why it thrusts itself upwards when it dies either, I think its an engine thing, like the way clones flip one way or the other when killed.
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Tue Mar 17, 2009 4:13 am |
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Sludgecrawler
Joined: Thu Jan 15, 2009 9:42 am Posts: 14 Location: Gotland, Sweden
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Re: Mammoth Tank [v 0.8a]
If two guns are needed and/or wanted you could perhaps make the tank fire two shells on one click (if that is possible, i'm still learning the basics) with some, but not much, delay between them. This might make it look like it has two guns with only one visible. maybe Hope I can help, though you've probably already thought of this.
Except for the slightly improvable jetpack it's a very good mod.
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Tue Mar 17, 2009 12:33 pm |
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