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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Sun May 11, 2008 12:50 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
If someone could explain how the hell those climbpaths work... :(

I'll fiddle with the climbpaths in a moment, I'm guessing they're the same as the walkpaths.


Mon May 11, 2009 12:30 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Geti wrote:
numgun wrote:
Also, they are mercenaries or mercs. Not clones.

to justify this you should have procedurally generated faces ;)


F***.

>.>

*Glues the helmet on*

There, masterchief style. You will never see his face. Buehahahah! :evil:


@Roon, I need to concentrate really hard to understand how they work.
Simply looking at them is impossible since the instant I just look at them, my brains are fried.


Mon May 11, 2009 12:47 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Geti wrote:
numgun wrote:
Also, they are mercenaries or mercs. Not clones.

to justify this you should have procedurally generated faces ;)


F***.

>.>

*Glues the helmet on*

There, masterchief style. You will never see his face. Buehahahah! :evil:


@Roon, I need to concentrate really hard to understand how they work.
Simply looking at them is impossible since the instant I just look at them, my brains are fried.


So that's your big secret, you have multiple brains!


Mon May 11, 2009 1:22 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
hahah, good show nummy :3

climbpaths are complex, but you should be able to make them work by moving the feet further away from the body, if the torso is colliding with the terrain.


Mon May 11, 2009 2:56 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Aspect's and Rocksonics backgrounds happen to be exatcly what I needed.
They fit amazingly! Just look at these:

Image

Image


Also the mod has this teleporter bomb... its ment to grab to random
actors and switch their positions. Look what it did here:

Image

Seriously. That is epic. :lol:

Also I fiddled with the walkpaths and with my MAX 500% concentration, I ♥♥♥♥ did it. It climbs like a semi-pro now. And I also made the walk paths wider and faster. :grin:


EDIT: Alright, people are now getting to see it public, check out the mods entry at ModDB:

http://www.moddb.com/mods/ballistic-wea ... ercenaries


Mon May 11, 2009 8:36 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Quote:
With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated and drooled upcoming mods for Cortex Command!


-10 points to grammar (and humility)


Mon May 11, 2009 10:55 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Now that you have those mountain backdrops, I think you should make the sky green.


Tue May 12, 2009 9:06 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Grif wrote:
Quote:
With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated and drooled upcoming mods for Cortex Command!


-10 points to grammar (and humility)


I recommend a reword to

With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated (and drooled-over) mods being created for Cortex Command!


Tue May 12, 2009 9:29 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Exalion wrote:
Grif wrote:
Quote:
With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated and drooled upcoming mods for Cortex Command!


-10 points to grammar (and humility)


I recommend a reword to

With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated (and drooled-over) mods being created for Cortex Command!


Thanks! I changed it to this.


Tue May 12, 2009 9:51 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
the isolated green pixels in the backgrounds need to be fixed. some sort of blur would be fine, just don't leave them there, they stand out too much in stills. i can see how they'd be fine in motion, but they're too glaring to be left untouched.


Tue May 12, 2009 12:10 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Grif wrote:
Quote:
With the aim to bring the BW feel and Tournament gameplay to Cortex Command, Ballistic Weapons: Mercenaries! is one of the most anticipated and drooled upcoming mods for Cortex Command!


-10 points to grammar (and humility)


Don't blame him, his native language isn't english.


Tue May 12, 2009 5:06 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Looks cool! But where is my background in those two screenies? :P


Tue May 12, 2009 5:16 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
möö
i mean good realy good


Tue May 12, 2009 5:28 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Rocksonic wrote:
Looks cool! But where is my background in those two screenies? :P


Not on those, I put the different version on other maps. The brown, grey and the blue ones worked really well. I got rid of the dark brown since it was a tad too dark.

Also I'm now trying to make some ingame recordings so I could make a cool video of some gameplay. Hope my PC can do it with little lag as possible. :P

I'll be using Fraps to record it, not sure what I'll use for editing, but I'm gonna see this Sony Vegas thing. Seems like a cool app.


Tue May 12, 2009 6:44 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Well, Numgun, you keep saying your mod "huge," whats the filesize?

numgun wrote:
Image
Seriously. That is epic. :lol:

Epic indeed, took me time to understand what was going on though.
The new maps look great. Are you using custom textures? (Also, get Prom to texture that water material for you or something)


Tue May 12, 2009 7:18 pm
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