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 ***Ballistic Weapons: Mercenaries!*** 
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Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Post Re: ***Ballistic Weapons: Mercenaries!***
numgun wrote:
I left that out to reduce lag. They were initially MOSR, but soon I realized it was no good since especially on the minigun, it would spew enourmous amounts of MOSR really fast. I didnt feel like making 4 frames for every 6 shell in the mod because it just doesnt matter to me at all that they spin or not.

Also I was right about not letting FZ beta test. :lol:


Eh, just make them an animated sprite?

NeoSeeker wrote:
this mod's sprites are ugly the main actor is boring (which could be fixed with some sort of Lua gimmick) and the guns are oversized.


there's my two cents. i still like it, playing it as i type this, it just needs some crap fixed up.


While he's being a bit negative, it's actually true.
There's nothing special about the actor, and the weapons don't look 'sharp'.
I know, I know, there's the excuse "it has it's own style" but you know what, it'd look so much better if the weapons actually had a stroke.


Thu May 21, 2009 7:11 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
war_man333 wrote:
numgun wrote:
I left that out to reduce lag. They were initially MOSR, but soon I realized it was no good since especially on the minigun, it would spew enourmous amounts of MOSR really fast. I didnt feel like making 4 frames for every 6 shell in the mod because it just doesnt matter to me at all that they spin or not.

Also I was right about not letting FZ beta test. :lol:


Eh, just make them an animated sprite?


*Golfclap* :grin:


Thu May 21, 2009 7:29 pm
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Joined: Wed Apr 22, 2009 1:51 am
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Location: Pennsylvania
Post Re: ***Ballistic Weapons: Mercenaries!***
I'm I don't want to get off topic *checks over shoulder for mods* but what is a golfclap? Also, I'm really enjoying the pusher now. That is when I use a couple of particle accelerator. HUGE bloody mess.


Thu May 21, 2009 7:51 pm
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Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Post Re: ***Ballistic Weapons: Mercenaries!***
using the 4 digits of one hand to strike the other hand's palm to make an extra quiet sounding clap.


kim jong demonstrates

Image


Thu May 21, 2009 7:59 pm
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Joined: Wed May 20, 2009 10:06 am
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Location: Sweden
Post Re: ***Ballistic Weapons: Mercenaries!***
:shock: THIS... IS... SO... AWESOME!!!!! :shock:

Childish caps-using aside, this mod is just what I've been waiting for!

EDIT: Having tested the mod for a while now, I can only find a single thing that annoys me in this mod: The recoil on most of the weapons! I don't know if it supposed to balance them or something, but having your actor get pushed away from the "window" he's using to shoot out of the bunker he's defending with each shot with is quite annoying. This is especially impractical when you're trying to keep a horde of cpu controlled vanilla actors at bay with a semi-auto weapon like the R78 (or whatever the sniper is called).


Last edited by 1nfernal on Sun May 24, 2009 11:46 am, edited 1 time in total.



Thu May 21, 2009 8:14 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
John_bowe wrote:
I'm I don't want to get off topic *checks over shoulder for mods* but what is a golfclap? Also, I'm really enjoying the pusher now. That is when I use a couple of particle accelerator. HUGE bloody mess.


It's like clapping sarcastically.
The person golf clapping isn't really impressed at all.


Thu May 21, 2009 8:38 pm
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
Post Re: ***Ballistic Weapons: Mercenaries!***
This is a really fun mod but there’s and annoying problem with the superweapon......

Whenever I use it (no matter how far away) my static brain shatters and is pulled towards the black hole


Thu May 21, 2009 8:42 pm
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Joined: Wed Apr 22, 2009 1:51 am
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Location: Pennsylvania
Post Re: ***Ballistic Weapons: Mercenaries!***
JJA79 wrote:
This is a really fun mod but there’s and annoying problem with the superweapon......

Whenever I use it (no matter how far away) my static brain shatters and is pulled towards the black hole

Yeah, I tried to use it on dummy assault and I get that. You'll notice doors in the base start disappearing, and then right when you're about to deliver the final blow, boom, there goes you brain. Its a pain.


Thu May 21, 2009 9:04 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Location: Finland
Post Re: ***Ballistic Weapons: Mercenaries!***
That's propably because it doesn't ignore pinned actors. It's really easy to fix too.


Thu May 21, 2009 9:08 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
numgun wrote:
*Golfclap* :grin:


lol.
just make them similar to the vanilla shells.


Thu May 21, 2009 9:12 pm
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Joined: Sat May 16, 2009 11:25 pm
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Location: probably controlling the army outside your door =P
Post Re: ***Ballistic Weapons: Mercenaries!***
John_bowe wrote:
And FZ, I think you are viewed as(and myself sometimes I suppose)...a bit of an annoyance. You're like that annoying kid in the classroom who says obnoxious stuff without helping it. And won't shut up about it. Kinda. I dunno.


The thing that sucks is when theres about 7-8 of them in ONE DAMN CLASS!!!

btw ill have this tested with a friend tomorow (I have a friend staying the night)

EDIT: Just tell me if the blue there is Eye-Rape and ill change it


Last edited by Konn on Thu May 21, 2009 11:41 pm, edited 1 time in total.



Thu May 21, 2009 9:33 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
It's a hell of alot of fun to play a Brain-only survival match on that one map that I can't remember the name of. It was Gravity something. But instead of jumping down in the 0-G field, just staying at the top.

It's even better to look down at the AI flailing around in there after you've died.

However, it is annoying when some lucky punk spawns with a rocket launcher and lands just out of sight.


Thu May 21, 2009 9:40 pm
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Joined: Wed Apr 22, 2009 1:51 am
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Location: Pennsylvania
Post Re: ***Ballistic Weapons: Mercenaries!***
Oh awesome. I just found out when I used the telekinesis master on any field (reconstructor, stasis, accelerator,) it makes them permanent. Now the whole map is littered with freaky bubbles of bent physics.


Thu May 21, 2009 11:03 pm
Profile YIM
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
Post Re: ***Ballistic Weapons: Mercenaries!***
Konn wrote:
EDIT: Just tell me if the blue there is Eye-Rape and ill change it

It's like trying to read a hole in reality. Please change to red.


Thu May 21, 2009 11:07 pm
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Joined: Wed Feb 25, 2009 2:45 am
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Post Re: ***Ballistic Weapons: Mercenaries!***
Just got 40 kills in survival mode. *flashes e-peen* Can anyone beat?


Thu May 21, 2009 11:08 pm
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