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 ***Ballistic Weapons: Mercenaries!*** 
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Joined: Wed Apr 29, 2009 12:24 am
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Post Re: ***Ballistic Weapons: Mercenaries!***
Is it me or are my posts being deleted?

Yes, yes they are. This is because (and I have PMed you about this) you are posting stuff either in the wrong topic, or useless stuff that doesn't need to be posted. Just read the rules and follow them please. -Seraph


Wed May 27, 2009 5:37 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
when i follow the instructions on the map editor 'advanced' ive followed everything as explained but when i start game and use my terrain, it works for 3-5 secs after edit an freezes the game.

anyone know how to fix this?


Wed May 27, 2009 7:16 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Dare Devil wrote:
when i follow the instructions on the map editor 'advanced' ive followed everything as explained but when i start game and use my terrain, it works for 3-5 secs after edit an freezes the game.

anyone know how to fix this?


I'd need to see what youve done, I might have done some mistakes in that advanced tutorial, since I kept changung the system a couple of times, but I still need to see your map to find the problem.
Send it over and I'll check it out.


Wed May 27, 2009 9:54 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Question: when I shoot the weapons which use shells or normal casing, they won't stack up. Lemme explain ...

You shot ... bullets fly out of the weapon on the ground and then bullet 99 flies out, hits the ground, bullet 100 flies out, hits the ground, and THEN ... bullet 101 glies out, hits the ground, bullet number 1 dissapperas and so on. Is this just me or was this on purpose?


Thu May 28, 2009 1:53 pm
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Joined: Wed May 27, 2009 8:33 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Hello,
I finally managed to register at the boards - had been lurking here since Februar when I stumbled upon CC-demo.

Well - I tested BW:M...
First of all - the look. Your sprites, Numgun, are as usual of high standart. Yet - they are not perfect. They lack conformity and are clearly oversize.
Yes, of course - alot of people will now argue that there are bigger Actors whom the size just fits well (take the Spacemarines for example) and conformity is quite unimportant to a merc as those guys probably do their jobs with all kinds of weapons no matter where they are from. Yet I wont ever give reviews based on other peepz opinions - Id rather rate them myself and well, I prefer an asset that harmonizes within itself. There are 60ies M60-machineguns straight from the Korean-war next to Railguns, Laser-rifles and a Cyberpunk-pistol with Blades stripped on. Quite a contrast.
Same goes for the Colors - Looks like I just smashed into a rainbow whenever I stuff my people out with different Weapons from the Merc-set. Again People might say that this does not matter, still I prefer fitting assets like the Beaf-federationmods ones.

But there is even more. I could bear easily with all that if 99% of your weapons wouldnt be so nicely oversized :/
There is a heavy Rocket-launcher all in Green with some orange stripes`n`stuff on - I really like that weapon as it finally smacks a Drone done with one shot, as Id just expect it from a RocketLauncher (The vanilla-ones dont. Theyre just useless with a long reload like that looking at the fact, that they cant even smack a door open with one shot - if any Dev is reading this - please consider a fix as the vanilla doors look quite "light") - yet again, theres something about that weapon I dislike quite abit: It is so darn long that it just doesnt look slightly "wrong" - it even sticks into the bunkers walls whenever im inside one, crawling a ladder up or jetpacking up/down a shaft. Is it really needed to have them that long? Or at least - couldnt some of them be of a more proper size? Take the HAMR for example. Nice weapon, nice sounds. Yet, as the bigger brother of the Pistol-gun that is way smaller - does it need to be that big? Shouldnt it rather be in some other way more special than just being "the bigger version" of what already exists?

And that gets me to the next thing already - there is a huge amount of pistols, guns, cannons, stuff...
I couldnt test them all yet, but say, whats supposed to make me want to test them all through when, considering their description, quite some of them seem to just be the same with just, well, different stats? Just like the HAMR: Basically the same as the revolver-gun, just with more "BIG" added. Okay now - the Revolvercannon is Vanilla and not part of your Merc-set, but I guess you get my point, yes? Just take all those Pistols as another example - when Ill order a full dropship of each pistol in that pack - what would you say, will I have a set of unique pistols to discover, or just Pistols over and over - looking different and having other bullet-stats, but basically the same?


See - thing is - in my opinion you and the people downloading your mod would benefit more from your work if youd use your time and strength on 2-3 more unique weapons, as on another 10 guns with fancy looks.


Codingwise, as far as I can see, nothing faulty or working not-so-well. Everything works fine. Good job.

Have a nice day.


Thu May 28, 2009 7:44 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
audiopulse wrote:
the vanilla doors look quite "light"

No, they don't. They're made of several inches of solid metal. That said, I agree with most of the above review.


Thu May 28, 2009 7:51 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Hey Numgun, any word on how the Tournament script is coming along?


Thu May 28, 2009 8:05 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Flammablezombie wrote:
audiopulse wrote:
the vanilla doors look quite "light"

No, they don't. They're made of several inches of solid metal. That said, I agree with most of the above review.

Hello,
theyre as thick as a coalitions head. Yet most weapons smash through easily thanks to some - in comparison to the vanilladoor - imbalanced mods.

I havent stopped the time yet - but it feels like I could break such a door down faster with a Spas1200 than with a rocketlauncher as they just take aeons to reload.


Thu May 28, 2009 8:10 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Ok, after playing for a while, only some small compliants: the jetpack doesn't last long enough, and when carrying a reasonable amount of stuff, (ex: Ar-rifle, The basic pistol, knife, digger, and 3 pinapples) you simply cannot fly. Also quite hard to crawl, I keep flipping over, and getting stuck 'cause he's too fat. Really, just a few minor problems with the actor. But really, this is one of the most fun and addicting packs ever. Might be number 1 if I sat down and thought about it.


Thu May 28, 2009 11:35 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
sorry for the late reply but i was not home.

what ive done to create the map:
Code:
For index.ini

IncludeFile = BW.rte/Maps/Scenes/volcani.ini

(i think the name is pretty lame but i did not think of any)
Code:
for terrains.ini

AddTerrain = SLTerrain
   PresetName = volcani terrain
   BitmapFile = ContentFile
      Path = BW.rte/Maps/Terrains/volcani.bmp
   WrapX = 0
   WrapY = 0
   ScrollRatio = Vector
      X = 1.0
      Y = -1.0
   BackgroundTexture = ContentFile
      Path = BW.rte/Maps/Textures/BWTexBG.bmp
   AddTerrainFrosting = TerrainFrosting
      TargetMaterial = Material
         CopyOf = Bw Topsoil
      FrostingMaterial = Material
         CopyOf = BW Grass
      MinThickness = 5
      MaxThickness = 7
      InAirOnly = 1
   AddTerrainDebris = TerrainDebris
      CopyOf = Plants
   AddTerrainDebris = TerrainDebris
      CopyOf = Gold


for BG.ini ive used the 3 first backgrounds

Code:
for the ini file for terrain


AddScene = Scene
   PresetName = volcani
   LocationOnPlanet = Vector
      X = 0
      Y = 0
   Terrain = SLTerrain
      CopyOf = BW.rte/volcani terrain

//Default Backgrounds:
   AddBackgroundLayer = SceneLayer
      CopyOf = CM Mountains Layer
   AddBackgroundLayer = SceneLayer
      CopyOf = CM Clouds Layer
   AddBackgroundLayer = SceneLayer
      CopyOf = CM Back Layer

   GlobalAcceleration = Vector
      X = 0
      Y = 20


sure ive not followed exactly the instructions but atleast you could tell me what im doing wrong...


Fri May 29, 2009 3:03 pm
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Joined: Sat May 05, 2007 7:21 am
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Post Re: ***Ballistic Weapons: Mercenaries!***
Erm... both revolvers (Wilson and D-sumthin-sumthin) eject shell casings. Every revolver that I've ever seen retains the spent shells until the cylinder is opened. Just a minor gripe.

Otherwise, mod is fantastic, although i don't like the teleport and black hole bombs, due to their likeliness to end MP matches.


Fri May 29, 2009 8:21 pm
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Joined: Fri Mar 07, 2008 9:09 am
Posts: 44
Post Re: ***Ballistic Weapons: Mercenaries!***
I'm getting a bug from the railgun. Sometimes even though the ammo count specifically says 1 already, shooting it just causes it to drop to 0 with nothing fired at all.

-edit- Just realised I forgot to thank you for this mod. It's awesome, my bro and I have been having a flaming good time (pun intended). While some weapons are somewhat overpowered for their price value, overall the quality is great, and fits the style of CC very nicely


Sat May 30, 2009 8:40 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: ***Ballistic Weapons: Mercenaries!***
udm wrote:
I'm getting a bug from the railgun. Sometimes even though the ammo count specifically says 1 already, shooting it just causes it to drop to 0 with nothing fired at all.


Thats a feature. The railgun is a very powerful weapon by itself and mostly one hit kill in most cases and the fact it can go through a meter of metal makes it even more dangerous. So that little "charge expired" feature is there to balance the weapon. The user must plan carefully his each shot and time the 3 seconds of firing time he has when the weapon has reloaded.


Scope0 wrote:
Hey Numgun, any word on how the Tournament script is coming along?


I think thats cancelled for now. Firstly CC isnt good enough yet and lacks some features we'd need for it and then there are no coders to take on a task that large for now. Plus I dont have time nor motivation for it at this time.
So I'll resurrect that sometime later. Much later.


Sat May 30, 2009 8:49 pm
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Post Re: ***Ballistic Weapons: Mercenaries!***
Tendrop wrote:
Erm... both revolvers (Wilson and D-sumthin-sumthin) eject shell casings. Every revolver that I've ever seen retains the spent shells until the cylinder is opened. Just a minor gripe.

Otherwise, mod is fantastic, although i don't like the teleport and black hole bombs, due to their likeliness to end MP matches.

Address this
Casing drop on reload is pretty mofukkin simple dawg.


Sat May 30, 2009 11:53 pm
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Joined: Fri Mar 07, 2008 9:09 am
Posts: 44
Post Re: ***Ballistic Weapons: Mercenaries!***
numgun wrote:
Thats a feature. The railgun is a very powerful weapon by itself and mostly one hit kill in most cases and the fact it can go through a meter of metal makes it even more dangerous. So that little "charge expired" feature is there to balance the weapon. The user must plan carefully his each shot and time the 3 seconds of firing time he has when the weapon has reloaded.


Interesting, I didn't know that. Thanks!


Sun May 31, 2009 3:31 pm
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