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 Mutagen Makers Federation VERSION 3! With added lua-ness! 
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Joined: Tue May 12, 2009 3:11 am
Posts: 8
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Post Re: Mutagen Makers Federation VERSION 2
mmm I download the mod and everytime that I try to load it cortex command crash do you know why is happening


Mon Jun 01, 2009 7:30 am
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Joined: Mon Feb 02, 2009 9:18 pm
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Location: Ancient Hispania
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Post Re: Mutagen Makers Federation VERSION 2
darksergio wrote:
mmm I download the mod and everytime that I try to load it cortex command crash do you know why is happening


A thousand things can be happening, write the error says and maybe we will can help you :wink:


Tue Jun 02, 2009 9:04 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.
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Post Re: Mutagen Makers Federation VERSION 2
Abortion in file ./system/reader.cpp,line531,because:

Referring to an instance ('Ronin Soldier 1') to copy from that hasn't been defined in MMF.rte/junkGun.ini at line 123

blah blah abortscreen.bmp

Im useing version 2 and build 23 (is this 22?)


Tue Jun 02, 2009 10:20 pm
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Joined: Fri Oct 17, 2008 9:46 pm
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Post Re: Mutagen Makers Federation VERSION 2
The mutagen federation currently does not work on build 23. Not so much because of new features, but due to the change of many objects' names and filepaths.
Don't even try to fix it. I spent a whole afternoon changing CopyOf lines to make it work. Don't worry, though: it will all be fixed in version 3.


Tue Jun 02, 2009 10:40 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
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Post Re: Mutagen Makers Federation VERSION 2
Areku wrote:
The mutagen federation currently does not work on build 23. Not so much because of new features, but due to the change of many objects' names and filepaths.
Don't even try to fix it. I spent a whole afternoon changing CopyOf lines to make it work. Don't worry, though: it will all be fixed in version 3.


Dang i had alot of fun with this in B22 :grin: but i can wait...


Wed Jun 03, 2009 12:43 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
BUMP for the new version, fully compatible with B23! Have Fun! :grin:


Sat Jun 20, 2009 12:23 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
What the FUDGE is that MECH!?!?! O_O

HOLY**** MINIGUN. :shock:

DOWNLOAD
DOWNLOAD
DOWNLAOD!!!1

(Comments to come, please stand by.. beep beep beep.)


Sat Jun 20, 2009 12:34 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
Nice work, but what's with the pointless variables in Create?


Sat Jun 20, 2009 12:36 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
Uh... well... I kinda have a policy of never leaving a function without variables... Just in case, y'know. :P


Sat Jun 20, 2009 12:43 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
Tested the Science Armor first, because it looke godly. Like how the mouth chomps up stuff, but the walking could use a little work (walking and crawl paths need some touching up)


Sat Jun 20, 2009 12:56 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
MEANWHILE AT DUMMY ASSAULT...

Image


Ok I tested it out. Awesome. The sprites are messy as usual and the stuff in this mod is totally
random and crazy. This faction really mutates the whole match on the very moment it comes to play.
After a couple of guns and toys, the battlefield was literally raped. Zombie armies rising from nowhere, small annoying mini moai statues throwing rocks pointlessly at my brain while half of the level has been eaten by a giant invincible bullet bill.

Also the giant robot is super fun in a multiplayer match. Just let each player equip with the tazer and a grenade gun and some awesome and epic match will begin.

The miniguns appeal was really frightening, but in the end it wasnt so powerful as I though it would have been. Something along the lines of a much more faster bullets and much more power.
A small drawback was that if you accidently had your minigun dropped, theres no hope in getting it back.
It can be fixed by giving the mech a large CharHeigth value.

The serums were awesome and the new additions were really good like the tower and the tunneling serums. If one would try to refrain from using nukes and starburst cannons and rely only on serums, it would make a very interesting and challenging game. Although for that I'd request giving a lower price for the genetist guy. Something like 50oz to make him more disposable.


Meanwhile back at dummy assault...

Image

This is the most crazy go-nuts mod out there right now. 10/10.


Sat Jun 20, 2009 1:54 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
I would recomend on the reverser robot have it change the particles ignore MO to it self.

So reflected bullets harm the shooter.


Sat Jun 20, 2009 2:36 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
Time Man does slow down time. But the time bot and the relect-o-tron...Not exactly time manipulation. That disappoints me. If they had other names or descriptions I'd be okay with them. Or, really make them slow down and accelerate time, not bullets.

The science mech has some messed up walk paths, but it still feels cool using it. Big Rock monster, looks cool, feels weak though.

Dropping abominations with the barrel is my favorite thing to do.

I have yet to test out the bullet bill serum and other new weapons. But overall, you made good use with the sprites you got, and this mod is still fun to use.


Sat Jun 20, 2009 3:10 am
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
Holy shift, this mod just got awesomer. When I read the first post and reached the Robotic Wing I lol'd heartily. Redownload and test! FOR SCIENCE!!

P.S. You rock good sir!


Sat Jun 20, 2009 6:00 am
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Post Re: Mutagen Makers Federation VERSION 3! With added lua-ness!
I have good reason to belive the enrage crash can be reduced by adding something that tracks the actors orginal team and resets it near/on death.

That will also allow adding more effects, such as a perpetually on fire effect.


Sat Jun 20, 2009 6:07 am
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