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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
PhantomAGN wrote: I'm salivating at the thought that we will get a tower with a built-in gun. Because it's a vanilla-styled base, what would the turret be like? The vanilla factions have pretty different themes. Or something generic, similar to the vanilla guns?
Saying vanilla this much is making me hungry. ...When did they say they would? I was suggesting something. Don't assume such things.
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Tue Aug 11, 2009 5:08 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
3POK_PHALE wrote: ...When did they say they would? I was suggesting something. Don't assume such things. Oi, I never did. I stated a fact. (My desire to see such a thing) Then speculated on aforementioned suggestion. (logistics of doing a multi-faction-friendly design). Only two people here ever mentioned turrets. I don't get what the issue here is, I thought I was pretty clear. Sorry about that Grif, I'll be more specific in the future... Applying sparkle magic to the tower is an interesting idea, back to that. I guess what we (or just me?) want to know is 'To what end will the sparkle magi serve?' and the like.
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Tue Aug 11, 2009 8:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
He made it so that actors placed in the tower's sniper positions don't bail out with the fail AI. They stick it out in the tower if you aren't controlling them, and won't jump out so they can try to see how their face fares vs an enemy digger.
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Tue Aug 11, 2009 3:25 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Oh, that's going to be really useful indeed. I often gave up and blew the legs off of my snipers. It worked pretty well actually, you end up with a smaller actor who won't dive off of things. Ot just make better walls for holding them, though that only lasts a while. Bottom line; yay sparkle magic, it makes the world a better place.
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Tue Aug 11, 2009 4:08 pm |
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The Haunted Shadow
Joined: Sun Aug 02, 2009 8:16 pm Posts: 32 Location: Cyberspace
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Thanks, Downloading now.
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Wed Aug 12, 2009 10:54 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
The Haunted Shadow wrote: Thanks, Downloading now. The new guard tower stuff and the Rocket Silo shaft module are not in the current version that's available for download. Just a heads up.
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Wed Aug 12, 2009 11:20 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
LowestFormOfWit wrote: The Haunted Shadow wrote: Thanks, Downloading now. The new guard tower stuff and the Rocket Silo shaft module are not in the current version that's available for download. Just a heads up. When exactly will those be coming? Didn't you say you were gunna add sparkle magic to them?
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Fri Aug 21, 2009 10:18 pm |
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Spy MasterX
Joined: Sat Oct 24, 2009 12:13 pm Posts: 13
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Yeah, I'm looking forward to when I won't have to use the wall modules and blank x16 squares to make the new rocket silo taller.
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Thu Oct 29, 2009 7:13 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
The guard tower has had lua (unchanged) for at least two months now.
Unfortunately LFOW's computer is rather broken, so he's been unable to do anything with it, and it contains most of his mods. And his contributions to Xextredge.
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Thu Oct 29, 2009 3:20 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
I'll upload it sometime. Getting my computer's software back in order now that it's actually running.
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Sun Nov 01, 2009 11:08 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Holt crap. Totally forgot about these things, and how I never remembered to upload that Silo Shaft Extension.
Well, check the main page, it's got the new one. As an additional apology, I'll be adding a few prefab bases to this in my spare time.
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Sun Feb 21, 2010 8:56 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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 Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
LowestFormOfWit wrote: Holt crap. Totally forgot about these things, and how I never remembered to upload that Silo Shaft Extension.
Well, check the main page, it's got the new one. As an additional apology, I'll be adding a few prefab bases to this in my spare time. Thank you oh so much.
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Sun Feb 21, 2010 9:46 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFoW's Remastered Modules and Prefabs - Updated 02-21-10
Coming soon.....Drop Pod Base!  This is a one click prefab that comes fully equipped with a Heavy Tower, Brain Vault, Door, and best of all, a quick deployment system for actors delivered via drop pods! Simply drop the pod down the tube, and it teleports to the other side where it is lifted out onto the battlefield, ready for action! Below is an old GIF, but it is the original drop pod tube I did using regular modules. Here showing off how it works with Darkstorm Raiju Pods:  It'll be in the next update of the mod along with whatever else I decide to add. *Credit to the authors of the modules used in Map PackV3 that were borrowed for this prefab.
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Tue Feb 23, 2010 10:36 am |
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Pyrodoom
Joined: Sun Jan 24, 2010 1:07 pm Posts: 34 Location: behind you
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 Re: LFoW's Remastered Modules and Prefabs - Updated 02-21-10
Two suggestions of more vanilla bunker modules/bits/systems things: 1. A new dropship dock. Whenever I dock a dropship for more than 10 seconds it blows up. Re-do the dock so that it's possible to keep a dropship stationary forever. 2. A new 'Hanger A' bunker system. Take out the floor so it's just the giant doors, then make them the sliding ones instead of the rotating ones. Hope that gives you some ideas!  EDIT: Forgot one! 3. Some form of 'sideways Y-intersection' module. so I can connect a tunnel module to one side, and downward stairs and upward stairs modules on the other. Also, I agree with Asatruer, "There is room for additions to the stair pieces like a section that does not pop up above ground, like the one on the far right of your mock up...". I can't wait for that. 
Last edited by Pyrodoom on Mon Mar 01, 2010 11:34 am, edited 1 time in total.
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Sun Feb 28, 2010 10:35 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: LFoW's Remastered Modules and Prefabs - Updated 02-21-10
I'll keep that in mind. Working on a TON of new modules right now. I know at least one person will be happy with them.
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Mon Mar 01, 2010 8:42 am |
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