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 Brutality Mod 
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Joined: Sat May 02, 2009 4:52 am
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Post Re: Brutality Mod
This'd be great for trench warfare. Now, if only the AI was smart enough to cooperate... It feels very good, and the clutter is greatly reduced. I didn't have to try every weapon out just to see what it did; the shapes tell all, and all weapons perform very well.


Sat Jun 19, 2010 5:04 am
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Post Re: Brutality Mod
I don't know if it's just my side, but the download is estimated at 19 minutes, a whole 10 kb/s. Could we get an alternate upload up?


Sat Jun 19, 2010 5:30 am
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Post Re: Brutality Mod
I know you said there was no Lua but what if it made the AI smarter?
I was working on merging CC48's anti-ducking and Hunter-killer scripts viewtopic.php?p=338559#p338559
viewtopic.php?f=61&t=17905
with the increased AI range script by PhantomAGN
viewtopic.php?p=351543#p351543
I didn't get to far because I can't understand Lua :oops: but maybe what I have done will be useful to you.
(I will attach it to this post with a back drop I made that has craters all over it like it has been bombed)

you may want to look into adding the Incremental Recoil Lua script, that should REALLY make this brutal
viewtopic.php?p=327583#p327583


Attachments:
Brutal AI.rte.zip [322.78 KiB]
Downloaded 312 times
Sat Jun 19, 2010 6:35 am
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Post Re: Brutality Mod
Can you upload this mod to mediafire?
I can`t download it from zshare because of Adblock.


Sat Jun 19, 2010 7:30 am
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Post Re: Brutality Mod
I played this for the last couple hours. It has a MUCH cooler feel than vanilla because of all the mystery that's there, invisible bullets really changed that. I really like this, keep updating it man.


Sat Jun 19, 2010 8:08 am
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Joined: Mon Apr 14, 2008 9:28 pm
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Post Re: Brutality Mod
This looks extremely interesting, but I've tried moving the files to no avail. I wish Mac's had a 'merge folders' function, not just replace all.
Am I going to have to go in and replace every individual file or possibly move everything to a Windows computer, merge the files, and then move it back?

Still, awesome looking mod and I can't wait to test it out!


Sat Jun 19, 2010 4:19 pm
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Post Re: Brutality Mod
This is awesome, it has a completely different atmosphere. Only problem is some incompatibility with other mods such as Theatre of the Dead and the Gunship mod. That and the lack of text but that's been mentioned already.


Sat Jun 19, 2010 4:57 pm
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Post Re: Brutality Mod
Actually, I think this would be amazing with the theater of dead mod.


Sat Jun 19, 2010 6:40 pm
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Post Re: Brutality Mod
-snip-

got it working :D

It's a truly cool total conversion of cc! gave me some really intense gameplay! I also like how you've changed the colours on the dropship jets. lots of small details and changes that made it interesting :D only thing I didn't like, however, was the missing text in the buy menu. fun mod though! it's a keeper ;)


Sat Jun 19, 2010 7:11 pm
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Post Re: Brutality Mod
Besides the text and limited options, this is a very cool conversion! If the AI were a bit more intelligent/customizable, there would be some awesome possibilities.


Sat Jun 19, 2010 8:45 pm
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Post Re: Brutality Mod
Gunship mod for this is awesome. Just remove all the stuff pertaining to the mission to make it work, and make the non-tracer bullets invisible and it fits right in.
Might want to re-enable wounds as well.

So much fun.


Sat Jun 19, 2010 9:53 pm
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Post Re: Brutality Mod
Cheesemonkey wrote:
Question: When you modified the backdrops did you just repaint them pixel-by-pixel or did you use a filter or some sort of automated process? I was looking into repainting the backdrop in my mod and decided it was too much effort for something that's not a big deal in my mod.


Ha ha, that's really old. I did a really cheap job -- just made everything grey in GIMP. Eventually I plan to build a better background (and a bunch of better scenes, as it happens).

Contrary wrote:
Though all in all I find this easier than vanilla CC in terms of base defense skirmish.


Yeah, that's true. That probably because you don't have to shoot enemies ten times to kill them.

It helps, of course.

Coops9753 wrote:
I dont know if i like this 'OMG You got shot in the leg!! YOU HAVE 10 SECONDS TILL YOU DIE!!!' kinda thing going on.. I had to reduce emission damage because it was a little overkill to me..


You can survive getting shot in the leg. I dunno about being shot twice. Thrice is really pushing it. The point is to change the player's attitude from "I should probably avoid bullets" to "OH ♥♥♥♥, BULLETS".


Acehalo-2 wrote:
I have a Mac.


Sorry, I don't know how to help you.

----

I'm probably going to upload a new version to a different host with a few tweaks in a day or so -- I'll put the text back and see how that goes, for one thing (and I'll make the AI a little less stupid). What do you guys think about the dummy weapons? Do you have any ideas for additional weapons that are interesting and useful, but at the same time fit with the dummy attitude?


Sun Jun 20, 2010 1:34 am
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Post Re: Brutality Mod
will yoube adding your edited WWII Scene?
viewtopic.php?f=24&t=16193&start=15


Sun Jun 20, 2010 3:59 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Brutality Mod
Great job with the brutality.

I would look into more content, like turrets, and better healing products with appropriate drawbacks.


Sun Jun 20, 2010 4:34 am
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Post Re: Brutality Mod
Crow wrote:
What do you guys think about the dummy weapons? Do you have any ideas for additional weapons that are interesting and useful, but at the same time fit with the dummy attitude?


Well, i think the dummies could do with a long-distance weapon. maybe a railgun? near-perfect accuracy but a long reload and only one or two shots per reload. it would also be nice for them to have a deployable cover, like the shielder thing they have in the vanilla cc. it would prove much more useful here than in vanilla, where cover isn't needed as much as firepower.


Sun Jun 20, 2010 4:45 am
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