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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V1 - Image heavy!
Haha, look, 210 downloads in 24 hours. HELL YEAH. Also, @Roast Veg: Just set your AImode to golddig and tap the pie menu button. If it doesn't work, move closer. The craft can be enabled from the Index.ini, it's on craft/shuttle/shuttle.ini. @Zeranual: Yep, the suit crashes if you exit the game while it is being piloted. Always exit it before quitting the game, I'm still working on fixing that bug. @Nummy: True, true, the next releases will be a lot cleaner. Also, I agree with all the suggestions you posted and I'm currently working on implementing them. Effects may take a while, though, since they're the one part of modding I can surely say I suck at.
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Fri Sep 03, 2010 11:23 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: The APOLLOCALIPSE V1 - Image heavy!
This is a solid mod, and it plays well, but what's up with the gun sprites? No offense, but they're horrible compared to the actors.
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Sat Sep 04, 2010 3:48 am |
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rjhw1
Joined: Sun Apr 12, 2009 11:10 pm Posts: 128
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Re: The APOLLOCALIPSE V1 - Image heavy!
Wahaha, this is a great mod. I also see that some of the icons are from Ragnarok. xD
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Sat Sep 04, 2010 7:16 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V1 - Image heavy!
Benpasko wrote: This is a solid mod, and it plays well, but what's up with the gun sprites? No offense, but they're horrible compared to the actors. How so, exactly? Remember, we tried to keep this mod's guns somewhat reallistically-sized, so it's kinda hard to put the same level of detail as the actors. But really, how so, I'd like to improve whatever there is to be improved.
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Sat Sep 04, 2010 1:37 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: The APOLLOCALIPSE V1 - Image heavy!
I love your pilotable vehicle code. It only took a minute or two to convert it to be applied to the Bear Federation ST1. I took it off to make the ST1 still good for activities, the point is that it's easy to use. I'd love to see more stuff like it.
*EDIT*
I also find it interesting that you can place a brain unit inside of it without losing, even if it's your only brain.
I have a suggestion, though. Give it some sort of built-in weapon, that can't be broken or knocked off. A punch like the Darkstorm Oni, perhaps.
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Sun Sep 05, 2010 4:55 am |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: The APOLLOCALIPSE V1 - Image heavy!
Huh. The mods symbol reminds me of the A Team. Otherwise, good mod 9/10 . Wait.... I found Gatling_preview..... You just ♥♥♥♥ my pants.
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Mon Sep 06, 2010 12:09 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: The APOLLOCALIPSE V1 - Image heavy!
This has immense potential to be the brain body-switching mechanic that's been proposed as a base game mechanic. The only problem for now is that the normal brain in a jar does not have a gold-dig option in the pie menu, but I assume that would be easy enough to remedy.
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Mon Sep 06, 2010 5:40 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: The APOLLOCALIPSE V1 - Image heavy!
Nocifer wrote: This has immense potential to be the brain body-switching mechanic that's been proposed as a base game mechanic. The only problem for now is that the normal brain in a jar does not have a gold-dig option in the pie menu, but I assume that would be easy enough to remedy. The only problem with that is that it actually stashes the brain actor (Or any actor using it) Off screen, on the far left corner. So rather than attack your new "body" the AI will stupidly dig tunnels to nowhere.
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Mon Sep 06, 2010 6:11 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V1 - Image heavy!
Except that in the next build AI will (hopefully) be Lua-driven, so we could manually set it to go after vehicles piloted by brains.
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Mon Sep 06, 2010 3:20 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: The APOLLOCALIPSE V1 - Image heavy!
The exo armor looks like it's something from dead space....and thats AWESOME! I use it with the dead space mod :3
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Tue Sep 07, 2010 4:59 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: The APOLLOCALIPSE V1 - Image heavy!
gtaiiilc wrote: I use it with the dead space mod :3 Which you have edited my stuff and published No bad feelings, I pretended to make that suit look like comic suits of dead space.
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Tue Sep 07, 2010 5:28 pm |
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Eazy
Banned
Joined: Fri Sep 10, 2010 12:40 am Posts: 19
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Re: The APOLLOCALIPSE V1 - Image heavy!
Heavy Images ?
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Fri Sep 10, 2010 2:13 am |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: The APOLLOCALIPSE V1 - Image heavy!
On occasion, the pilot of the IS5 randomly gibs inside it. Any ideas why this might happen? (It always happens when I'm not directly controlling the piloted suit)
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Mon Sep 13, 2010 5:49 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: The APOLLOCALIPSE V1 - Image heavy!
Probably the MOSR limit I think.
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Mon Sep 13, 2010 5:53 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V1 - Image heavy!
Actually, since the piloted actors are placed close to the map wrap, it is possible that random gibbing occurs. Working on fixing that.
For a bit of news on the brighter side, new version coming soon, with the surprise-that-should-have-come-inside-of-the-cake-but-didn't. And kewl effects.
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Tue Sep 14, 2010 12:23 am |
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