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 Shamsy Electric Technologies - update 26/01/11 
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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: Shamsy Electric Technologies - update 10/01/11
BUNPDATE
Now with a working Petsuchos and a dropship.
Could someone take a look at the Mnewer and Apis' legs? It's a fthagn'nagl ♥♥♥♥♥ to fix, and I don't think it works the way I want it to.


Mon Jan 10, 2011 11:36 am
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Post Re: Shamsy Electric Technologies - update 10/01/11
I love this mod, and now you updated? Sweet!


Tue Jan 11, 2011 1:12 pm
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Post Re: Shamsy Electric Technologies - update 10/01/11
the big laser incinerator thing isn't working it just destroys terrain sorry if thats what its supposed to is this just me its happening to


Tue Jan 11, 2011 5:41 pm
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Post Re: Shamsy Electric Technologies - update 10/01/11
@Carrion: I've been looking at those mech legs back and forth. I can give a fix while working on my larger armors.

Some insight:
It seems the lower legs sprites have move straight up while the whole leg rotates to move forward. This creates the sea-sick motion it is known to have. Also, the machine sits down a lot and its forces (JointStrength and PushForce) are misdirected for this reason.

Edit-
Between a smooth, striding motion and a locomotive, "push from leg" motion; which one was closer to what you are looking for? Is the desired result somewhere inbetween these two? How the legs move will determines where the center of mass is while moving.


Wed Jan 12, 2011 12:01 am
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Post Re: Shamsy Electric Technologies - update 10/01/11
@wooden: damn, something must've gone amiss in the Lua. I'll try to fix this.

@CCS: thanks for looking it up... it's supposed to walk like a bull, in which there's some degree of fluidity yet has the feel of power as the push from leg one. If you could retool the leg I would be grateful, and put you in the credits as well. :D


Wed Jan 12, 2011 6:52 am
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Post Re: Shamsy Electric Technologies - update 10/01/11
You mentioned fixing the Mnewer Assault Mech walk (I think?)

Pastebin

Also I edited the foot

And again

I think this works and I hope this is what you were wondering about. All comments left in and stuff. Let me know if it helps.

Put them in Pastebin for you, that preserves the tabs and also saves the rest of us a lot of scrolling. -Duh


Thu Jan 13, 2011 1:40 pm
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Post Re: Shamsy Electric Technologies - update 10/01/11
Thanks, Abiding dude! I'll see if it works, and if it does work, I'll put you in the credits.
By the way, the Mnewer's foot is actually Mech Foot, that's the Battlesuit foot you got.


Fri Jan 14, 2011 11:53 am
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Post Re: Shamsy Electric Technologies - update 26/01/11
Bumpdate! Now with added Incinerator burniness!
And some stuff I forgot on front page: A new unit and a new weapon, some sprites courtesy of DudeAbides.

Go on, try the Incinerator. And then thank god that the AI can't spinup too long.


Wed Jan 26, 2011 3:18 pm
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Post Re: Shamsy Electric Technologies - update 26/01/11
Crashes upon startup... Something about sound...famas or something.


Wed Jan 26, 2011 7:30 pm
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Post Re: Shamsy Electric Technologies - update 26/01/11
that's weird, in my .rar it shows that the famas-1.wav is there, and the code it's used in is allright too. Re-dl?


Thu Jan 27, 2011 5:36 am
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Post Re: Shamsy Electric Technologies - update 26/01/11
Apologies. It works now.

I think the sprite style doesn't fit in with CC's, but holy cow are the designs cool.

The elite enforcer looks really cool. The new and refined weapons are overall very well done, I love using them. The machinegun doggy(I like to call it that) walks way better than before, I love it now. Scarab is as usual a great combat asset.

The new units with the red and black parts look odd though. Maybe it's just my personal issue with your style as mentioned above.

Still, this version is a great upgrade and makes me love this faction again.


Thu Jan 27, 2011 4:31 pm
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Post Re: Shamsy Electric Technologies - update 26/01/11
Man, I loved this mod initially, and it just gets better from there.
As the Decaying Soldat said, your spritework doesn't quite fit, yet it still has its own distinctive charm.
Love the way the Elite Enforcer came out.

One thing, though. What's the deal with the Decapitator? I'm very impressed by the swing animation, but it doesn't seem to do much else.


Thu Jan 27, 2011 11:06 pm
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Post Re: Shamsy Electric Technologies - update 26/01/11
Nocifer wrote:
One thing, though. What's the deal with the Decapitator? I'm very impressed by the swing animation, but it doesn't seem to do much else.


Well, it was supposed to gib attachables, but something happened and I found out it did nothing. Maybe I'll remove the .lua on that and make it work like the usual sword you see on the market...


Fri Jan 28, 2011 6:04 am
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Post Re: Shamsy Electric Technologies - update 26/01/11
my favorite faction good job

the weapons work well and are pretty balanced 5/5 i cant find anything wrong with them.


Thu Feb 17, 2011 11:42 pm
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Post Re: Shamsy Electric Technologies - update 26/01/11
This was my very first Cortex Command mod, and you'll be pleased to know that it has survived numerous mod clean-outs and a Cortex Command re installation. I love the fact that, although the units are bulky in stature, the sprites still retain detail, and they can be quite mobile at times. I think the weapons are perhaps a tad overpowered, but how could they not be? The faction itself is supposed to be powerful, after all. Great job on this, and I can't wait for more!


Sat Feb 19, 2011 11:42 pm
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