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 thesoupiest's Combined Forces - R.I.P. 
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Joined: Thu Oct 14, 2010 4:25 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
it's been almost two months since the last release, this is looking kinda abandoned.


Wed Apr 06, 2011 10:02 pm
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Data Realms Elite
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
And what exactly did you aim to achieve by saying that?


Thu Apr 07, 2011 12:31 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Trying to revive the thread, I guess. But it's not dead until the author says so.


Thu Apr 07, 2011 1:44 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Besides which, thesoupiest said that he'd be updating less often, so that the updates would be more sizable.


Thu Apr 07, 2011 3:09 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I kind of figured that by 'less often' he didn't mean over two months. Unless we're getting a huuuuge update, this is just about dead. Which sucks because it's so awesome.


Thu Apr 07, 2011 3:31 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
ShnitzelKiller wrote:
I'm getting a crash in OSX using build 24. If it's still the slash bug, which files do I need to change? Because the error message tells me it failed to load some digger file in base.rte, which is obviously not faulty since it came with the game.


Well then it in proably not related to this mod.


Thu Apr 07, 2011 4:00 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Xron wrote:
ShnitzelKiller wrote:
I'm getting a crash in OSX using build 24. If it's still the slash bug, which files do I need to change? Because the error message tells me it failed to load some digger file in base.rte, which is obviously not faulty since it came with the game.


Well then it in proably not related to this mod.


Actually, it is, because it is the slash bug.

ShnitzelKiller, basically what you need to do is search through each one, if you can't figure it out by looking at abortscreen.bmp. I'd tell you which ones need work, since I have a Mac myself, but it's been awhile, and I can't recall anymore.

EDIT: Waaaaaait, ♥♥♥♥. Digger file? Yeah, Xron is probably right. ♥♥♥♥.


Thu Apr 07, 2011 5:59 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I'll be honest, here: I haven't been working on the mod in a long, long while. I will, however, be, starting this week.
I already have the Dummy Titan essentially complete, and a prototype of the Proto-Dummy in the works. I have a long list of weapon ideas that I will work my way through, for all of my existing packs.
There is more of an issue with the Techion Silver Bane's arms than I thought - Cortex Command doesn't like to handle arm paths that don't move in straight lines, so the sprites have to be redone in their entirety.
The Coalition turrets and heavier bots are a lot harder to sprite than I thought. I will try employing unorthodox methods to make them look good. The code should be simple, though.
I've been kicking around abstract ideas for weapons and tools that I may release in the form of a pack of mini-mods, or find a way to make them their own small faction.
An update will be out by the end of next week. It will at least include the Dummy Titan, the larger Dreadnought you have seen before. All that must be changed about it are a few sounds to be made louder to make it sound a bit more srsbsns when striding across the battlefield and perhaps some big-ass shell casings. Otherwise, I think it's set for release. It costs enough to make it a big investment worth protecting, and it's strong enough to pay off that investment and protect itself.
The Coalition Light Trooper may also be released, but I'm having problems where it will stand flat on the ground, but, when walking, its feet will never quite touch the ground, and instead the whole body will ascend to four or five pixels above the surface it walks on. As a unit, though, it will be very cheap and very weak. It, when unhindered by the weight of weapons, will go soaring through the air with the greatest of ease like a magical man on a flying trapeze/his movements so graceful all girls he could please/and with love he is swinging away.
The Coalition Heavy Trooper will be re-released as well, with a complete visual makeover to match the most recent official spritework and to blend in better with the Light Trooper.
The Light and Heavy Machine Guns need work. My brother thoughtfully pointed out that few machine guns are held that way, and that they are more like bulky machine guns in appearance. Not to mention they should fire a hell of a lot faster.
The TradeStar digging grenade is weird and I don't know how to make it work. The idea is that it is thrown to explode into an AoE timed-life digging field that produces another of the same grenade when it finishes. However, the code won't allow something to make itself because the grenade itself isn't finished being defined when the grenade is mentioned in the script. So I don't know whether to figure out how to make it work or just scrap it, because frankly, I'm out of ideas in the former regard.
On the note of TradeStar grenades, I'm going to be making a contact-explosive grenade which makes a sort of chain explosion. It will hit the ground, and then emit a grenade at an angle to its impact site, making it look like it "bounced" after producing an explosion. It will do this at least three times before burning out.
Some of the Red Loki guns could use work. The Armor Cannon really doesn't make much sense. That'll either be scrapped or vastly modified. A high-powered firework variant will also appear as either a bomb or a weapon of its own. Perhaps a TDExplosive held over the shoulder that flies off like a rocket, and then explodes in a magnificent array of pyrotechnics?
The Lazarus Brigade will be tricky to add to. The Undead is a weird faction to work with as it is.
I've been toying with the idea of a "standardized" faction in my head while thinking of how Cortex Command competitive play would work if it existed. The thought of a bomb with a preset explosion (a pattern for fragments that is the same every time [ex: 1 fragment per 15 degrees]) came to mind, and perhaps I'll work with it.
If you've been disappointed by the lack of updates, I sincerely apologize. I hope this chunk of information will get you interested again.


Sat Apr 09, 2011 10:31 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I have to say, all around good job with your mods in general. truthfully, I'm mainly posting to follow this thread.


Sat Apr 09, 2011 11:20 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
thesoupiest wrote:
Words

You have no idea how relieved I felt when I saw this post.

I haven't played CC for a month now. I was looking forward to new stuff in this mod to fireup my CC nerve again.


Sun Apr 10, 2011 3:48 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Damn you are gonna work in a LOT of content.
Awesome.


Sun Apr 10, 2011 5:07 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Quote:
However, the code won't allow something to make itself because the grenade itself isn't finished being defined when the grenade is mentioned in the script. So I don't know whether to figure out how to make it work or just scrap it, because frankly, I'm out of ideas in the former regard

You can create another explode or what to gib gibs, set the grenade's scale to 0 to hide it in the duration time and let it stay in there(use lua to make sure it won't turn into terrain),then set scale to 1 again.
Or you can create a invisible particle before the first grenade explode, then use the second grenade to check if there is such a particle nearby. If so, it know it's the second one, then delete the particle and set itself to mode B, which has a diferent performance.

The contact-explosive grenade sounds like the Cancer Bomb in Whitty's Wonderful Mod(but that bomb will "bounced" forever). I think it would be better if you use lua to define the correct rebound rail(using ray scanning).


Sun Apr 10, 2011 8:12 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
holy crap that is a big update i cant wait
: D


Sun Apr 10, 2011 3:54 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Hi, this mod is excellent.

At least the GS part - I'm not too into the others, but that's just because I'm a Coalition nut. I really love the heavy, first of all, and the burst rifle and the silenced machine gun are two very sexy guns.

The thing I like is that you've made a bunch of really great stuff that:

> Is effective
> Is awesome
> Fits with vanilla CC

That's all I ask, really. Can't wait to see what you're working on. (Especially since it looks like you're throwing together some Dummy stuff - I love Dummies almost as much as my boys in green!)


Fri Apr 15, 2011 3:45 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
DISASTER AVERTED


I had previously moved my entire Cortex Command game folder and its accompanying Modding folder onto a flash drive. For some reason, I took this flash drive with me on a trip and promptly lost it.
I was devastated. A hell of a lot of work was on that flash drive, including many near-release additions to the mod. All hope was lost.

Then I restored the data from my computer.

Work on the mod is officially beginning today! I have all week to work on it without any interruptions except for any one-day plans that may be made. An update will be released on Sunday.


DISASTER SITUATION


The Cortex Command game folder I had recovered did not contain all of the mod folders that held all of the unfinished content.

Work will be at a standstill until a solution is reached.

shiiiiiiiiiiiiiiiiiiiiiiiiit


Last edited by thesoupiest on Tue Apr 26, 2011 11:14 pm, edited 1 time in total.



Mon Apr 18, 2011 9:49 pm
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