Shadow Echelon [Low Filesize Version]
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Crabman
Joined: Sun Dec 19, 2010 7:21 pm Posts: 36 Location: Tutorial Mission
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
This is a very nice mod you have here. be a shame were something to happen to it. Overall This mod can stand up to most over-powered Nuke'm-up mods. It seems to have a lack of grenades, either there are none or you haven't made them yet. Although the Rifleman's Helmet could be slightly stronger, This mods great  Keep updating. -Your Friendly Neighborhood Crab!
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Sun Feb 12, 2012 3:12 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
Well, something may have just happened to it. I think I overheated my computer's power supply unit yesterday. I knew it'd be dumb to try the high resolution texture pack for Skyrim on my computer, but no, I did it anyways. With any luck, only the PSU's busted and nothing else, such as the hard drive that all progress for the next update is on.
As far as 0.1 goes, I'm gonna have a system to resupply weapons' ammo, hopefully fix the Hexad so the detonation modes all work reliably, maybe get the jackhammer working like I had planned, and make general improvements across the board.
Edit: All is well. I got very lucky, bought a new PSU instead of getting someone who knows what they're doing to figure it out, fumbled my way through replacing it without breaking everything, and it did turn out that it was only the PSU that was fried.
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Sun Feb 12, 2012 4:02 am |
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ValkyriiKing
Joined: Sat Aug 27, 2011 5:50 am Posts: 38
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
Your Grande dl doesn't work. I tried it couple times didn't work. I really want to try this mod. It looks pretty wicked.
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Fri May 25, 2012 1:58 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
Works fine for me.
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Sat May 26, 2012 6:04 pm |
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ValkyriiKing
Joined: Sat Aug 27, 2011 5:50 am Posts: 38
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
I keep getting this error  And my abort screen just shows once its starts to load the SE file, it just goes to the error.  And when I download the file for the Grande keeps saying no files are in the file.
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Sun May 27, 2012 4:47 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
No files are in the file? It's just a Lua file, not something that needs extraction or anything. As for the crashing, are you on B26 for Windows? If so, then I don't know what's wrong and it sounds hard to find out. If not, then I can't really help you, I use new build's features, resulting in backwards incompatibility, and I don't use Linux or Mac so I can't test out compatibilities for that.
Whenever B27 rolls around, I'll probably update this in the following week or two, so maybe that'll work for you. If not, I'll probably be a little more active about helping with that sort of bug. Right now I haven't even touched 0.09 in a long time, and going back to solve bugs for it when I've already got some decent headway done for the next release feels counter intuitive.
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Mon May 28, 2012 6:43 am |
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ValkyriiKing
Joined: Sat Aug 27, 2011 5:50 am Posts: 38
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 Re: Shadow Echelon [V0.09 "The Rifle Release"]
There are files in it, that what is confusing me. It just won't load. Yeah I got Windows 7.
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Tue May 29, 2012 9:49 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Shadow Echelon [V0.1 Actually "Echelon Tech"]
Valkyrii, maybe you won't have this problem with the new V0.1?
But yeah, new release, with some new features and weapons. Better ammo system, chambered rounds, better AI weapon handling, loadouts, MP7, Pribor Tribarrel, see OP for details and download link.
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Mon Jul 02, 2012 1:11 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Shadow Echelon [V0.1 B27 "Echelon Tech"]
Laser sights aren't working. When I pick them back up, they brake, but stay on my inventory, and the weapon I wanted the laser sight isn't with it. EDIT: And when I load a unit in a drop ship, 1/2/3 ammo boxes pop somewhere in the map/coming out of the drop ship.
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Mon Jul 02, 2012 3:02 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Shadow Echelon [V0.1 B27 "Echelon Tech"]
The ammo boxes appearing when they shouldn't is something I'd noticed but not quite pieced together as being caused by craft abduction. I'll look into it though, thanks. The laser sights were intended to have been scrapped; I could have sworn I had commented them out. Well, just ignore them for the moment I suppose. Also ignore the buyable empty guns; I should have buyable = 0'd them. Working on fixing these problems now, will release V1.1 when they're solved, assuming I can resist working on something else before finishing this. Edit: Okay, upon the craft abducting the device, it runs the destroy function, which seems odd. Under the destroy function, I make the weapon drop its remaining ammo. Adding a unique gib and checking for that gib to be nearby and only dropping ammo if so seems to fix the problem right up. I also noticed and fixed another issue regarding crafts and [SE] weapons' sharplengths. Another edit: V0.11 Released, all issues mentioned on this post fixed. OP's download link replaced. Yet another edit: I just added a machine gun, which will be included in the next update. It's named Cerberus. It's like a slower, stronger Ronin M60. It's also like a faster, weaker Coalition Gatling Gun. It's also like an intermediate between the two. It's chambered in 6x80mm, 6x30mm, and 6x50mm. :) Confused? It's a miniaturized revolver cannon, and the cylinder can be swapped out for one with different chambers mid-battle. I just need to make it able to have ammo added to it, and it'll be fully functional. One more edit afterward: V0.12 release! I'd've waited until I got more done than a single gun, but I was at a good stopping point and it's a pretty special gun, having multiple ammo types, and handling limited ammo for each type, so I figured I'd go ahead and share it now. Too many edits: I've just noticed that Cerberus breaks when it's in AI hands and has a cylinder installed for which it has no ammo. To fix this, pop open Cerberus.lua and delete lines 272 through 290. Or wait for V0.13. Also in V0.13, I'm hoping to make AI pick up ammo if they happen to walk over it. Well, more like, the ammo jumps into their gun if they walk over it, but it's the same effect. Right now it works, but unreliably if there's too much ammo autoapplying at once. I hope to fix that. I may also polish up cerberus' visual effects, but no guarantees on that.
Last edited by Azukki on Tue Jul 03, 2012 6:47 pm, edited 7 times in total.
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Mon Jul 02, 2012 3:47 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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 Re: Shadow Echelon [V0.11 B27 "Echelon Tech"]
I must say that, aside from having one of the most innovative mods on the forum, in terms of both scripting and polish, the wound sounds are just absolutely spectacular.
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Tue Jul 03, 2012 6:44 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Shadow Echelon [V0.1 B27 "Echelon Tech"]
I didn't even know those existed! Edit: OMG Everything in CC is real! On-topic: These guys are so stealthy, that If I use a low brightness on my PC and put them on a bunker, I can only see their red, scary eyes.
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Tue Jul 03, 2012 6:01 pm |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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 Re: Shadow Echelon [V0.12 B27 "Cerberus Machine Gun"]
Can you make a non limited ammo version? the limited ammo makes me not want to download unless the reloads are quick and the guns are worth it (though im never giveing the ai these guns)
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Fri Jul 06, 2012 3:32 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Shadow Echelon [V0.12 B27 "Cerberus Machine Gun"]
XxMrmechaxX wrote: Can you make a non limited ammo version? the limited ammo makes me not want to download unless the reloads are quick and the guns are worth it (though im never giveing the ai these guns) Majorly altering a recipe for someone who hasn't had a taste yet doesn't appeal to me. Unless they're from the FDA, but I'm digressing from the point.I suggest you just give it a whirl and see what you think then. If you still think infinite ammo's the way to go, just say the word, and I'll have my disposition to the matter influenced to some degree by your feedback. But anyways, as far as if [SE] guns are worthwhile from a balance standpoint despite disadvantageous intricacies; their potential for accuracy is far above and beyond the norms for respective weapons, in the context of cortex command. Whether that makes them balanced, I dunno, that depends on what you value in weapons and how you play. At 1080p res I'd say most [SE] guns are slightly overpowered.
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Fri Jul 06, 2012 4:52 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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 Re: Shadow Echelon [V0.12 B27 "Cerberus Machine Gun"]
XxMrmechaxX wrote: complaining about ammo In addition, I have yet to run out of ammo before my actor gets shot to pieces, unless I'm ♥♥♥♥ around, so it's really not an issue at all.
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Fri Jul 06, 2012 5:32 pm |
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