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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Fri Dec 31, 2010 9:57 pm
Posts: 17
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Post Re: Untitled Tech (WIP)
Sir wrote:
Roy the Cuttlefish wrote:
- A unique combat knife, not to close to the one from fallout, maybe a little Trench knife esc, with a distinct effect like a poisoned blade that causes D.o.T


This is an excellent idea.


I agree! I love trench knives!


Sat Jul 21, 2012 8:22 pm
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Joined: Sun Feb 15, 2009 4:59 pm
Posts: 52
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Post Re: Untitled Tech 1.6
Hey 4zK, in Loadouts.ini, you have the Infantry Light trying to spawn with a Laser RCW , but in the Laser RCW.ini file, the HDFirearm is named the Laser Capacitor. Rather than crash, the game simply skips the unrecognized device. Thus, Infantry Light only spawns with a 10mm Pistol and a Plasma Grenade.

Also, the Heavy Digger (at least in the latest release of B27) has been nerfed all to hell. I strongly recommend either changing all instances of it to the Medium Digger, or creating a proper Heavy Digger for your mercs.

All that aside, I'm having a blast playing with these guys in the Metagame. Thanks!


Wed Jul 25, 2012 6:41 pm
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
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Post Re: Untitled Tech 1.6
My bad. I haven't played the metagame that much so I haven't paid attention to changing the loadouts. You can always change the Laser RCW to Laser Capacitor in the .ini file, for now. I'll try to come up with something new before the next update.


Wed Jul 25, 2012 7:04 pm
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Joined: Sun Feb 15, 2009 4:59 pm
Posts: 52
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Post Re: Untitled Tech 1.6
Aye, already did. :) Just wasn't sure if anyone else'd bother to point it out.


Wed Jul 25, 2012 7:07 pm
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Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
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Post Re: Untitled Tech 1.6
So i went back in and played around with this mod and the joint offsets on many if not all of the weapons are off by 2-3 pixels. also the support offsets could use some love.

I'm not coming back and complaining, i'm saying i've started working on offsets that are completely perfect for this mod.


Fri Jul 27, 2012 4:16 am
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
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Post Re: Untitled Tech 1.6
Why don't you post pictures of your completely perfect offsets instead of constantly mentioning how bad mine are. It could actually help me on making the mod better.


Fri Jul 27, 2012 2:29 pm
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Joined: Sun Jul 25, 2010 2:52 pm
Posts: 40
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Post Re: Untitled Tech 1.6
4zK wrote:
Why don't you post pictures of your completely perfect offsets instead of constantly mentioning how bad mine are. It could actually help me on making the mod better.


Yes he is rather annoying isn't he? But lets see this super offsets he got for us.


Fri Jul 27, 2012 3:52 pm
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Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
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Post Re: Untitled Tech 1.6
almost done.

well i guess i'm done. i'm sleeping on it then testing again tomorrow.


the scattergun was/is a ♥♥♥♥♥ to do.



also the actors seem weak for their prices, especially in the head area.


Attachments:
new offsetted guns.zip [17.98 KiB]
Downloaded 164 times
Sat Jul 28, 2012 12:44 am
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Joined: Fri Sep 03, 2010 11:04 pm
Posts: 529
Location: Britannia
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Post Re: Untitled Tech 1.6
I have to say, I just started playing CC again, and I am glad that I picked up this mod
It is very lovely, the guns, the guys, all look and feel very nice
Although I think you might be missing a Nuka-grenade ;)


Mon Jul 30, 2012 12:40 am
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Joined: Fri Jul 06, 2012 12:44 pm
Posts: 56
Location: Missing In Action
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Post Re: Untitled Tech 1.6
Awesome mod ! I really like the work on the sprites, actors are beautifuls. Gas effects are amazing and a big threat in tight bunkers , you should make some gas-grenade launcher which would fire bouncing bunker-cleaner canisters of doom :grin:


Sat Aug 04, 2012 7:38 pm
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Joined: Mon Oct 11, 2010 1:15 pm
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Location: Finlandia
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Post Re: Untitled Tech 1.6
NeoSeeker wrote:
the scattergun was/is a ♥♥♥♥♥ to do.

Shattergun*. It's a pun.

WalkableBuffalo wrote:
It is very lovely, the guns, the guys, all look and feel very nice
Although I think you might be missing a Nuka-grenade

Thanks! :grin: The nuka grenade would fit nicely in because of it's improvised theme, but I'm trying to keep the fallout references to a minimum. :-(

Saven wrote:
you should make some gas-grenade launcher which would fire bouncing bunker-cleaner canisters of doom

I've thought about this. When I start modding again, I'll look into making a grenade lobber with a fire mode like that. :)


Sat Aug 04, 2012 10:52 pm
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Joined: Fri Aug 10, 2012 11:41 am
Posts: 9
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Post Re: Untitled Tech 1.6
A gas-launcher would be awesome, not to mention extremely useful!
Ooh, and may I suggest a name? Your mod description reminded me of something from Red Faction, and I think it sort of fits the look and feel of the mod.

How does MARAUDERS sound?


Last edited by Quote on Mon Aug 20, 2012 4:23 pm, edited 2 times in total.



Sun Aug 19, 2012 10:44 pm
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Joined: Tue Apr 03, 2012 7:28 am
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Post Re: Untitled Tech 1.6
Quote wrote:
A gas-launcher would be awesome, not to mention extremely useful!
Ooh, and may I suggest a name? Your mod description reminded me of something from Red Faction, and I think it sort of fits the look and feel of the mod.

How does MARAUDERS sound?



Cuttlefish Agrees.


Mon Aug 20, 2012 1:54 am
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
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Post Re: Untitled Tech 1.6
Roy the Cuttlefish wrote:
Quote wrote:
MARAUDERS

This.

This has that something in it. Or maybe it's just the big letters and navy color...

Even though they don't really have a habit of stealing, it could just be what their enemy factions call them.


I don't really have the time to work on this mod, but I'll try to wrap up something new* for another update!

*DISCLAIMER: I haven't done anything new.


Mon Aug 20, 2012 3:30 pm
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Joined: Thu Aug 09, 2012 10:43 am
Posts: 10
Location: Brighton, East Sussex
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Post Re: Untitled Tech 1.6
Really fun mod, I thought a good name for this mod would be NueroTech... Don't know why it just has a certain feel to it.


Sat Aug 25, 2012 1:15 am
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