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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Ah I knew I ♥♥♥♥ something up. Links were adjusted (Let this be a lesson not do mods at 1 in the morning). The new actor and weapon sprites are going to be made closer to the new-age Vilous style, with more complex and elaborate designs. I can't actually guarantee they'll look any good, however. Could you please tell me which guns have that problem with their bullets? Tried a higher resolution (always used 800x600 X2) and figured out exactly what you meant. The next update will have adjusted lifetimes on most every bullet, including the rockets. And with dual-wielding, do you think it should be added to the main download? If so, for which weapons?
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Tue Jul 30, 2013 12:01 am |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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Re: Sergal Faction
the guns that have the disappearing bullets are the hand cannon, rifle and auto cannon.
sorry about the delay.
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Wed Jul 31, 2013 11:32 pm |
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nikom4
Joined: Tue Jan 01, 2013 6:35 pm Posts: 4
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Re: Sergal Faction
Are you thinking of adding craft or modules for the sergals?
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Thu Aug 22, 2013 11:01 pm |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Update 1.6 is out. Changelog in the first post, please tell me how it goes and if I've messed it up again.
Yes I intend to add crafts eventually. The hardest part is making the sprites fit in (well that, and I have no idea what kind of aesthetic the sergals use for vehicular warfare!)
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Sun Aug 25, 2013 3:36 pm |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: Sergal Faction
Well... the crab thing you made looks sorta like a vehicle. Just enlarge it a bunch then use it as a reference I guess.
EDIT: You should take a look at the Old West mod for you throwable weapons (javelin). It has it's own javelin/throwin spear that's actually quite effective.
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Sun Aug 25, 2013 8:23 pm |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
I'm not sure a lithe hunting species would use a crab as a reference for a rocket. Just saying. For that Wild West mod, I already tried that. Even when directly copied and pasted, the javelin still bounced and/or slid off actors.
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Mon Aug 26, 2013 2:05 am |
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Keralastic
Joined: Wed Aug 28, 2013 12:50 am Posts: 19
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Re: Sergal Faction
I'm getting some error spam in the console whenever any Sergal actor with armor is on the field, not sure why. It's a pretty big problem in campaign mode because the auto-designed bases like to place a lot of them, and it bogs my game down to 5-7FPS.
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Wed Aug 28, 2013 11:36 pm |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Mistake on my part (again). I'll upload a fix.
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Thu Aug 29, 2013 12:24 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Sergal Faction
Is there some possibility of getting some official Sergal inclusion in Weegee's Void Wanderers? :3
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Thu Aug 29, 2013 12:31 am |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Fix is up, should take care of the performance issue. And Void Wanderers is new to me, but if making something compatible with it is the same as making something compatible with Unmapped Lands, then sure I could try.
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Thu Aug 29, 2013 12:53 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Sergal Faction
A faction file made for Unmapped Lands 2 will also work for Void Wanderers, if you've made one of those already.
Either way it's pretty simple to set up.
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Thu Aug 29, 2013 1:52 am |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
In that case I have one ready right now. I'll just ask weegee first.
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Thu Aug 29, 2013 3:19 am |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Got the good-to-go! The LUA was added to the first post, with a new update coming very soon.
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Sun Sep 01, 2013 1:40 pm |
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omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
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Re: Sergal Faction
Righto, before I do anything else I'll need some info. What is the current stance on using assets from other games (for alternate sounds, specifically)?
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Sat Sep 14, 2013 10:31 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Sergal Faction
Well, there's no absolute rule against using art assets from other things. I doubt that you would get in trouble if you borrowed sounds from something.
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Sat Sep 14, 2013 4:37 pm |
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