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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
fv22 wrote: I know i'm necroing this thread, but I got the game recently and I noticed (particularly on the steamworkshop) that there's very few new mods so I ended up digging the forum to find great mods and I found this gem, it's old but still working and it's great! And since one of the co-creator of this mod logged in pretty recently (November 19) I tought : Hey i'm gonna ask the creator himself! (if he sees the post) so long story short: i got a question, are you ever going to finish this amazing mod?? I absolutely love all the details and the fact that every actor has a role and a special ability I know this doesnt directly answer your question, but I can at least fix it for campaign if you want me to do that.
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Mon Dec 07, 2015 2:40 am |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
that would still be very very VERY nice
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Mon Dec 07, 2015 3:51 am |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
I will go do that, may take a couple days though. Also, I was looking in the index file and there is a lot of files with // in front of them (meaning they wont be loaded). I dont know if they are unfinished or not even started, it might be worth a look though.
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Mon Dec 07, 2015 1:20 pm |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
Yeah i noticed the // and i can confirm that it is all finished and load perfectly
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Mon Dec 07, 2015 6:29 pm |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
fv22 wrote: Yeah i noticed the // and i can confirm that it is all finished and load perfectly Ok then I will also make loadouts for those weps as well.
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Mon Dec 07, 2015 7:27 pm |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
BIG THANK YOU
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Tue Dec 08, 2015 2:29 am |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
Ok, so I got it to the point where you can use it in campaign, but i am having issues figuring out what is wrong in the laodouts causing it to crash. Will continue trying, if you want the unfinished version let me know.
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Sun Dec 13, 2015 3:44 pm |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
hey the unfinished version would just fine thanks again!
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Tue Dec 15, 2015 10:27 pm |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
I cant compress it because it contains russian words, and I dont know if renaming the files will mess it up.
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Tue Dec 15, 2015 10:55 pm |
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AbsoluteCero95
Joined: Sat Jul 11, 2015 5:00 am Posts: 52
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Re: OnLine Tech
If you rename everything that is Russian with a different word it should still work if you make sure you replace every instance of that Russian word.
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Wed Dec 16, 2015 12:52 am |
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Mad Alex
Joined: Sat Oct 17, 2009 2:07 pm Posts: 127
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Re: OnLine Tech
Hey guys, I'm the main programmer of this mod and from a certain point I became it's solo author.
Back in 2012 when we released the last update I had huge plans for future updates and I was working really hard trying to make them happen. Unfortunately, after a several months development slowed down since I ran into several problems when trying to implement some of my overly ambitious ideas. At the same time the popularity of CC began to fade, so there was less and less motivation to keep working on the mod, and I began to lose interest in CC in general because at that point in time I had been playing CC daily for three years straight so unsurprisingly I was getting a little burnt out. The last nail in the coffin was my computer breaking down in 2013, so everything that I added since the last public update has been stuck in the old hard drive ever since. I may get around to extracting the data from that old HDD if I have the time and if it is going to be worth the effort.
Here is the list of things I successfully implemented back then: - added the "mercenary" class of soldiers meant as a kind of "cannon fodder" kind of actors that had following features: ---- Random sprites: there were three possible skin tones, about a dozen randomized faces, about ten randomized hats (Ushankas included), several bodyarmor sprites and also some miscellanous details like cigars etc. ---- Option to get randomized equipment: for a small increase in price per actor, the mercenaries would take their own equipment with them. They would be equipped with a set of black market weapons that includes atleast 1 random primary weapon and 1 random secondary but could also include second primary or some miscellanous equipment like grenades, digging tools or medkits. The randomised equipment would be taken from a special "black market" pool of weapons that can't be bought directly, it includes several rifles, shotguns and handguns. The black market weapons and equipment isn't as good as OnLine Tech weaponry and it is also randomized so you never know what equipment your guys are going to have, but it's also has it's advantages: -a) It's really cheap — the small increase in cost from basic weaponless mercenary to a "bring-your-own-guns" merceanry type is usually a lot less than the total cost of the random equipment that he comes with -b) You get a completely combat-ready unit into your TradeStar order with a single click — coupled with the first point it means that you can quickly get a lot of cheap manpower onto the battlefield: just go to the Buy Menu, throw several prearmed mercenaries into the transport and you are good to go, and they will have a diverse equipment, too! — you are ready to breach any bunker with your 5 men squad that has jackhammers for breaking though the roof, grenades for throwing down the breach, shotguns to get in, rifles to supress enemy with and medkits to patch up. ---- Customized gore: since they are intended to be a cannon fodder, they are meant to feel more meaty and satisfying to shoot, so the have additional blood sprays on gibbing and dismemberment.
- the cloaked Stealth Soldier would drain energy at a slower rate when staying still and at usual rate when raunning around. - the Stealth Soldier has an alternative cloaking mode which is identical to the normal one but would also hide the visor glow so that cloaking can be used when playing versus human opponent. -added ChainGun: a direct extension of the backpack-belt-fed machinegun system for Heavy Soldier. It is one of the most powerful weapons in the OnLine Tech arsenal, but it also has some features that limit its use so that it stays relatively balanced. ---- Chaingun is a new weapon that has insane firerate but also shoots lower caliber bullets compared to machinegun. ---- Unlike Machinegun, ChainGun can only be used with the ChainGun AmmoPack, or else it can not fire at all. Therefore, unlike Machinegun, ChainGun can only be used by the Heavy Soldier. When connected to an ammopack, the ChainGun has infinite ammo. ---- ChainGun is so bulky it prevents its user from crouching and taking cover when equipped, making him an easier target. However, it is still possible to crouch and take cover by holstering the ChainGun while equipping a sidearm. ---- When firing, ChainGun drains so much power from Heavy Soldier's powerarmor that it prevents him from firing and using the jetpack simultaneously. ChainGun makes Heavy Soldier incredibly powerful by adding enormous firepower to his enormous armor strength. However, with it limiting the use of crouching and jumping and also just it weighting so much when you count the weight of the ChainGun, the ammobox and the HSoldier himself — it limits the HSoldier's mobility so much that it only is viable when used either for dence or for a frontal assault at some fortified position (as it meant to be).
-partially implemented the new Dropship. ---- It flies kinda like a helicopter and is based on Abdul's Gunship mod (that is now part of his Air Support mod). ---- Instead of carrying its passengers inside of an enclosed hull, it has an open crew compartment reminiscent of that of the military helicopters, with the passengers sitting inside so that the passengers can shoot the ground targets (and be shot by them of course) ---- The passengers can either just jump down when close to the ground, or they can rappel down from the dropship if it hovers too high above the landing zone. (Using CC48's Grappling Gun mechanics for the rope made it surprisingly stable)
There were some other things that I forgot since it was so long ago.
Just so that you can grasp the scale of the tragedy in my story, here is the incomplete list of things that I had planned to do: - make it possible for the Dropship to land using articulated robotic legs ( I actually started working on that but never got it working correctly since it was INCREDIBLY hard to have a stable solution just by adding forces to the legs and the ship and I never came up with any other way) - add some kind of sniper rifle that could be used with any actor by overriding it's AI so that the actor would stay camping at the spot where you leave him and would shoot targets near you that you would designate for him using some kind of binoculars-like device for that tactical feel. Basically, the reason why the mod never had a sniper rifle is because I felt like just making another simple sniper rifle like every other mod has would be too boring, so I wanted it to have some kind of unique feature like most wepons in the mod do. - add some kind of "shock trooper drop" that would involve a sequence of several drop pods falling from the sky and firing their thrusters to land and spit out a squad of specialized soldiers that would be equipped for dealing with anti-air defences, but not too good in regular combat. The reason I wanted to do thatis because I felt like the orbital drops in other mods are too overpowered since they completely negate any anti-air defence the enemy has so there is no reason to ever use conventional means of transport like rockets or dropship. But on the other hand, when the enemy has too much AA there is no way to use conventional transport at all and you NEED to have some kind of droppod (and droppods falling from the sky to deliver troops is just such a cool concept that not having it at all would be a shame). So I wanted to make it so that the OnLine Tech has a specialised force just for dealing with inpenetrable AA defences. And it would have some kind of in-universe explanation like "the have some kind of special shock armor that allows them to survive the reentry from the orbit, the descent and the landing impact" that answers the question why you can't just throw a bunch of Chaingun Heavy Soldiers into the droppod and cheese your way through the game like that. - add more stuff for the Scout Bot's modular system, like homing missiles, etc. - add some kind of rocket launcher or an RPG. It could maybe have some kind of mechanic that would utilise the Heavy Soldier ammopack system. - add an upgrade module for the Heavy Soldier's jump jetpack that would allow him to jump further thus partially compensating his lack of mobility but denying the use of the heavy weapons by occupying the ammobox slot on his back. - add the ability to use the new heli-like droship for "hot drops" : when choosing the "hot drop" option from the transport menu for your order, the dropship will arrive with the infantry sitting in the compartment as usual, but every soldier would have a special jetpack-like bulky piece strapped to his back. Instead of descending and pressing the drop button when not too high up above the ground to rappel as you usually do with this dropship, you would stay high over the ground somewhere near the top of the map and press the drop button when the intended landing zone somewhere beneath you. The soldiers would then drop from the ship and fall towards the ground. At some point mid-fall the retro-grade thrusters attached to their back would activate to start slowing them down, so that the infantry lands on it's feet without taking impact damage. When on the ground, the drop-pack would detach from actors' backpack and settle like to the ground like a piece of debris. This system would allow infantry in locations that are too hot for the dropship itself to come near. The actors would be able to start raining bullets on enemy's head while they are still descending, and while they are still vulnerable to the attacks of the anti-air defences andto the return fire of enemy ground troops, you only risk losing individual soldiers, not having the whole dropship explode. - add portable turrets/shield generators/etc: they would be available in the tool menu. When equipped, the fire button would drop them on the ground to deploy. The turret could then be selected and would have a button in the menu to fold it back to its portable state to be picked up. - add an Engineer class, a Welder/Cutter tool and the construction system. The Engineer would have a scrap storage in his backpack. He would be able to turn any weapon or item into scrap based on its mass. He would also be able to use the Cutter to turn mechanical devices into scrap aswell (robots, rockets, etc). The Welder could be used by any actor to repair the mechanical devices, but would also have special uses for Engineer. The Engineer would have a special menu for crafting (that would use up the scrap collected) — not only would he be able to craft any of the OnLine Tech tools or weapons (including portable turrets stuff) right in the field, but he would also be able to build structures mid-game: turrets, shield generators, automated drills for mining, walls, armor plates, etc. It would be done by crafting the structure base piece that would be added to the Engineer's inventory like a tool and then used to place the structure on the ground. The Engineer would then have to use the Welder on the placed piece. As the Engineer welds the base piece, more pieces would be gradually added to it while expending the engineers's scrap until the structure is finished and operational. System like this would add more strategy to the CC and perhaps make it feel a little bit more like an RTS.
I know some of these things sound impossible or too hard to do in CC but a) look at what just this single mod has accomplished: transformer robot with installable upgrades, belt-fed machineguns, and the unreleased version had a prototype for transport helicopter (and I haven't even began to mention other mods by other people) and b) while I never got the chance to begin implementing most of these things, for the most part I had the general principles behind them thought through (thinks like how would stuff work internally, what exact tricks to use to get around engine limitations where it's needed, etc) So I think it's a damn shame that there is such a small amount of people playing this game now. I was really committed to this mod and to making these ideas a reality; I still think they are good and worth doing. Sadly, there is literally no motivation for me to keep working on this mod even if I recover the unreleased content, since I'm really better off putting all this effort into developing my own game now and have a chance to get a lot more people to play it than developing a mod for a game that is long past the peak of its popularity and is basically dead, a game that I don't even play anymore.
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Sat Dec 19, 2015 4:12 pm |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
Its a shame you stopped making this mod, but this game is far from dead. Look on the steam workshop. it is just these forums that are largely dead and forgotten. Also, could i have a lin kto the game you are making? If it is anything liek this mod it will be amazing.
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Sat Dec 19, 2015 5:26 pm |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
wow. I can't belive what I just read. EVERY SINGLE FEATURE YOU MENTIONNED SOUNDED AMAZING!!!!! It's such a shame I don't know anything about modding because I would gladly continu what you have started (with your permission of course). Really, this is the most depressing thing I saw this week, this mod had so many potential, I wish you could just release all your ideas by some sort of magic because OnLine Tech is by far my favorite faction . Just imaginating what this mod could have become makes me sad, but I completely understand your decision and I wish you all the luck in your futur projects . By the way, like johiah said, the game is still alive, between my first post and this one i have seen some new mods on the workshop (not reuploaded) so yeah, people are still playing AND modding this game. Anyway, thanks for your answer (i would be eternaly thankful if you release the content you have made or you were making, because beside lua, i'm ok with ini and maybe i could finish some features)
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Sat Dec 19, 2015 7:54 pm |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: OnLine Tech
I had some spare time on my hands so here you go. https://drive.google.com/file/d/0B0YtBh ... sp=sharing Just click the link and downlaod the oflder, then unzip into your directory. Enjoy! =)
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Sun Dec 20, 2015 1:46 am |
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fv22
Joined: Sat Apr 18, 2015 6:17 pm Posts: 38 Location: Behind you
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Re: OnLine Tech
NICE!!!! You are a really cool person (and again, thanks you!!!)
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Sun Dec 20, 2015 4:11 pm |
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