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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: Bear Federation Final Release (31/12/08)
Wow these look awesome, can't wait till my computer is fixed to test!
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Thu Jan 08, 2009 4:26 am |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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Re: Bear Federation Final Release (31/12/08)
Hmm, not sure about mac erros. Though, I'm not sure why the mod itself has a null file when base.rte does. I may be able to look into it but it would be testing by proxy because the mod's windows native.
As per the MG-flamer-rocket issue. I tried different combos originally. I was actually going to just have the flamer with a multi-mode machinegun (including a mystery weapon not yet made public) and I found the combination terrible. At any given point, your main attack becomes half useless. Either you're using the flamer to cut swaths of destruction and the gun's kind of getting in the way or you're shooting at a target a screen away and the flamer is jsut useless and annoying.
The current combo lets you choose between range and damage on the fly. As I said, I'll do something to make the rockets up close and personal. I'm just waiting for my replacement Pc (long story, but I did my devving on it and its getting shipped now, so I'm stuck doing everything in awkward slow-mo on my old bird of a PC here.)
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Thu Jan 08, 2009 9:40 am |
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grindFish
Joined: Wed Jan 07, 2009 7:55 am Posts: 5
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Re: Bear Federation Final Release (31/12/08)
Figured out the Mac Os errors, few path errors in a couple of the launcher ini's. I can upload my edits for those interested. Took a bit of ♥♥♥♥ around but in all there were about 5 or 6 errors.
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Thu Jan 08, 2009 10:37 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bear Federation Final Release (31/12/08)
or you could just do as i said last page.
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Thu Jan 08, 2009 11:39 am |
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grindFish
Joined: Wed Jan 07, 2009 7:55 am Posts: 5
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Re: Bear Federation Final Release (31/12/08)
yeah tried that, didn't cover everything though, was more a few cases of wrong paths and file names. In the end i think i left the slashes the way they were, bar a couple that were inconsistent, all is working now. When i'm less tired all go through and point out the changes i made.
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Thu Jan 08, 2009 5:06 pm |
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Demnevanni
Joined: Mon Apr 09, 2007 8:08 pm Posts: 11
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Re: Bear Federation Final Release (31/12/08)
I'm not much of a modder, but isn't there this new variable that can decrease the effect of gravity on an object? Would it be possible to give the tank a huge mass, but keep the weight limited with this variable?
Oh, and perhaps you should replace the wound sprites on the armored units with something smaller, after a certain time it kinda ruins those awesome sprites.
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Thu Jan 08, 2009 6:40 pm |
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grindFish
Joined: Wed Jan 07, 2009 7:55 am Posts: 5
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Re: Bear Federation Final Release (31/12/08)
Pretty ace mod, look forward to seeing this evolve further. Defiantly room for improvement in the area of physics and damage detail, but the sprite art is absolutely superb, of Metal Slug caliber Be great to have some larger tanks, and rad as that little tank it needs a bigger brother. Oh and there any way to lock armament setup with the mechs? Sucks when i accidentally change weapons with the S2 and loose the dual arm setup.
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Fri Jan 09, 2009 8:19 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bear Federation Final Release (31/12/08)
Would it be possible to make the missiles only send frags in one direction? That would probably fix my main complaint...
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Fri Jan 09, 2009 12:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bear Federation Final Release (31/12/08)
i think some inheritsvel particles are necesary, but not all. in any case, all rockets having materials with bounce = -1 makes them much better at killing craft.
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Fri Jan 09, 2009 12:06 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Bear Federation Final Release (31/12/08)
What if the missle explodes only after traveling a certain distance? At close range it would only be pure kinetic based projectile.
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Fri Jan 09, 2009 12:29 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bear Federation Final Release (31/12/08)
No, I prefer the satisfaction of the enemy gibbing into a pile of fist sized objects seperated by frags.... I just want it to explode in one direction so I don't share his fate...
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Fri Jan 09, 2009 12:34 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bear Federation Final Release (31/12/08)
so edit that yourself, that isnt how rockets work at close range.
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Fri Jan 09, 2009 2:31 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Bear Federation Final Release (31/12/08)
Geti wrote: so edit that yourself, that isnt how rockets work at close range. Depends on the type of rocket. Directional explosions are entirely possible. Thats how anti-tank rockets work.
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Fri Jan 09, 2009 4:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bear Federation Final Release (31/12/08)
but thats molten copper. as cool as that would be, these are basically a rocket propelled fragmentation grenade, in all rocket cases.
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Fri Jan 09, 2009 5:11 pm |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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Re: Bear Federation Final Release (31/12/08)
Geti: shaped charges can be emulated withy the fidelity of most other physical objects in CC. All you need is an explosion that fires a tight spread of particles forward rather than all around. Honestly, form what I've seen, the sophisitcation of explosives in CC can be rather large.
Grindfish: if you'd like you can send me a list of changes (or cuts of the text I should replace) and I'll integrate them into the master version.
Anyway, I may have to start a new topic because it seems people are still commenting (logically) on the version on the first page.
Also, mostly fixed up the rockets. I've not really encountered any damage firing on clones within flamer range now.
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Fri Jan 09, 2009 8:37 pm |
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