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But why not use the full helmet for the nod troops? Those look kinda wonky.
I remember the vulcan and RPG had a pretty smooth turn anim, they'd even rotate when in range of artillery blasts. Artillery, of course had an SHP base and a full rotational cannon. Tick Tanks, I'm not too sure about, but seemed to have a full range of rotation including the ability to tilt up and down. I think SAM turrets are the only others I can think of, and those were definitely SHPs.
I thought turrets were supposed to be voxels for that engine, not rendered sprites.
At first I thought Bane was giving the intro speech.
"War, war never changes, batman."
Oh, snap. Do want.
Yeah, when I got UT3 it didn't recognize my videocard so it set my resolution to 8x6, not 800x600, 8x6. Unreal engine is capable of running on some pretty low end computers.
Glad to hear infantry combat won't be as bunnyhop friendly. I was going to suggest taking a look at PlanetSide 2 for a decent system, but no need, sounds like it's gonna work out just fine without making vehicles OP as a result of the planned changes.
Looks like something I built with legos when I was 8, but more polies.
It's no so impressive that something like that would be sea worthy and space worthy, what's impressive is a craft that can seamlessly transition from space to atmosphere without being destroyed on entry or requiring costly maintenance each time it does. Virtually anything can float with enough buoyancy.
Anims looking great, a bit more fluid than I expected.
The yellow on white of his face could use some work, and the torso seems a little too broad. The torso width isn't a huge problem, it sorta grows on you, but his face definitely needs something done about it, it's hard to look at as is.
My thought is maybe put a visor there? If the front portion of the mask had blue or black under the eye layer it wouldn't be so bad.
The other ones didn't really need it, but the lack of shading really isn't doing these ones any good. But I suppose if you shade these ones, the others need it too.
TODAY WE'RE COUNTING TO 50!"
"That's how many candles illuminate this room. Can you say ILLUMINATE?"
"MORGAHK! That silly Morgahk! Quick, how did Morgahk say the word wrong?"
"That's right! he began it with an E and not an I! Good job!"
Kinda... Digging pretty far back into the stockpiles for a plane like this, aren't they?
Damn, I lent it to a friend and never got it back.
And NOW an update for your mod comes out.
Wow, that's amazing.
Looks like it'd be a great bomber or gunship.
Depending on loadout, that is.
Now all it needs at level 3 is to allow Tesla Troopers to charge it up.
Well if there needs to be more incentive for it, maybe have the upgrade increase outpost(Or even Con Yard) build radius too?
Just seems like it might get poorly balanced, considering the previous rig had everything but the build radius and infantry healing and the weaker armor for balancing.
I'd say make the build radius an upgrade.
Lego also has hinges. When you place a hinge on a swivel, you have pitch and yaw, but these look a little wonky, IMO. The less bizarre looking brick hinges look better, but present less freedom of range, but the plate hinges tend to look terrible. Seeing as you're making a videogame and are not quite as limited as designing little pieces of plastic, this shouldn't be as big a problem, but I can't think anything up myself with all the lego comparison.
The best idea I can think of is the more advanced kits that use ball sockets, but that would only be ideal for a single mounted weapon and that's stretching the 1x1x1 brick rule a little far.
Furthermore, it's only supposed to target larger vehicles that could potentially damage its tendrils by rolling/walking over them. I may be mistaken, but I believe the waving tendril animation may have been intended to be veins snapping and spraying corrosive chemicals on the thing causing it harm.
I like the sound of this particular change and it makes sense, and I can think of at least one way to make that better, as, let's face it, you couldn't very well justify giving a capital ship a 1x1x1 megalaser, then anyone could plop one down, but it would be silly to arm a cruiser with anything less.
Larger more complex weapons could be made from multiple 1 meter blocks.
Imagine you have your standard laser beam block, a decent weapon in of itself, but you want it to have a longer pulse duration, so you add capacitors on each exposed side, these allow it to sustain a beam longer. That's a pretty simple upgrade mechanic, but how about larger more complex weapon designs with more upgrades than just adjacent blocks?
The beauty of this system is that you can always have a bigger weapon, but it will always cost more energy and space to transport and to use.
I think I'll flesh out the idea a bit more on the forums.
I think the thing that makes running around with a full load to grind up your strength ridiculous is the fact that you don't need to rest or suffer painful consequences.
Oblivion had this, but it just made you ragdoll, I suggest something a little more tangible.
Valve doesn't care if their content is moved between source/goldsource games, but this is clearly lower poly, and thus not being a port.
Look out for zombie karate chop
I had to download using desura because the files kept getting corrupted.
So, got to blast pit. A couple things bother me, loading screen are long, I suppose I should be thankful they're not as frequent as they were in Half-Life. And then there's sounds, many frequently used sounds don't seem to be precached, so on the first instance of them, the game has a second of lag as each new sound is cached. This includes guns firing, bullet pings, and previously unplayed enemy sounds. It would be one thing if the system requirements were significantly higher, but I beat out recommended system requirements on every source game to date.
This truly is a first for TW, I believe.
The original mammoth would fit through that, if just, it's big but not gargantuan like the Mk. 3.