This member has provided no bio about themself...
Porting pre-existing content...
One thing I never understood about star wars weapons was why they looked like they had a huge heatsink, but had no place to safely use as a grip. I know it's just aesthetics, and changing it would probably be a form of blasphemy if not just unnecessary, but I just wondered if anyone else had thought that.
Was too lazy to just rip them from the .mix, downloaded.
I don't know about the other people, but I skipped the DX 9.0c installation because I had installed it already to go along with other commercial games. I was asking because it never occurred to me at the time that certain required components, namely the ones games would insist on installing, wouldn't be universal between games. Thanks for the explanation.
Are we talking about RA:APB specific components, or general DX9? I'd think most people would already have the latter.
I hope this doesn't hurt the chances of eventually having an official desura release.
Pretty f'n sweet.
Nevermind, I derped, didn't look at any changelogs.
Good point, the size/provision works, but it looks really flimsy in that exposed section of pipe. Not like that matters much, all it takes is one C4 anyways...
I meant keeping the same size and look but adding a bay. I've got a refinery about 20 miles out of town so I know they can be and usually are huge, but they usually accomidate more than one vehicle too. I think in contrast to the stark TS appearance it would be a fitting change to show that GDI has at least advanced some, at least in regards to Tiberium Harvesting operations.
I'd say make the stacks on the powerplants taller cuz refineries dwarf them. Tech center used to be the tallest building, as I recall, now it's not so imposing next to those massive refineries. Have you considered maybe giving them multiple harvester bays and giving them several smaller capacity harvesters? I think that would make the change in scale balance out a little better.
Nod advanced power plant looks a little longer than it needs to be.
Never noticed how frigg'n massive the "secret" shrine is. Could probably see that thing from orbit.
Apparently they spawn in relation to a threat, I just went to an existing village on a friend's server and the 'iron golem' hadn't spawned yet.
It's about time.
Pretty sure it's a joke. Hitting something like that with a weapon would just be wonky mechanic-wise. The massive legs clipping through stuff would undo quite a bit of polish they've put on this since release, too.
I think this could use, at the very least a new texture, the matte grey is sort of off-putting. Only other critiques are that it looks like it might be a little long for being called a carbine, but that's probably due to the stock's length, and that looks like a low capacity mag for something that's essentially a smaller version of an assault rifle. The barrel's certainly short enough for the carbine classification, the sight looks pretty good.
Okay, granted a simpler design for a rifle would be easier to clean and maintain, but more exposed moving parts means higher chance sand getting in and jamming it, which I admit probably won't be a problem if sandstorms aren't gonna be a prominent feature.
Why does an assault rifle need a bipod? Why would technology two million years into the future require external moving parts, aside from the trigger, to function? Sure, thinking machines may be outlawed, but electronics exist in other forms in the Dune universe. Look at hunter killers and 'thopters.
Wow, looks great, but one question. What's up with the jet intakes?
I can see what you mean by the design growing on you, but there's still something off about the proportions. The forward lean makes me feel like it's unstable and easy to tip over. This feeling could be offset by giving it a rear counterweight and maybe larger feet.
In keeping with the wolverine design aspect;
As you can see, the wolverine in both examples has a more narrow base but a wider stance giving it a better semblance of stability, this is aided by the generally balanced shape of the chassis. There's also this ambiguous skirting around the 'hip' joint that looks like some sort of suspension system and detracts from the whole ED 209 look the legs have going on here.
And this example may be a stretch, Images2.wikia.nocookie.net
If you can imagine this without the jetpack it just wouldn't look right. I'm not saying add a jetpack, just something that looks heavy enough to keep this from falling on its face, but of course not too bulky looking to make players feel it could fall over backwards at any second.
Widen the base, hide the 'hip' joints internally, apply a counterbalance to the back and that should address any proportion concerns. Trying to envision this, I think the feet should look fine, but making them a little wider wouldn't hurt.
So, this being a mod, do these still need to be unlocked to access?
In this instance copyright isn't even an issue because it was made by Valve and is being ported to a mod that requires ownership of a valve game.
My perspective on copyrighted model ports is that if I'm downloading it, I usually own the game it's from, so the content is already on my computer, no harm in that.
I don't feel this has surpassed Renegade like you guys claimed was your goal, except in the graphics department.
-AI don't run and shoot.
-AI seem to run to static waypointed locations before deciding to select their next action(They actually stop moving before proceeding to their next task)
-Flamers have odd behaviors, facing the wrong way, torching invisible men.
--Sometimes the MLRS's take all the fire, but sometimes they don't. Nod doesn't seem to really have any priorities here just as long as they get to shoot at things.
--Soldiers also seem to run around aimlessly when they aren't standing to receive your all you can eat bullet buffet.
--It bothers me that I unloaded an entire gun emplacement... Clip? Into one of those Chinooks to no avail.
--Apaches seem to present very low survivability. Seriously, the emplacement just dies and then I do after only getting a single rocket off.
--Give players a mulligan, a one-time use repair? Maybe start with 4 or 5 MLRS'?
--The coloration is very bland, so make up for it by giving the player better visual queues on the well-being of the MLRS's. It wouldn't be hard to tack on a temporary HUD element.
--Why is Nod only attacking from that one direction?
---Wtf is up with those vehicles they send sporadically?
--The rocket soldiers, need threat markers or new skins to make them stand out better.
--Why isn't GDI using any spotlights?
I've been playing on Commando, and aside from the apache assaults, I haven't died once. Something's wrong here, if three flamers and two chaingun weilding officers aren't enough to take me down, why does this apache just tear me apart as soon as it looks at me? Where's my fighting chance?
The problem here is that Vectorman is actually composed of several sprites. Vectorman presented an animation breakthrough in which the character sprites appeared to have more fluid motion and animations that lined up better with the world around them. Characters' feet would line up with any slopes they were standing on, no part of a character would clip through a wall they collided with, and Vectorman's death animation was pretty f'n dynamic.
Each unique sphere composing Vectorman (And his enemeies) was a modeled in a 3D program, rendered, and then brought into the game as a sprite. Animations are more or less guidelines, while Vectorman will obey them, there's no saying what will happen to interrupt them. This technique is still alive today and can be seen (to some extent) in games such as Cortex Command, Aquaria, A.R.E.S(?). Although some games use this yet maintain rigid animations for characters, only reaping half the benefits of the system. But it still sounds pretty cool, right?
Looks pretty good.
Yeah, have to agree, the HUD is just fine in my book.
The weight he put on?
Well, there was a lot of work done, that's a plus, the em... Architecture isn't bad, and it doesn't appear too robotic in design.
The problems I have with it; Flat maps are a minor setback just because they don't require much creativity in dealing with irregular terrain. Personally, I'm not such a big fan of cities because if you're in a city on a server, there isn't much drive to explore and strike out on your own to fill necessities. Those are just personal preferences, so I can't say I have any real problem with this.
It's no secret that they've been sharing ideas between eachother, but I hardly think this qualifies as something based on terraria, I very much doubt it will be a late-game region in minecraft. Now, underground jungles, then that would definitely be a terraria thing.
Last I checked, that's still being worked on. We're busy dealing with a more imminent threat.
As should be the case.