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except for the hand/fist, which could be imho a bit bigger, I´m absolutely speechless. And you even keep the polycount low! oh my gwad!
:D So ungefähr...
ne že bych to stejně neplánoval pařit v němčině nebo angličtině, ale i tak dobrý :D
I feel somehow tempted to justify our behavior by pointing out that in the meantime (i.e. after leaving Shapers and losing motivation again) we have made a significant progress towards actually releasing the mod.
so is it going to be an equivalent of sniper rifle (extreme range, long reload time) or something between sniper rifle and bolter (for instance longer range but standard rate of fire)?
truly said, even though this dirt could be a sign of their "veteranism"...
you have to use one of the RSKINxxx shader if you want to make the skin animations visible. My animation is, however, pretty long (has to be decent/slow) so I had to divide all the tentacles into separate meshes and apply skin to them uniquely. And it works fine... Now I´m having that trouble again with this vessel Moddb.com
finally someone appears to inform the fans about the developement...
but no, let me deny this information ;) on the other hand posting "MOD IS DEAD" is a pretty strong tool, if you want to force the unactive modders to do something! so thx for this, news will come soon.
is that a stalker bolter?
so what´s the difference between this and the old artillery tank?
I can´t wait to see this mod done. However, are you sure that the bolter needs to be so high-poly (mainly those cylinders on the end of the gun)?
I sadly still get the feeling, that it is somehow...flatly artificial :/ Unfortunately,I´m afraid, this is a matter of the game engine and I doubt you could change this... But hell´ye, it´s still nicer than any pirate simulator out yet! Not even mentioning troubles with the old engine...
I know that you resized the top gun due to balancing but with this small gun it looks weird - like a huge man with muscles and a very tiny *****... The design of the gun is not bad at all, just that it imho "needs a realy big gun".
"rebalance Last Stand"? like you get new items on 20+ level, or just changed/edited those original 20 wargear pieces?
are you going to use this rather primitive wood+rags/hide style for all Mordor buildings, or just some of them?
as said, I´m somehow missing the "omg, it´s the Tau behemoth suit of destruction, run!!!" feeling which I get from the original Riptide. apart from the head (which could be smaller), the mesh shouldn't´t need any changes. I would however improve its animations so it looks less tall. on that ingame screen, the battlesuit walks too uprightly, so if you could make it move like if it was crouching, it would certainly make it look more the way I like it :D and the second thing I would change is the position of its arms - I would move the guns/end backwards, which would force the part between them and shoulder face down and not forwards, thus making the model again more compact. and my very last suggestion would be rotating the entire arms so they don´t hang along the body but are rather raised sideways from it, the angle in shoulder (between arm and body) could be around 40 degree). thanks to such a change it will look again less tall/more wide and monstrous.
I have to agree with eatachainsaw. the original riptide looks overall more bulky, these ones look somehow fragile to me. however, I don´t think you have to tweak the model, changing the animation should be able to do the job instead (detailed suggestion on your profile). these are mere "perfection" ideas, the model is great even without them ;)
actually I think that someone made a tool for making GC maps with a simple previewer. however, I also might be completely wrong...
in that case, such a thing would be certainly useful(I use this method for "previewing" fighter formations).
that was no admin, it was me cause I didn´t want to spoil the fun for others. in the meantime, I found out that it´s random. the third time I was doing that quest it was on the left side and I could reach it. idk if anyone else had the same bug, but in those first two tries I wasn´t allowed to enter the very left or right column of maze.
shame it´s only a couple of missions (if you replay it many times), but it looks very promising!
a question though: does the random demon assault after "waiting" scale with my her´s level? cause the army spawned there is pretty strong, not sure if a level 1 hero would be able to repel them, since I got no bonus command points...
campaign, yes!!! though I have a bug (or intentional limitation?) to report... I´ve tried to find the Gorgon, but in that puzzle-game it didn´t allow me to go to the last column with "2"/Gorgon´s place(the option NO-SPOILERS was greyed out/unselectable). And the second time more options (right and top to be exact) couldn´t be selected from the very beginning... :/
if it was about the UI.. this is hardcode restriction according to my experience. I´ve added these brackets for third ability (tried it with space building in GC too), and the window was there, but the ability didn´t connect to it (even though it was coded exactly as the first 2 windows). but thanks for that, will take a look on it ;)
it´s using stock EaW textures so it´s not the best... but still better than those white particle imho.
C: no way!
PR is a great mod, but I have probably missed this aspect then, since I remember only 3 abilities per ship with the last (unusable manually) fired via autofire (+appropriate script). do you remember on which unit did you see it?
the ability has been tweaked a bit since then - it charges up longer and those beams remain visible for shorter time, so it´s more like "chaaarge-boom-they´re all dead" rather than "charge-boom-still boom?-oh, it´s already finished, nice"...
they might get in trouble for using SW trademark and characters/names/places associated with it...
lua... eh... where do you define hardpoints and abilities?
and what is it good for (in means of game mechanics)? if you destroy it, the ship won´t be able to use special abilities anymore?
so you´re adding a bridge HP?
what about the third bar - energy? they intended to implement it in EaW, but doesn´t seem like they really managed it(at least you can´t force the game to show the energy bar).