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yea im curious as well, hopefully it'll work out as i imagine it, using this as a behavioral reference if your wondering Youtube.com
Downloading as we speak, good work matey.
been following the emotiv epoc for while now, super glad to see a dev finally supporting it. best of luck lads, tracking!
During the Combat Missions, as you hold key 'Strategic Positions' or SP's on the Battlemap, you earn points known as 'Combat Data'. When you capture a Dropzone SP, and have captured all the enemies forward Anti-aircraft SP's, you then access to a sort of vendor, from the dropzone.
From this vendor, you can spend your combat data on new units, which will then be flown in by this dropship and placed under your command.
Just finished uvmapping this badboy :) And my apologies to the comment that was here previously :< accidentally clicked delete instead of reply due to retardation.
Yeah Im definitely gonna be looking towards the Battlefield series in terms of map design.
Add a couple of tanned beauties, a few hammocks and a long island icetea - im there :)
Look like Scottish samurai.. strange mix, but cool!
Mad impressive as always, glad to see such talent behind this project ^^
I played Blacklight Ret for a few months and yes there design style has most defiantly rubbed off on me.
I basically combined future soldier concepts from the 80's and 90's and 15mm scifi miniatures with Blacklights style, this is the result :)
Almost finished this beasts uv map :)
The one your talking about, i suspect is the flagship, Dreadnought II, which is very similar to the battleship seen here.
Also, the caseless ammunition was pretty fragile, another reason for it being discontinued. The first caseless weapon developed was in 1848, a charge of black powder was placed inside a hollow at the back of a specially shaped Minié ball. These rounds were used by Hunt in a prototype repeating lever action rifle.
Really liked this gun ever since I first saw it in the movie 'Demolition Man' where in that universe it was some sort of crazy advanced energy weapon. I toiled with the notion of doing the same, but this is good as it is.
Pipboy will re appear once the inventory script has been fully rewritten.
Lol, the duck people, wont appear in chapter 1 or 2 (TJP), but when we go multiplayer (TJP: Online) with the addition of chapter 3 (Sector: 22) and chapter 4 (Fallout: New California) they will then make an appearance.
Yes theres a large selection from mecha to tanks and vtols.
The concept behind the rts functions is the dynamic intermingling of mods other modders have already made and leveled scripted events focused around bases and citys.
Its all built around the 1st person, so the rts functions arnt meant to smother the 1st person gameplay, instead, they should compliment each other.
Im not denying that happened, just saying, why would I post new gameplay pics if the mod was still dead? The obvious conclusion would be that the mod is infact not dead anymore, like say a mutated rad-phoenix, rising from its irradiated ashes.
Oh and check the front page if you wanna know whats up with this mods dev, not alot of effort to do so..
That tends to happen when everyone leaves the project. Ive since then restarted it and merged it with project blitzkrieg. This allows me to focus on vehicular functions while they work on locations and quests.
Aucutally its not anymore.
Should read some of the comments on the front page, weve allied with another mod team to combine our mods. Faction Wars: Sector 22 + Project Blitzkrieg = The Journeyman Project.
Details related this merger will be posted in an upcoming news update.
This is me venting my frustration. And no I didnt kill that duck, my tachikoma did :D
Makoto would be proud.
But yeah this mods basicially dead. Look out for Project Blitzkrieg, Ive given them everything weve made so far.
Lovin these textures, really done the model justice.
Nice mod bro, be keeping my eye on this.
Drive in real time :)
Your indeed correct, this is the JGSDF AH Hellhound, only difference is that this versions engines an wings are alot smaller then they should be, something I didnt notice till it was textured.
Will try an get one of my vermillion sector artists to correct this soon.
thats alright mate,
weve basically replaced all osprey style veritbirds in the game with more advanced jet powered vtols.
on top of that, each now gets a cheap helicopter gunship. vtol gunships in this game will be transports and highly armored an maneuverable gunships. nearly es expensive as mecha to depoy, if your a high enough level to deploy them.
Tactical, challenging and reasonably realistic is indeed the goal.
If we made them op and easily obtainable - people would just get bored of the lack of depth of this new almost unheard of feature. The engines old an buggy, but also pretty capable if you put your mind to it.
All you have to do is take a look at what happened in Iraq and Afghanistan.
Vehicles are assets which must be treated with care and supported with infantry, its one of the oldest rules of warfare.
Hardsuit vs Tanks:
In this mod, its all about combined arms tactics. The deployable Mecha (armored bipedal fighting vehicle)and personal command variants wont become available until much later in the game and even when you get them, wont be invincible.
They will however be hands down the most powerful unit you can purchase or pilot (if you can afford them). They are the ultimate weapon, just dont be careless.
i know, want peeps to see the final version when its textured an ingame, this is jus a teaser :)
Yep its on there an we both have youtube accounts, cheers anyways bro.
I agree to an extent, will look bit different once im finished with it ;)
Sure, check out Crest of the Stars, Banner of the Stars, Detonator Organ, Gallforce, Star Ocean EX, Project A-ko.. Macross II.. to name a few..
Thanks for the vid, well deff help my mod Vermillion Sector make some much needed headway. Those danm pdf guides are a pain!
Yeah man, after sniffing around fallout3nexus.com for tools to make my own f3 mods, I discovered the excellent blender.
The fact that its free! and the ui is so easy to navigate makes it a complete winner for me.
you know it man, cant have a cyberpunk wargame without some type of tank-mecha monstrosity ;)
Check latest screens
His mod was just a concept we were collaborating on, thats why its only available to approved vgu members, built from a mashup of sc models - our ultimate goal was to use the mecha I modeled for Wargame with his scripted mecha framework but I just didnt have to skills to rig or weightmap my custom models for the framework correctly. This is why I never posted any links to that mod before. Dont expect it to become anything more then it is as I'm now working in Unity and 3ds Max CAT developing an original game from the ground up.
So yea, if you really want pesudo-mechas in Fallout, go ahead and grab that mod, its still pretty fun.
That link youve posted is corehounds mod, except its been uploaded to another site, likely without his permission.
Should be progressing more then I am 2bh, with CAT inhand hopefully things will start to speed up a bit :)
Like wise with every supportive comment I see, keep em comin! :)
So very tempted to upload a certain 90% finished, new class of warmachine I've concocted, but it still needs a bit more detail.
Hey man, all I can offer is a link to Corehounds mechs for FO3, which are the foundation for Wargames mecha in FONV. Vgunetwork.com
Corehounds a bit of a legend, if you like that you should check out his other stuff.
Should also give a shout out to my mate 0neBloke who pointed me to the amazing CAT system. If you catch my battle brother on Steam be sure to give him some props!
Cheers man :)
Scratch that, made some significant progress using the 3ds Max CAT rigging system. Resulting rigs jus need to be exported as .fbx, an simply dragged n dropped right into Unity! Humans, aliens, vehicles - sorted. Dont know how I let such a gem slip past me. I'll try an show off some of this progress soon :)
Mechs are already pilotable, and I may have to take you up on that as rigging anything other then simple humanoids (grunt for example) is kicking my *** (thus lack of updates, im trying guys..), I think I'll have to pay someone to get the mecha and aliens rigged. Infact im fairly certain.
Ah so no patch then. Hmm.
Also bodies get looted by other stalkers so yea deffo not a good idea.
Theres talk of it dropping around Q4 2013, I personally suspect some time tomorrow.
Being a glutton for pain I've decided to give this mod another shot - actually managing to do ok this time, sadly getting fatal crash when ever I loot an npc body while still in combat. Anyone else getting this?
Its proper game engine.
While this is a fantastic piece of work thats been put together like runehamster has mentioned, I've no time for another time wastingly difficult stalker mod. I cant help but agree with him. I dont know whats going on here, but almost all the major stalker mods Ive come across have this asinine difficulty that at first is amusing but soon becomes extremely tedious. It leads me to tweaking the raw game files, which ruins the adventure and becomes a further waste of my time.
I simply dont have the time for hours of tedium and file tweakage, my time, is more valuable then that. Would really love to sink my teeth into this fantastic world your teams created but.. there was a steam sale recently.
Yes it works well if all you want to make is a simplistic shooter/rpg, like Brazil. Fullscale cyberpunk warfare? not so much. When I post the official update as I mentioned below, I will explain everything.
There will be a release, built in Unity 4. Fallouts to old man.
Thanks for your interest. I've decided to move this project concept over to Unity 4.
When Im ready and confident with how my proof of concept is shaping up, I'll post a proper update here possibly along with some gameplay footage. Until then checkout my profile page as Ill be using it to document my early progress with Unity 4 and C#.
Dont you worry, ol' Genocyber hasnt given up on our collective dream of fullscale cyberpunk warfare just yet.
I see the 'lost data etc' thing happen so many times. Ive got all my projects backed up and I can never understand why people dont do this, its easy and free. All my fallout mods are synced to google drive, all my skyrim mods are synced to sugar sync, and all my sins of a solar empire mods are synced to dropbox. Register, sync the folders on ur computer an it will forever be back up..
Wait till you see the next update, chaps. Got a few surprises instore.. ;)
Cheers mate, its good to be back :)
Damn, never thought I'd see the legendary DoV close its doors.
Should be compatible, only problem I see are the hotkeys. XRE Cars has hotkeys, XSquad has hotkeys and the mecha has hotkeys.. gotta make sure certain keys dont overlap with PNs hotkeys.
That and sprinting.