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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
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.
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!
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.
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.
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.