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Comment History  (210 - 240 of 498)
Genocyber
Genocyber Oct 7 2011, 12:29pm replied:

Ha agreed. Yeah we know, got Rausheim scratch building a custom squad control script which is far more fluid then RC Companions.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Oct 6 2011, 11:32pm replied:

It kinda dose its own thing, which generally involves cyberpunk and time travel - that much hasnt changed :)

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Oct 5 2011, 10:10am replied:

For the player it features a treatment bay for broken limbs and various other injuries, and also spawns a number purchasable medical supples. For the base it increases the capacity regeneration rate for human-type units.

+1 vote     media: Infirmary
Genocyber
Genocyber Oct 5 2011, 10:07am replied:

Well, choose your assualt routes wisely ;) Not every area in warzones are ideal contact locations, the same goes for real life.

+3 votes     media: Buena Vista Overview
Genocyber
Genocyber Oct 4 2011, 2:30pm replied:

Nope, were no longer using the concept of player placed structures. Main reason was that npc's just tried to run/walk through them as they arnt navmeshed. Besides destorying immersion, its a game breaker in our eyes as npcs cant properly fight each other.

Our new streamlined approach is similar to the battlefield and dawn of war series where you capture existing (properly navmeshed) locations then upgrade them.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Oct 4 2011, 12:15pm replied:

As JC mentioned, all the details are still yet to be added to this worldspace. Since were on the subject, what type of lighting would you be intrested in seeing? Anything specific?

+1 vote     media: Buena Vista Overview
Genocyber
Genocyber Oct 4 2011, 12:14pm replied:

Thanks, appreciate the compliments and Im sure JC dose aswell. Regarding major combat, the space should work well as the player will only have a max of 15 units at any one time, regardless of how many hes engauging so Im not totally sure what you mean by clumsy? Would be intrested if you could elaborate.

+1 vote     media: Buena Vista Overview
Genocyber
Genocyber Oct 3 2011, 10:46am replied:

Access points to the various facilities in captured bases will spawn once youve paied for that particular facility to be repurposed though the base mainframe.

+1 vote     media: Infirmary
Genocyber
Genocyber Sep 26 2011, 3:59pm replied:

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.

+2 votes     media: Ingame Demonstration
Genocyber
Genocyber Sep 23 2011, 3:27pm says:

Awesome stuff ya dirty waddler!

+1 vote     media: Ingame Demonstration
Genocyber
Genocyber Sep 21 2011, 1:32pm says:

Latest build 147, several improvements Wiki.vaultmp.com

+3 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Sep 19 2011, 3:01pm says:

Oh man do we have some surprises for you guys.

+5 votes     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Sep 11 2011, 3:45pm replied:

As you can see were making some great progress, the base set is almost complete, so the rts feature is almost ready. After that we just need to finish a few more locations and we'll be set for a beta release.

+4 votes     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Sep 4 2011, 3:47pm replied:

An npc will control it. Keeps things simple.

And thanks dude, Wicked always goes above and beyond and it really shows.

+1 vote     media: Phalanx CIWS/C-RAM Gatling Turret
Genocyber
Genocyber Sep 4 2011, 2:14pm replied:

Recyclers making great progress on this mod everyday. Make sure to check out his forums and the dev tracker.

This mod will now also be compatible with Oblivion. So all you TES guys out there, rejoice!

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Sep 4 2011, 10:57am replied:

Im good, projects in cryo until I can get more hands on deck.

+2 votes     mod: Vermillion Sector
Genocyber
Genocyber Aug 30 2011, 4:35pm replied:

Youll choose your faction ingame, depending on what choices you make during various quests.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Aug 24 2011, 4:58pm replied:

Thanks man. There will be updates soon, just v busy atm.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Aug 24 2011, 4:56pm says:

For the latest dev updates head here Vaultmp.com

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Aug 17 2011, 10:37pm replied:

The sample of our alpha build will contain base building/capturing, unit purchasing, unit commanding, vehicle driving, infantry, power armor squads, vtol gunships and tanks.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Aug 17 2011, 7:08am replied:

Just waiting for someone to help us out with vehicles weapons, which Ive attempted to do several times myself without success. Once we got that the demo will be released.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Aug 7 2011, 8:03am replied:

For those to lazy to head to the forums, the alpha can be downloaded here wiki.vaultmp.com/index.php/Download_(binaries_/_source) - I still highly reccomend you register on the forums so you can help Recycler bugtest.

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Aug 6 2011, 3:56pm replied:

You can download the alpha and play it, but combat hasnt been implimented yet as its main purpose is bugtesting. I plan on uploading the beta to this page once its ready. If you still wish to download the alpha to bugtest then head to the forums.

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Aug 6 2011, 3:51pm replied:

Thats all dependant on what mods are installed on the server. But yes thats totally possible.

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Aug 6 2011, 12:53am replied:

Ive also finished polising the new mecha (cheers rausheim an hardkopy, solid input) for both the npc and the player, i jus gotta get some weapons on that thing an were good to go.

+1 vote     mod: Wargame: 2073 A.D.
Genocyber
Genocyber Aug 6 2011, 12:42am replied:

haha indeed. i really want to see this mod finished 2bh, or jus see the ships appearing satisfyingly in some other interpritation.

would you guys be happy commanding these in fallout new vegas? cause, it can happen, infact were already choosing our ships from here to battle the SHARD sky fortresses in TJP for fallout new vegas.

+1 vote     mod: Vermillion Sector
Genocyber
Genocyber Jul 31 2011, 8:31am replied:

Theres a few other games out there that have multiplayer mods, good example is the GTA mp mod.

What makes bethesda games so attractive to make mp mods for is the fact its so easy to mod with things like the script extender and geck.

+1 vote     article: Fallout Multiplayer - Inventory syncing
Genocyber
Genocyber Jul 31 2011, 8:29am replied:

Mods will work, you just need to make sure you have the same mods as the ones on the server and if your setting up your own server, need to make sure people connecting have the same mods.

+2 votes     mod: Vault-Tec Multiplayer Mod
Genocyber
Genocyber Jul 29 2011, 8:07am replied:

VATs has been removed, It may be that due to its nature in relation to the multiplayer scripts that it will stay that way in-definitively.

+1 vote     article: Fallout Multiplayer - Inventory syncing
Genocyber
Genocyber Jul 28 2011, 6:03pm replied:

Thats only because its script extender has been out longer. I imagine it wouldnt be difficult for other multiplayer modders out there to have a look at our code and apply it to tes since this mods code is *open source*

You can find it on google.code, this mod is also in open alpha, follow the links and play it/examine its code for your selves, you know you want to.

+3 votes     mod: Vault-Tec Multiplayer Mod
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