This member has provided no bio about themself...
Revision 153 is out.
Pipboy will re appear once the inventory script has been fully rewritten.
Pretty busy working on the mod itself, but I should be able to get the new info up by the days end.
Ha agreed. Yeah we know, got Rausheim scratch building a custom squad control script which is far more fluid then RC Companions.
It kinda dose its own thing, which generally involves cyberpunk and time travel - that much hasnt changed :)
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.
Well, choose your assualt routes wisely ;) Not every area in warzones are ideal contact locations, the same goes for real life.
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.
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?
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.
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.
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.
Awesome stuff ya dirty waddler!
Latest build 147, several improvements Wiki.vaultmp.com
Oh man do we have some surprises for you guys.
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.
An npc will control it. Keeps things simple.
And thanks dude, Wicked always goes above and beyond and it really shows.
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!
Im good, projects in cryo until I can get more hands on deck.
Youll choose your faction ingame, depending on what choices you make during various quests.
Thanks man. There will be updates soon, just v busy atm.
For the latest dev updates head here Vaultmp.com
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.
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.
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.
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.
Thats all dependant on what mods are installed on the server. But yes thats totally possible.
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.
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.