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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Holy crap. I am getting Kill Bill 1 flashbacks all of a sudden.

I'll try to find time this evening, numgun. I should have some very gory stuff lying around. (Egh, don't ask why.)
Preference for .wav or .ogg?


Thu Oct 16, 2008 1:06 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Gotcha!:Anything goes since both .wav and .ogg load in CC.

TeaLord: Maybe, I might release a public beta if I feel so.
Dont get your hopes too high though. ;)

Zacness: I already have that planned and really.... emitters? : / :roll:
It does not work like that and its just dumb anyways. I'm going to use Lua and Areas that are bound to the script.



Also a new help request: Free form deathmatch maps.

Really, I'll accept anything as long as you put some effort to it.
Just use the default modules as creatively as you can and you can use
the default terrain files or even create new ones!

I accept even scene editor edits and creations that you've made.
If you have any premade bunkers, I can try to convert them and refine them for deathmatch orientated gameplay. Just take a peek in you Base.rte/scenes folder and just send me those scene editor bunkers that you've made.

Make bunker complexes with sniper spots, large hallways, rocket hangars, large storage rooms, exits, ventilation systems, mining shafts, ladders, emergency exits and stairs and anything else you can think of that could make it a fun map for deathmathc gameplay.

If youre making a new terrain file, look HERE for good examples.
Make the terrains interesting if you create one.
Caves, flat areas, floating isles, pits, hills, mountains, cliffs, wierd nature formations and anything else.

You can also make texture edits. I'll accept it all.


Thu Oct 16, 2008 1:50 pm
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Joined: Fri Aug 24, 2007 8:29 pm
Posts: 85
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Can you make a weapon dispenser please? Maybe something that dispenses quick cheap weapons for base protection, or like a digger dispenser? I really miss the few people made in past builds.


Thu Oct 16, 2008 6:43 pm
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Phatmonkey wrote:
Can you make a weapon dispenser please? Maybe something that dispenses quick cheap weapons for base protection, or like a digger dispenser? I really miss the few people made in past builds.

He can use the .lua code from Klone Soccer...

So I'd go out on a limb and say NOOO, RLY?


Thu Oct 16, 2008 9:15 pm
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Joined: Tue Jul 03, 2007 12:33 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
zacness wrote:
MANZ LUA LUA LUA MAKE AN EPIC QUAKE LUA DEATHMATCH LUA MAP>


>.>


Thu Oct 16, 2008 11:36 pm
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Joined: Tue Jan 01, 2008 5:56 am
Posts: 563
Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Phatmonkey wrote:
Can you make a weapon dispenser please? Maybe something that dispenses quick cheap weapons for base protection, or like a digger dispenser? I really miss the few people made in past builds.


Search weapon dispensers, there was one made in Build 19 which were easily modifiable to spit out anything.


Thu Oct 16, 2008 11:45 pm
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Joined: Sat Aug 25, 2007 5:50 am
Posts: 319
Location: Planet Telex
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Zacness: I already have that planned and really.... emitters? : / :roll:
It does not work like that and its just dumb anyways. I'm going to use Lua and Areas that are bound to the script.


Oh.
Well the point was make an epic DM quake map complete with spawnpoints and re-appearing weapons.
I don't know crap about emitters and modding so yeah.


Fri Oct 17, 2008 11:06 am
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Joined: Wed Dec 13, 2006 12:10 am
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Location: Termina
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I sent you all the gore sounds from postal 2 and a fake UT99 announcer voice for you too use,and a sewers DM sense plus a question I hope they are useful and to get a answer soon.


Fri Oct 17, 2008 7:44 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Great news!

Shook, Gtaiiilc and Gotcha supplied me with gore sounds and each of them had just the right ones I needed. Thanks guys!

The merc's voice is something I'll want to change, since I'm using the AAL Marine's sounds on him and they sound a little too retarded on him, but are still funny.

Also Gtaiiilc and Aspect both made deathmatch maps and they are really good.
Infact, they even surprised me completely by adding custom materials and backgrounds for the maps.

Meanwhile, I've been doing the weapons and perfecting them one by one.
So far, the I finished the Sidearms, Rifles, Machineguns and SMG's!
Shotguns are almost done too, just need to make them feel more satisfying.

And then I had some fun with new minigun. 4000 Rounds per minute and 600 of ammo stored in a backpack. MMmyeah, and this is how it looks like:

Image


The ammo belt is the magazine, and in this pic it got a bit hidden, but theres an ammo rack near the Merc's shoulder where an ammo tank is loaded.

Now the minigun is complete overkill, but the ammo tank can turn the tides because, if a stray bullet hits it.... Kaboom! This system will be featured on the lightning gun, flamer and the railgun!


More maps are welcome btw!


Fri Oct 17, 2008 7:53 pm
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Image

Om nom nom nom nom nom nom nom! dats sum srs gor rite thar!
Makes me want to add a little extra to the gore of my mods...
But enough about that, no problems with the sounds, they were
just sound files, lying right there, waiting to be used by a certain
modder who goes by the nickname of numgun. ;)
Really looking forward to the release of this, the gore makes me
drool all over my desktop...
*Fetches towel*
All over. And i'm sure the weapons will make my teeth run in just
as much water, if not more :0


Fri Oct 17, 2008 9:20 pm
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Joined: Tue Jul 03, 2007 12:33 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Awesome man, and good work with the maps you guys, real nice of you. :)
And Numgun, if the shotguns don't sound tremendously ♥♥♥♥ beefy, I'll, well...
Let's just quote Postal 2!

"Sign the damn petition or I'll follow you home and kill your dog!"


Sat Oct 18, 2008 1:09 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Minigun is spot on accurate for BW, although not the explosive backpack, that's only for the lightning gun and flamethrower. But I can see why you're doing it, it'd be unbalanced in CC (which doesn't have progressive recoil) if you left it normal.


Sat Oct 18, 2008 8:22 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
You COULD just make it absurdly heavy.


Sat Oct 18, 2008 8:57 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Actually, that's a very good idea. Stops you using your jetpack, and that's a HUGE disadvantage in CC


Sat Oct 18, 2008 9:34 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Yeah, I mean, who the hells walks anywhere when you can jetpack?


Sat Oct 18, 2008 11:27 am
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