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 Lunar Tomato B20 
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Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
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Post Lunar Tomato B20
It's back, and more accurate to the original than ever before. Credit: JAGO. I was given permission to convert the scene way back in B14.
Image

Image

Took a while to remake this scene, especially since I was basing it off the B11 version which had .con files for terrain. I'd be willing to bet that the entire terrain .bmp has less than 500 pixels out of place from the original. The process:
Image

Vanilla Drop Ships don't like the low gravity, so I included an Activities.ini that only spawns Rockets. It's commented out by default; you know the drill. DSTech Dropships have been tested to work, though. Not sure about other craft mods. Anyway, enjoy. :cchappy:

EDIT: Boulders and gold added. Apparently, when you have custom materials, you cannot use vanilla materials in the same .ini. That, or I just messed up, and the previous statement is wrong.
:???:


Tue Jul 29, 2008 9:21 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Lunar Tomato B20
Nice work on making all these mods/maps compatible with the current build.
I am currently pondering about how high the statue should be that I will build for you.
Any ideas? :)


Tue Jul 29, 2008 9:46 am
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Post Re: Lunar Tomato B20
Lol, thanks. :) I have two (or three?) more converted scenes ready to be posted: "Mars Mission" and "Invasion."
I just need pics, then they're ready to go.


Tue Jul 29, 2008 9:52 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Lunar Tomato B20
I loved Lunar Tomato.

But it didn't seem fun since build 13, because the slow motion and "fixed" time step is broken.

Why can't we have an option to make the physics dependent on the frame rate?
I always had a good frame rate so sinking object was never a problem.


Tue Jul 29, 2008 3:43 pm
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Post Re: Lunar Tomato B20
The low gravity is awesome since it makes gibs float around everywhere.


Tue Jul 29, 2008 8:29 pm
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Lunar Tomato B20
I just wish someone did this for desert strike.
It was pretty hard for me to do.


Wed Jul 30, 2008 12:45 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Lunar Tomato B20
Default dropships should work if you add this code under their copyof in activities.ini.

InitialVelocity = Vector
X = 0
Y = 10


Wed Jul 30, 2008 3:20 am
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Post Re: Lunar Tomato B20
:o ... You're a lifesaver Grif, thanks. I'll test it out right now.


Wed Jul 30, 2008 4:58 am
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Joined: Wed Jul 16, 2008 12:49 am
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Post Re: Lunar Tomato B20
Awesome! I love the Lunar Tomato!

You should make a 2 player version with the other base in it.


Wed Jul 30, 2008 7:49 am
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Post Re: Lunar Tomato B20
You could just add the other bunker yourself; it's still in the code. I just wanted to stay as close to the original as I could. :)


Wed Jul 30, 2008 8:46 am
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Joined: Wed Jul 09, 2008 1:34 am
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Location: Monkey Island: It is teh fluffy here.
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Post Re: Lunar Tomato B20
This mod is AMAZING!!!
when build 21 comes out building on the low gravity Idea someone should make a round planet that you can go around in circles on. like in super Mario galaxy. :grin:


Wed Jul 30, 2008 6:15 pm
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Joined: Fri Apr 06, 2007 4:31 pm
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Post Re: Lunar Tomato B20
Hooray! I remember this was one of the only two maps I ever played on, back in build 14. The other being those two really high towers. That one was good too. I miss that one :-( . This one is still awesome though, great job!


Wed Jul 30, 2008 11:44 pm
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Joined: Mon Jul 09, 2007 3:46 pm
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Post Re: Lunar Tomato B20
Apocalypse (Sp) Tower? I think that was converted at some point...


Thu Jul 31, 2008 3:11 am
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Post Re: Lunar Tomato B20
CantTouchTheGround wrote:
Apocalypse (Sp) Tower? I think that was converted at some point...

Yep


Thu Jul 31, 2008 3:19 am
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Post Re: Lunar Tomato B20
Yeah, that's the one. Thanks for the link.


Thu Jul 31, 2008 4:02 am
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