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Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
http://forums.datarealms.com/viewtopic.php?f=61&t=31506
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Author:  Joseh123 [ Thu Aug 02, 2012 5:45 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Yeah, my game also crashed with a Militia inside the balloon. I would like to see more modules, and you could fix the House altitude. I always gotta click and drag it to make it go right into the ground.

Author:  OliveD [ Fri Aug 03, 2012 12:09 am ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

I figured out the problem with the balloon, a really stupid error on my end.

Basically, the actors that the balloon was spawning have to spawn another randomized actor when they are created then immediately delete themselves. This causes the pointer the balloon has to its original BasketActor to point to some random memory address and cause what I assume was a memory access violation. I wrote a sort of hacky fix for it. I'll try to think of a better solution in the future, but this should work for now. Also fixed loadouts.ini.

Could you take a screenshot of the house not seaming into the ground properly? It seems fine for me, and is level with the trenches (at least on my dev version.) I'll adjust it based on your screen capture. Thanks!

Also, about the bayonets, I am examining the problem and am trying to make them easier to use without conflicting with the CC control scheme too much or requiring all the rifles to be scripted. It will probably be a mode switch, but I'm not sure yet.

Author:  Joseh123 [ Fri Aug 03, 2012 12:57 am ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

I'm starting to think that the error is in the scene. It happens with all modules. I'm using the Flat Zones. Anyone else gets an altitude error with the modules in that scene, or is it me?

Author:  Boba_Fett [ Fri Aug 03, 2012 2:55 am ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Turns out I didn't even notice build 27 was out. My problem should be resolved.

Author:  C4KSoldier [ Fri Aug 03, 2012 3:54 am ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Love the mod and it works perfect on mac. I doubt this'll be added (because it may be hard and people will hate it) if when you throw the grenade it has a small percentage of blowing up in your face

Author:  Rainbows [ Fri Aug 03, 2012 6:00 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

With the current usefulness of grenades I imagine that would stop anyone using them. Their blast range means they only do damage if they are right in your face.

Also the wood, stone and metal in the modules is to weak. An militia firing his rifle quickly wears it away.
Image

Author:  Joseh123 [ Fri Aug 03, 2012 10:50 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Agreed. I had a brain unit at the basement of one of the house modules and suddenly part of the floor was destroyed just because of the movement of the flag.
EDIT: Yay, new update with balloon ship working!

Author:  knight133 [ Sat Aug 04, 2012 6:40 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

An old civil war cannon like this one in the image would make good artillery in this mod.

Image

Author:  Rainbows [ Sun Aug 05, 2012 4:05 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

I would say they could do better than that.
A WW1 artillery gun would fit in with the style more.

Author:  Roy the Cuttlefish [ Mon Aug 06, 2012 4:58 am ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Ya mean like
THIZ WHON!?!?!

Image

Author:  Fail Flail [ Mon Aug 06, 2012 2:04 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Roy the Cuttlefish wrote:
Ya mean like
THIZ WHON!?!?!
I don't like you...
*ahem* The update is good, it's nice to be able to play with them properly in campaign. Once again, keep up the good work!

Author:  OliveD [ Wed Aug 08, 2012 4:50 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

A quick teaser image to keep everyone interested:


Along with that, I made all the houses concrete (yay, walking up stairs without burrowing to dirt level!), added better bayonet controls and some other stuff.

Author:  The Decaying Soldat [ Wed Aug 08, 2012 5:01 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

Well you sure kept my interest. Railroad guns, how did you know about my fetish anyway?

Author:  Joseh123 [ Wed Aug 08, 2012 6:41 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

♥♥♥♥ YEAH.
Man, I can't wait for that wip wip wip wip wip update. Is that a tank, a module, or is it a tank-module?

Author:  URLEFT4DEAD [ Wed Aug 08, 2012 8:14 pm ]
Post subject:  Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012

OH.
MY.
GOD.
You are a master, I have no words for this.

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