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 MaximDude Corp. (Updated 27/09/15) 
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 MaximDude Corp. (Updated 27/09/15)
MAXIMDUDE CORP.
MILITARY SOLUTIONS

Image



I'm just gonna throw this out here because after so many years I really don't see myself ever getting that passion to modding back and getting this mod to a 'finished' state.
Thank you Dan for the wonderful 9 years I had with Cortex Command and all the awesome guys/gals here on the forums.
This is the last update I am releasing.

I cba uploading pics, so if anyone wishes to do it for me I will be grateful.

----------------------------------------


GENERAL INFO

- All content was created during B30.
- B31 ♥♥♥♥ up the gunship - It just smashes into the ground like a second after spawning, don't know if it's lua or ini related. I don't give enough ♥♥♥♥ to fix this so whoever wishes to, be my guest.
- Detonation on warheads and the crab is triggered via the FIRE button.
- Self destruct sequence on dropships is triggered via the CROUCH button.
- Launch sequence on warhead silos is triggered via the CROUCH button.
- To trigger simultaneous control of both the gunship and it's turret, first select the turret - It will trigger the script, otherwise it will remain AI controlled.
- Gunship turret is controlled via binded keys - 'Z' and 'C' to rotate weapon, 'X' to fire.
- If brain crab dies activity ends even if player has more brains on scene - I honestly don't remember if this was fixed or not, so keep it in mind.
- Some offsets, effects, gibs and other minor crap might be off because this is technically a WIP release with the WIP content cut out.
- I didn't really test it on B31. It loads and everything seems to work. Except the gunship. Might be other stuff too.

That's it I think.
Enjoy.

----------------------------------------


CHANGELOG

MaximDude Corp. Update 8 (27/09/2015)

- Fully compatible with latest version.
- Code cleanup and structure changes.
- Added custom gibs to Drop Pod.
- Added custom gibs to Cargo Rocket.
- Patched up Laser Door lua script.
- Removed Assault Rifle Mark I from the pack - Obsolete.
- Renamed Assault Rifle Mark II to Assault Rifle.
- Removed Revolver from the pack - Crap.
- Updated Pump Shotgun sprites.
- Updated Auto Shotgun sprites.
- Replaced Auto Cannon with Slugger - Basically the same thing except it shoots metal slugs that mash up your enemies.
- Removed Double Barrel Shotgun - Crap.
- Updated Grenade Launcher sprites.
- Updated Assault Rifle sprites.
- Made various tweaks to Granade Launcher ammo and effects.
- Changed Pump Shotgun reload to shell-by-shell.
- Updated Micro SMG sprites.
- Removed Miner from the pack - Wasn't really that great of a guy anyways.
- Removed Digger from the pack - No miner, no digger.
- Made minor improvements to Brain Crab sprites.
- Added armor plates to Brain Crab - Now can actually be used to escape tight situations.
- Updated Laser Door emitter sprites and effects.
- Updated Heavy Duty Door module sprites - Now align with vanilla.
- Updated Door Motor sprites.
- Removed Kamikaze Jumper from the pack.
- Renamed Kamikaze Crab to Suicide Crab.
- Updated Suicide Crab sprites.
- Removed Nuclear Warhead from the pack - Just no.
- Removed GunShip Mark I from the pack - Obsolete.
- Renamed GunShip Mark II to GunShip.
- Updated Brain Vault module sprites - Now align with vanilla.
- Added legs to Cargo Rocket.
- Made minor sprite and code improvements to Cargo Rocket.
- Made minor improvements to Drop Pod sprites.
- Added custom gibs to Drop Pod.
- Updated Warhead sprites.
- Nerfed Warhead.
- Updated Machinegun sprites.
- Renamed Plasma Cannon to Ion Ball Cannon.
- Updated Ion Ball Cannon sprites, sounds and effects.
- Updated Ion Ball Cannon lua script - Now pops heads instead of bodies.
- Updated Slugger sound effects.
- Removed First Aid Kit from the pack - Meatpuppets do not require healthcare.
- Updated Air Bomb sprites.
- Updated Cluster Bomb sprites.
- Updated Frag Bomb sprites.
- Removed Reflector from the pack - Who actually uses shields anyway?
- Updated Pistol sprites.
- Removed Flame Thrower from the pack - Crap.
- Updated Mobile Turret sprites.
- Removed ManBear from the Pack - Crap.
- Updated GunShip sprites and effects.
- Updated Gunship Turret sprites.
- Updated GunShip lua script.
- Added custom gibs to GunShip.
- Shed some tears upon completing GunShip.
- Removed Mini Mobile Turret from the pack.
- Removed EMP Grenade from the pack.
- Removed Brick Deployer from the pack.
- Updated Barrier A background sprites.
- Updated Barrier A and B material sprites.
- Updated Landing Pad material sprites.
- Updated Gate Tower sprites.
- Updated Watch Tower sprites.
- Renamed Sniper Rifle Mark I to Sniper Rifle.
- Updated Sniper Rifle sprites.
- Changed Sniper Rifle reload to shell-by-shell.
- Renamed Rocket Rifle to Rocklet Launcher.
- Updated Rocklet Launcher sprites.
- Renamed Beam Cannon to Ion Beam Cannon.
- Updated Ion Beam Cannon sprites, sounds and effects.
- Updated Ion Beam Rifle sprites, sounds and effects.
- Updated Gatling Gun sprites and sounds.
- Updated Rocket Launcher Sprites
- Renamed Sniper Rifle Mark II to Anti-Materiel Rifle.
- Updated Anti-Materiel Rifle sprites.
- Removed Skinner from the pack - Crap.
- Removed EMP Rocket Launcher from the pack.
- Removed Acid Sprayer from the pack - Terrain raping bullet hoses are a big no-no.
- Updated Missile Silo module sprites.
- Added Launch Sequence feature to Missile Silo.
- Shed some tears upon completing Missile Silo.
- Updated Turret Base sprites.
- Updated Stationary Turret sprites.
- Replaced Cannon Turret with Grenade Launcher Turret.
- Removed Mini Ceiling Turret from the pack.
- Made doors settle as solid material rather than scrap.
- Updated DropShip sprites and effects.
- Added custom gibs to DropShip.
- Added Core Overload feature to DropShip class craft - Shed many tears in the process.
- Added Heavy Mobile Turret to the pack.
- Updated Landmine lua script - Now has team definition.
- Added Missile Complex to the pack - Shed buckets of tears in the process.
- Warhead no longer available for purchase - Available only through Missile Silo.
- Renamed General Purpose Trooper to General Purpose Infantry.
- Updated General Purpose Infantry sprites.
- Made improvements to General Purpose Infantry durability.
- Lots of tinkering with animations and effects for overall better feeling.
- Lots of tinkering with mass values for overall better feeling.
- Lots of tinkering with airdropped munitions for overall better feeling.
- Lots of tinkering with weapon behavior and offsets for overall better feeling.
- Lots of tinkering with random small values for overall better feeling.
- Lots of tinkering with effects for overall better feeling.
- Lots of tinkering with sounds for overall better feeling.
- Updated MDC logo.

PREVIOUS UPDATES


----------------------------------------


Resources
Counter-Strike: Source - Sound effects.
Left4Dead - Sound effects.
Zeno Clash - Sound effects.
Subvein - Sound effects.
Insurgency - Sound effects.
PhantomAGN - Glow effects from MUGEN.

Special Thanks
Grif - Lua help.
Mind - Lua help.
Mail2345 - Lua help.
CrazyMLC - Lua help.
Geti - Lua help.
Robolee - Lua help.
Duh102 - Lua help.
Abdul Alhazred - Lua help.
CaveCricket48 - Heaps of Lua help.
Whitty - Less terrain rape lua code and pretty railgun beam method from WWM.
Kurrus - Beta testing.
Billy999 - Beta testing.
Wutangfan1990 - Beta testing, various suggestions.
Some_Stranger - For being a cool guy.
And everyone else who has downloaded and enjoyed the mod in the past, present and future.

----------------------------------------


Can't seem to upload the file to the forum, so here are a few external links.

Google Drive - MediaFire - RGhost

Initial Release - 1108 downloads • Update 1 - 604 downloads • Update 2 - 1139 downloads • Update 3 - 4519 downloads • Update 4 - 2685 downloads • Update 5 - 4021 downloads • Update 6 - 6901 downloads • Update 7 - 26432 downloads


Thank you for choosing

Image


Last edited by MaximDude on Sun Sep 27, 2015 8:14 pm, edited 31 times in total.



Sun Nov 29, 2009 6:00 pm
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Joined: Fri Dec 22, 2006 4:20 am
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Location: Good news everyone!
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Post Re: MaximDude Corp.
Looks good, been looking forward to the dropship turret, looked really nice.
A+ sprites.


Sun Nov 29, 2009 6:19 pm
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Post Re: MaximDude Corp.
Looking really good so far. Nice job. :) Now for some more actors for all those guns. :grin:


Sun Nov 29, 2009 6:27 pm
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Post Re: MaximDude Corp.
If the gunship is how I think it is, then you have made the greatest mod ever.


Sun Nov 29, 2009 6:30 pm
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DRL Developer
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Joined: Tue Aug 11, 2009 5:09 am
Posts: 395
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Post Re: MaximDude Corp.
Yes, plenty of fun stuff here.

About the gun falling from the gunship on return: Try replacing the destructor with the code below.

Code:
function Destroy(self)
   if MovableMan:IsActor(self.turret) then
      if self.turret.Pos.Y < 0 then
         self.turret.ToDelete = true
      else
         self.turret:GibThis()
      end
   end
end


Also, the Base.rte Fire Leak wounds on the engines emit some really heavy particles so that might contribute to the flipping.


Sun Nov 29, 2009 6:32 pm
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Post Re: MaximDude Corp.
This is why I like MDC.


Sun Nov 29, 2009 6:38 pm
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Post Re: MaximDude Corp.
The gunship is so close to being awesome, but it's just not very effective. I say make the rounds more like cannon rounds, because the casings are kind of... contradicting.


Sun Nov 29, 2009 6:47 pm
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Post Re: MaximDude Corp.
Cheesemonkey wrote:
The gunship is so close to being awesome, but it's just not very effective. I say make the rounds more like cannon rounds, because the casings are kind of... contradicting.

It makes heads explode and causes limps to come off with a mere scratch. I think it's good enough.

whitty wrote:
This is why I like MDC.

I like WWM more.

Gotcha! wrote:
Now for some more actors for all those guns. :grin:

I'm not really an actor person...

CrazyMLC wrote:
A+ sprites.

Thank you very much good sire.

@ Abdul
I'll check that out when I resume working on the rest of the content.


Sun Nov 29, 2009 6:49 pm
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Post Re: MaximDude Corp.
This looks great YGMDL.


Sun Nov 29, 2009 7:00 pm
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Post Re: MaximDude Corp.
We keep seeing more of these packs every day. This one is quite nice. Though most of the weapons are just generic reskins, you've got the same old rocket launcher, shotgun, machine gun and nuke. This ain't really a bad thing, its just kind of boring. I like the effects on the plasma gun, but the way it kills people (The instagibbing) is unsatisfying. The gun ship is great, though it could use a way to control both it and the turret at the same time.


Sun Nov 29, 2009 7:19 pm
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Post Re: MaximDude Corp.
Nice. :grin:


Sun Nov 29, 2009 7:25 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: MaximDude Corp.
Yay, it's the return of the miner, and we can finally shoot people with the gunship!


Sun Nov 29, 2009 7:30 pm
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Post Re: MaximDude Corp.
Roon3 wrote:
We keep seeing more of these packs every day. This one is quite nice. Though most of the weapons are just generic reskins, you've got the same old rocket launcher, shotgun, machine gun and nuke. This ain't really a bad thing, its just kind of boring.

I never said this pack was anything out of the ordinary, plus, it's kinda hard to come up with new this these days.
I focused on quantity and quality, not originality. Well, not entirely, but most of the content is generic weapons and such.

Roon3 wrote:
I like the effects on the plasma gun, but the way it kills people (The instagibbing) is unsatisfying.

I hate the way instagibbing works... It just 'disassembles' actors rather then blowing them up to smithereens.
I guess I could do that... Maybe some other time.

Roon3 wrote:
The gun ship is great, though it could use a way to control both it and the turret at the same time.

Can you think of such way that would both work and be practical enough? Maybe with the mouse, but I doubt you can manipulate it via lua.


Sun Nov 29, 2009 7:36 pm
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Post Re: MaximDude Corp.
Wonderful pack. It's a keeper.


Sun Nov 29, 2009 7:38 pm
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Post Re: MaximDude Corp.
MaximDude wrote:
Can you think of such way that would both work and be practical enough? Maybe with the mouse, but I doubt you can manipulate it via lua.

You can run a check on the DS and see if its player controlled. Then I think you just set the turret to CIM_PLAYER.


Sun Nov 29, 2009 8:10 pm
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