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 [B33] MaximDude Corp. (10 Year Anniversary Update) 
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Update up, info in the OP.
Enjoy :)


Wed Aug 24, 2011 10:16 pm
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Joined: Sat Jan 22, 2011 2:23 am
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Location: Somewhere over the rainbow of public acceptance.
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Post Re: MaximDude Corp. (Updated 25/08/11)
Awesome, this is just what I've been waiting for. My favorite mod is now compatible with B25. I'm looking forward to more updates!


Thu Aug 25, 2011 2:08 am
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Joined: Mon Jun 01, 2009 7:47 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Might I suggest upping the price of the nuke(s) in the next update? Very easily... abused. :P
And yes, this is a very nice collection of goodies. Deserves a lot more recognition.


Last edited by Slax on Thu Aug 25, 2011 4:11 pm, edited 1 time in total.



Thu Aug 25, 2011 6:36 am
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Post Re: MaximDude Corp. (Updated 25/08/11)
This mod is quite a gem. One thing though: Activities please! *puppy eyes*


Thu Aug 25, 2011 2:03 pm
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: MaximDude Corp. (Updated 25/08/11)
An activities file, you say?

http://min.us/m0OTE8ZtO


Last edited by Hobbesy on Thu Aug 25, 2011 8:27 pm, edited 2 times in total.



Thu Aug 25, 2011 7:44 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
You are a hero. :cool:


Thu Aug 25, 2011 7:45 pm
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Joined: Sat Jul 25, 2009 4:24 am
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Post Re: MaximDude Corp. (Updated 25/08/11)
This is frinkin awesome! :D


Sat Aug 27, 2011 2:09 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Meh, after playing with it I got seriously annoyed by the seemingly constant exploding actors when they die.
I'd love to see that bit disappear. >_>


Sat Aug 27, 2011 2:57 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Gotcha! wrote:
Meh, after playing with it I got seriously annoyed by the seemingly constant exploding actors when they die.
I'd love to see that bit disappear. >_>

Do explain, i'd like to know what needs changing.


Sat Aug 27, 2011 4:22 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
I think what Gotcha is talking about is the activities put together by Hobbesy giving a grenade or two to each actor spawned, and the MDC grenades like to explode pretty much instantly on the death of their carrier.


Sat Aug 27, 2011 5:53 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
That might be it. I thought you added explosions to your actors when they die and was really confused.
Sorry, MD. I should have checked first.
I'll just remove those grenades from the activities.

Edit: I also wish grenades would stop exploding when dropped (e.g. dropped, not thrown). But that's something data'll have to look into I guess? :???:


Sat Aug 27, 2011 6:26 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Oh, I see. Okay then.

'bout the grenades exploding when dropped, I could probably either up the GibImpulseLimit so they wouldn't blow up when falling or being stepped on or add a script that turns them to terrain if dropped by an actor, though that would be kind of silly I think.

Also, id like to hear feedback on how ♥♥♥♥ behaves in B25 (Mostly the weapons and explosives) since I can't be arsed testing it all myself (Short attention/interest span ever since got into military service, really cba doing anything more that half an hour and all that) so I can tweak it to it's best.


Sat Aug 27, 2011 11:35 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Setting ActivatesWhenReleased = 1 to ActivatesWhenReleased = 0 in every grenade you have should help. :)
I'd have to test that though. Am a bit rusty.

Edit: Yeah, that helps a lot. Grenades keep lying around instead of going off the moment the actor dies.


Last edited by Gotcha! on Sun Aug 28, 2011 12:13 am, edited 1 time in total.



Sat Aug 27, 2011 11:57 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Great mod i really like the gunships.


Sat Aug 27, 2011 11:59 pm
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Post Re: MaximDude Corp. (Updated 25/08/11)
Got back to working on an update on the weekend, here's some progress:

// List of Changes - Update 8

- Seems to be fully compatible with both Build 25 and Build 26.
- More code cleanup and structure changes.
- Added custom gibs to Drop Pod - Also overhauled existing effects.
- Added custom gibs to Cargo Rocket.
- Patched up Laser Door's lua code - Also added some small effects.
- Removed Assault Rifle Mark 1 from the pack - Completely useless compared to the Mark 2, no reason to keep it.
- Brand new sprites for the Machinegun - Same style as the Assault Rifle.
- Added Flare Gun to the pack.
- Removed Revolver from the pack - Stupid piece of crap.
- Updated sprites on Pump Shotgun and Auto Shotgun - Never noticed how terrible the sprites were, until now.
- Replaced Auto Cannon with Slugger - Basically the same thing except it shoots metal slugs that mash up your enemies, and perhaps your friends too. Updated sprites as well.

That's all for now.
It's not much since I am doing this in my free time while i'm at base, and this 'free time' isn't exactly free either...

Anyyyyway....

I decided to get down to the detail with this update, so I created a new 'MDC.rte' folder and started moving in stuff from the old one piece by piece, tweaking and polishing everything that goes in.
A decent amount of content isn't going to show up in the new update, due to it being utter-crap imo or due to it being completely remade into something different.
But anyways, so far so good, yet there is still a long way to go, plus most of the new content planned isn't even started.

Also, the sprites on some things are just damn terrible... Can't believe I thought they were good...
What I got re-sprited so far:

Image

More previews later.

If there are any decent ideas or suggestions, do suggest.


Tue Sep 20, 2011 11:17 pm
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