View unanswered posts | View active topics It is currently Sat Apr 27, 2024 9:35 pm



Reply to topic  [ 428 posts ]  Go to page Previous  1 ... 21, 22, 23, 24, 25, 26, 27 ... 29  Next
 Untitled Tech 2.5 (B31) [26th April 2015] 
Author Message
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Reply with quote
Post Re: Untitled Tech 1.9.1 [AI FIX]
okay i'm thinking of a different mod. all my complaints don't seem to have anything to do with the support offset just minor things you only notice if you're running at a lower resolution. i do seem to remember posting a few weapons though a few pages back that had crappy support offsets.

i'm still gonna shithawk the mod once again for wonky offsets when i get around to it. if i find some would you like me to post the corrections 4zK?


also i'd like to make clear this is only out of my love for this mod and making it better... also i'm really OCD when it comes to this game in particular.


Sat Dec 22, 2012 12:31 am
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 1.9.1 [AI FIX]
I probably won't be working on this mod for a while, so don't expect me to update too soon.

tankmayvin wrote:
1.05 AI seems to really aim high with the plasma gun too.

Darn, I thought I got that fixed.

Asklar wrote:
Part of its visual effects makes it look like the round "bounces" off

I really want to find a substitute for this effect since it looks a bit ugly imo.

tankmayvin wrote:
Wonder if it would help if they penetrated through actors instead?

I think the lasers would do damage on the surface of the target rather than pierce through it.

NeoSeeker wrote:
if i find some would you like me to post the corrections 4zK?

No thanks.


Sat Dec 22, 2012 3:07 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Untitled Tech 1.9.1 [AI FIX]
4zK wrote:
Asklar wrote:
Part of its visual effects makes it look like the round "bounces" off

I really want to find a substitute for this effect since it looks a bit ugly imo.


Yes, I don't like it much either to be honest.

Why don't you try another one? Or how would you like it to look? I'm pretty sure a lot of modders would come up with ideas to make it look better.


Last edited by Asklar on Sat Dec 22, 2012 7:39 pm, edited 1 time in total.



Sat Dec 22, 2012 4:22 am
Profile

Joined: Mon Oct 15, 2012 5:21 pm
Posts: 879
Location: Somewhere in Germany
Reply with quote
Post Re: Untitled Tech 1.9.1 [AI FIX]
Is it me, or are the lasers kind of weak against some Vanilla Actors?


Sat Dec 22, 2012 6:17 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Untitled Tech 1.9.1 [AI FIX]
Yes, they are kinda weak to metal targets or body armor.

Though, you should use plasma against those.


Sat Dec 22, 2012 7:40 pm
Profile

Joined: Tue Jun 25, 2013 3:08 am
Posts: 6
Location: At your house.(which is on fire)
Reply with quote
 Re: Untitled Tech 1.9.1 [AI FIX]
Great mod. I use it all the tome and it is also my favorite one. :D


Sat Oct 12, 2013 5:59 pm
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
UPDATE

2.0

    "Major" revamp

    Redone 95% of the sprites
    - new models for weapons and actors
    - returned old drop ship model

    Lots of balancing and rewriting code

    New actor with special ability, with a brain variant!

    Two new tools!

    Lots of new sounds, potentially increasing the size from 2 Mb up to >9000 Kb!

    Removed entirely unneeded items, such as the scrapnade

    Files for weegee's scenes should be up to date!
    - PLEASE NOTE: ANY OLD SAVE FILES ARE NOT GUARANTEED TO FUNCTION WITH NEW VERSION!



EDIT: Please report any bugs or strange features, there might be some left over from testing.


Fri Dec 06, 2013 4:22 am
Profile

Joined: Fri Oct 18, 2013 2:49 pm
Posts: 100
Location: Gretin
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Can you like make a burst-fire rifle or something?

the point rifle isn't excactly doing well.


Fri Dec 06, 2013 7:46 am
Profile
User avatar

Joined: Fri Mar 02, 2012 7:00 am
Posts: 11
Location: California, U.S.A
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
I love the resprited weapons, and the new heavy merc addition! Untitled Tech has one of the most polished spritings of all, and I really admire that.

It will be awesome if you can make come up a rugged-looking bipedal power armor sort of unit that your actors could fit into.


Fri Dec 06, 2013 11:32 pm
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Epicnator wrote:
Can you like make a burst-fire rifle or something?

That's an interesting idea, as the mod is sort of missing a burst-weapon.

I wont make the point rifle burst-fire though, if that's what you're asking. I merely kept it due to popular demand.

Warmonger wrote:
Untitled Tech has one of the most polished spritings of all, and I really admire that.

Thanks! :grin: This is what I was aiming for with updating after a >year break. The sprites are more official-looking now imo.

I've been requested to come up with a bi-pedal mech of some sort, and it resulted with the self-repairing robot I came up with. Basically, since a bi-pedal actor (AHuman) is able to pick up weapons, naturally, a mech shouldn't be able to pick up everyday weapons, so I was thinking that it would instantly break the weapons picked up and turn them into HP. I couldn't really get into larger-sized actors, and kept the experiment that turned out to be the patchbot.

What comes to fancy lua involving mountable mechs, that would definitely be a nice challenge. I remember seeing something like this before, it would be interesting to see how it would turn out. If anything, the mech could gib into a pilot that could continue living after the mech breaks.

It's just the making that is the issue, I might do it when I feel like it.


Sun Dec 08, 2013 1:31 pm
Profile
User avatar

Joined: Sun Jan 15, 2012 10:12 pm
Posts: 207
Location: Burrowed, waiting for you to come by.
Reply with quote
 Re: Untitled Tech 2.0 [6th Dec 2013]
In my opinion you completely ruined everything gun sprite related.
I hate the Shotgun/Grenadelauncher for 2.0, it defeated the purpose of the original one.
Where's the prototype rocket launcher?
The laser pistol effect is disgusting compared to the old kawaii~uguu one.


Mon Dec 09, 2013 5:05 am
Profile
User avatar

Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Chronometer wrote:
In my opinion you completely ruined everything gun sprite related.
I hate the Shotgun/Grenadelauncher for 2.0, it defeated the purpose of the original one.
Where's the prototype rocket launcher?
The laser pistol effect is disgusting compared to the old kawaii~uguu one.


Get out.


Mon Dec 09, 2013 5:50 am
Profile
User avatar

Joined: Sun Jan 15, 2012 10:12 pm
Posts: 207
Location: Burrowed, waiting for you to come by.
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Major wrote:
Chronometer wrote:
In my opinion you completely ruined everything gun sprite related.
I hate the Shotgun/Grenadelauncher for 2.0, it defeated the purpose of the original one.
Where's the prototype rocket launcher?
The laser pistol effect is disgusting compared to the old kawaii~uguu one.


Get out.


You're opinion is invalid for my Critique is 100% gravy,
Major's Face:
Image

Just tryna show how 1.9.1 > 2.0
I like your style Major but this is the wrong place wrong time


Mon Dec 09, 2013 6:07 am
Profile
User avatar

Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Yessir, 100% sir, anything you say sir. You are absolutely correct in every way. I'm sorry I even thought you were being an idiot your magnificence. I shall duly abase myself before your glorious image.

I personally love the new version, the new laser effects are awesome, the plasma weapons are amazing as always <3 and your sprites are much better than I could do.
One thing I noticed was the patchbot's jetpack is slightly on the weak side and has a very short duration, but that might just be me.


Mon Dec 09, 2013 7:16 am
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 2.0 [6th Dec 2013]
Major wrote:
Get out.

Surely he is allowed to state his own opinion! Hush.

Chronometer wrote:
In my opinion you completely ruined everything...

What changes exactly did you not like? Please, tell me more details so that I can work on making them better.

Prototype rocket launcher counted as "a completely unnecessary item", so I removed it.

The laser changes are for the best, trust me.

Major wrote:
One thing I noticed was the patchbot's jetpack...

The imperatus robots are really light, so they use a weaker jetpack, so for some reason I lowered the jumptime a bunch for the patchbots for "balancing" purposes. I figured that they should have some kind of a setback to being OP when it comes to gibwoundlimit. (this is needed for extensive maintenance time)


Mon Dec 09, 2013 2:52 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 428 posts ]  Go to page Previous  1 ... 21, 22, 23, 24, 25, 26, 27 ... 29  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.128s | 15 Queries | GZIP : Off ]