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 Brolands mod, [WIP] 
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Joined: Fri Dec 14, 2012 5:44 am
Posts: 201
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Post Re: Brolands mod, [WIP]
Well... I made a weapon for you,

Image

It shoots... lightning bullets.

I also tried making a slag effect:

Image

Image




I've used your mod, here is some feedback:

Image



Image



Image

Works great. Really useful too, and amazing bullet effects.


Attachments:
File comment: SMG
SMGLIGHT.bmp [1.19 KiB]
Not downloaded yet
File comment: Testing
slageffects.bmp [1.19 KiB]
Not downloaded yet
File comment: Testing Frame 2
slageffects2.bmp [1.19 KiB]
Not downloaded yet
File comment: 1
brolands1.png
brolands1.png [ 62.82 KiB | Viewed 6500 times ]
File comment: 2
brolands2.png
brolands2.png [ 75.32 KiB | Viewed 6500 times ]
File comment: 3
brolands3.png
brolands3.png [ 65.65 KiB | Viewed 6500 times ]
Thu Dec 27, 2012 11:10 pm
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Joined: Fri Feb 02, 2007 3:53 pm
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Post Re: Brolands mod, [WIP]
Terribly bad cheesy teaser video added to OP.


Tue Jan 01, 2013 7:33 pm
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DRL Developer
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Brolands mod, [WIP]
I've made a small modificator for Tartarus/Blockwars and Tower Assault/UL2 activities. Just enable it like any other faction and it will replace all weapons for all factions with Brolands SMG. Have random fun!


Attachments:
mod_brolands.zip [1.29 KiB]
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Tue Jan 01, 2013 9:56 pm
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Joined: Fri Feb 02, 2007 3:53 pm
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Post Re: Brolands mod, [WIP]
Slight update.
Figured out what caused the game to spam insane amounts console errors with some other weapons. Turns out I overwrote a function that already existed in the game or something. Also removed some debug console prints. You should probably grab this if you are using my mod.

Edit: So over 50 people have downloaded it and no one bothered to comment? D: (The mod in itself, not this update)


Thu Jan 10, 2013 4:36 pm
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Joined: Mon Oct 15, 2012 2:05 pm
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Post Re: Brolands mod, [WIP]
p3lb0x wrote:
Slight update.
Figured out what caused the game to spam insane amounts console errors with some other weapons. Turns out I overwrote a function that already existed in the game or something. Also removed some debug console prints. You should probably grab this if you are using my mod.

Edit: So over 50 people have downloaded it and no one bothered to comment? D: (The mod in itself, not this update)

Mod is great. Thanks dude. I'm looking forward to having more updates from you.


Sun Jan 13, 2013 5:15 am
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Joined: Sun Jul 22, 2012 3:06 pm
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Post Re: Brolands mod, [WIP]
It's a lot of fun sometimes, buying a unit with 3~10 smgs and just sprayyyy *drop* (or switch the good ones). I find though, that the spread of the majority of them is too much.. I mean if you look at the default Base.rte SMG - yeah it's range is bad but the shots are nicely grouped and it's only 20 gold.. which feels way too inexpensive considering guns have unlimited ammo but the point is, it's dependable for cheap. A lot of the SMGs that spawn in this mod aren't viable for anything.. Like, for a CQC weapon a shotgun is a lot more efficient, both for accuracy and damage.

With that said, it's really cool to see that these kinds of mods are possible. Do you plan on ever having it randomize # of shots (kind like prototype shotgun ammos) and maybe more powerful/accurate rifle parts into the mix?


Sun Jan 13, 2013 5:48 pm
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Joined: Mon Jan 02, 2012 1:04 am
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Post Re: Brolands mod, [WIP]
Daaaaaaaw.... It wont work with mac


Mon Jan 21, 2013 1:23 am
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Post Re: Brolands mod, [WIP]
Corpsey wrote:
It's a lot of fun sometimes, buying a unit with 3~10 smgs and just sprayyyy *drop* (or switch the good ones). I find though, that the spread of the majority of them is too much.. I mean if you look at the default Base.rte SMG - yeah it's range is bad but the shots are nicely grouped and it's only 20 gold.. which feels way too inexpensive considering guns have unlimited ammo but the point is, it's dependable for cheap. A lot of the SMGs that spawn in this mod aren't viable for anything.. Like, for a CQC weapon a shotgun is a lot more efficient, both for accuracy and damage.

With that said, it's really cool to see that these kinds of mods are possible. Do you plan on ever having it randomize # of shots (kind like prototype shotgun ammos) and maybe more powerful/accurate rifle parts into the mix?


Having multiple shots is entirely possible. Not sure if I am going to do it. But it is possible.

eyneill wrote:
Daaaaaaaw.... It wont work with mac


What problems are there? Does it say anything?


Mon Jan 21, 2013 10:08 am
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Joined: Mon Jan 02, 2012 1:04 am
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Post Re: Brolands mod, [WIP]
It crashes the game, tells me things are missing that clearly aren't.


Tue Jan 22, 2013 5:09 pm
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Post Re: Brolands mod, [WIP]
Well, that's weird, could you tell me exactly what things? I might have used some forward slashes or backslashes somewhere. I recall Macs and Linux not liking one of those things, where as Windows doesn't care


Tue Jan 22, 2013 10:01 pm
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Joined: Sun Oct 14, 2012 1:17 pm
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Post Re: Brolands mod, [WIP]
Macs don't like backslashes (\), so a quick search and replace will fix that problem.


Tue Jan 22, 2013 10:03 pm
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Post Re: Brolands mod, [WIP]
Apparently Xenolith shut down, so I reupped what I think is the latest version.


Fri Aug 23, 2013 12:13 am
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: Brolands mod, [WIP]
Are you absolutely sure of that?
http://xeno-mods.com/


Fri Aug 23, 2013 3:25 pm
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Post Re: Brolands mod, [WIP]
Ah, so they just changed domain? My bad


Sat Aug 24, 2013 11:09 pm
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