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 Sergal Faction 
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Joined: Sat Nov 10, 2012 3:31 pm
Posts: 114
Location: Australia
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Post Re: Sergal Faction
Ah I knew I ♥♥♥♥ something up. Links were adjusted (Let this be a lesson not do mods at 1 in the morning).
The new actor and weapon sprites are going to be made closer to the new-age Vilous style, with more complex and elaborate designs. I can't actually guarantee they'll look any good, however.


Could you please tell me which guns have that problem with their bullets? Tried a higher resolution (always used 800x600 X2) and figured out exactly what you meant. The next update will have adjusted lifetimes on most every bullet, including the rockets. :)
And with dual-wielding, do you think it should be added to the main download? If so, for which weapons?


Tue Jul 30, 2013 12:01 am
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Joined: Fri Sep 23, 2011 8:18 pm
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Post Re: Sergal Faction
the guns that have the disappearing bullets are the hand cannon, rifle and auto cannon.

sorry about the delay.


Wed Jul 31, 2013 11:32 pm
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Joined: Tue Jan 01, 2013 6:35 pm
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Post Re: Sergal Faction
Are you thinking of adding craft or modules for the sergals?


Thu Aug 22, 2013 11:01 pm
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Post Re: Sergal Faction
Update 1.6 is out. Changelog in the first post, please tell me how it goes and if I've messed it up again.

Yes I intend to add crafts eventually. The hardest part is making the sprites fit in (well that, and I have no idea what kind of aesthetic the sergals use for vehicular warfare!)


Sun Aug 25, 2013 3:36 pm
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Post Re: Sergal Faction
Well... the crab thing you made looks sorta like a vehicle. Just enlarge it a bunch then use it as a reference I guess.

EDIT: You should take a look at the Old West mod for you throwable weapons (javelin). It has it's own javelin/throwin spear that's actually quite effective.


Sun Aug 25, 2013 8:23 pm
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Post Re: Sergal Faction
I'm not sure a lithe hunting species would use a crab as a reference for a rocket. Just saying. :P

For that Wild West mod, I already tried that. Even when directly copied and pasted, the javelin still bounced and/or slid off actors.


Mon Aug 26, 2013 2:05 am
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Joined: Wed Aug 28, 2013 12:50 am
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Post Re: Sergal Faction
Image

I'm getting some error spam in the console whenever any Sergal actor with armor is on the field, not sure why.

It's a pretty big problem in campaign mode because the auto-designed bases like to place a lot of them, and it bogs my game down to 5-7FPS.


Wed Aug 28, 2013 11:36 pm
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Post Re: Sergal Faction
Mistake on my part (again). I'll upload a fix.


Thu Aug 29, 2013 12:24 am
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Joined: Fri Aug 12, 2011 9:23 pm
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Post Re: Sergal Faction
Is there some possibility of getting some official Sergal inclusion in Weegee's Void Wanderers? :3


Thu Aug 29, 2013 12:31 am
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Post Re: Sergal Faction
Fix is up, should take care of the performance issue. :)

And Void Wanderers is new to me, but if making something compatible with it is the same as making something compatible with Unmapped Lands, then sure I could try.


Thu Aug 29, 2013 12:53 am
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Post Re: Sergal Faction
A faction file made for Unmapped Lands 2 will also work for Void Wanderers, if you've made one of those already.

Either way it's pretty simple to set up.


Thu Aug 29, 2013 1:52 am
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Post Re: Sergal Faction
In that case I have one ready right now. I'll just ask weegee first.


Thu Aug 29, 2013 3:19 am
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Post Re: Sergal Faction
Got the good-to-go! The LUA was added to the first post, with a new update coming very soon. :)


Sun Sep 01, 2013 1:40 pm
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Post Re: Sergal Faction
Righto, before I do anything else I'll need some info.
What is the current stance on using assets from other games (for alternate sounds, specifically)?


Sat Sep 14, 2013 10:31 am
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Post Re: Sergal Faction
Well, there's no absolute rule against using art assets from other things. I doubt that you would get in trouble if you borrowed sounds from something.


Sat Sep 14, 2013 4:37 pm
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