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 Industrial Industries v0.4 WIP -- Visible Inv. Bug Fixed 
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 Industrial Industries v0.4 WIP -- Visible Inv. Bug Fixed
(I gave up on this. If anyone actually cares just message me.)


Image Image
Industrial Industries. Early Phases!

Adding more pics sewn.

Special Thanks:
Image
Major -- Spriting References


Image
4zK -- Lua, C++ & Visible Inventory


Silent00 -- Loadouts


Image
Azukki -- Lua, C++ & Visible Inventory


Image
Arcalane -- Lua




Gotta sleep atm. For now, items list.

Security Drone
Demolition Drone (Very Early Phases)
Timed Cluster Mine (5
Timed Grenade (5
Compact Repeater (Dual Wieldable) (1
Industrial AutoMag (1
Sword (Very dangerous to your actor.) (5
Journeyman Rifle (AR) (2
Compact Journeyman Rifle (2
Drobovik II (SG) (6
Prodigy Sniper Rifle (3
Digger (7
Odysseus Sniper Rifle (3 [removed] (Can be added if you want through the Snipers.ini file)
AutoNade Explosives Launcer (# [undef]


Changelog:



ToDo:


Download (Because >2MB is too mainstream):
MediaFire


Last edited by Chronometer on Mon Sep 22, 2014 1:33 am, edited 28 times in total.



Tue Nov 12, 2013 2:37 am
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Post Re: Industrial Industries v0.00 WIP
Nice sprite actor. А вы случаем не русскоговорящий?


Tue Nov 12, 2013 2:15 pm
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Post Re: Industrial Industries v0.00 WIP
Sfabrikans wrote:
А вы случаем не русскоговорящий?

Even Google Translate can't save me from what you asked.
Thanks though I guess.


Tue Nov 12, 2013 8:42 pm
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Post Re: Industrial Industries v0.00 WIP
Cluster mine thing gives an error about a non-defined soundfx.

The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all.

Weapon weight doesn't exactly match their size imo. Not like that matters or anything.

Most weapons are OP-ish. Some more than others.

Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact.

The sword is weird. The digger doesn't differ much from the vanilla ones.

Sprites are aaallright.

Chronometer wrote:
Even Google Translate can't save me from what you asked.

I think he wanted to know if you're Russian, by any chance.


Tue Nov 12, 2013 9:39 pm
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Post Re: Industrial Industries v0.00 WIP
Cluster mine thing gives an error about a non-defined soundfx. -- Wat, checking.

The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all. --Changing to Dent Metal

Weapon weight doesn't exactly match their size imo. Not like that matters or anything. --It's so they actor won't get weighed down as much. Carbon fiber :3

Most weapons are OP-ish. Some more than others. -- Overpowered? How so? Explain and I'll be able to change.

Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact. --Yes it is~ It's smaller. Maybe I'll change the damage.

The sword is weird. The digger doesn't differ much from the vanilla ones. -- The sword is broken atm. The digger is just normal, it's not supposed to be over powered, just cost efficient.

Sprites are aaallright. --The best I can do for now.

Chronometer wrote:
Even Google Translate can't save me from what you asked.

I think he wanted to know if you're Russian, by any chance. -- Nope.


Tue Nov 12, 2013 10:18 pm
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Post Re: Industrial Industries v0.00 WIP
I'd recommend giving the head a GibWoundLimit though.

Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison.

You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc.


Tue Nov 12, 2013 11:05 pm
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Post Re: Industrial Industries v0.00 WIP
4zK wrote:
I'd recommend giving the head a GibWoundLimit though.

Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison.

You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc.


Posting changes tommorow
Tell me if you like it.


Wed Nov 13, 2013 2:09 am
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Post Re: Industrial Industries v0.01 WIP
wow! kinda cool actually


Wed Nov 13, 2013 9:43 am
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Post Re: Industrial Industries v0.01 WIP
Silent00 wrote:
wow! kinda cool actually


UPDATE ACTA.

User was warned for this post: Posting off topic stuff in a mod thread


Wed Nov 13, 2013 9:59 am
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Post Re: Industrial Industries v0.01 WIP
Do you mind.
Update in like 30 minutes.

EDIT:
Quote:
User was warned for this post: Posting off topic stuff in a mod thread

Lel


Thu Nov 14, 2013 12:09 am
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Post Re: Industrial Industries v0.2 WIP
Yet another update. Read about it in the changelog.
Questions/Concerns?
Post it.


Edit: shameless self bump


Sat Nov 23, 2013 7:03 am
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Post Re: Industrial Industries v0.2 WIP
Loadouts?


Sat Nov 23, 2013 11:30 am
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Post Re: Industrial Industries v0.2 WIP
Silent00 wrote:
Loadouts?

Could you be more specific?


Sat Nov 23, 2013 8:28 pm
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Post Re: Industrial Industries v0.2 WIP
Loadouts, as in "do these guys come with weapons"?

I like RAZOR's style for loadouts, as an example.


Sun Nov 24, 2013 6:37 am
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Post Re: Industrial Industries v0.2 WIP
TheFunsizeNinja wrote:
Loadouts, as in "do these guys come with weapons"?

I like RAZOR's style for loadouts, as an example.


No there are no loadouts. I will if you want I guess.
EDIT: Neeext next update.
I'm busy.


Sun Nov 24, 2013 3:16 pm
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