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 Pirates 2! Explosive Shenanigans! 
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Joined: Mon Jun 04, 2007 5:55 am
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Post Pirates 2! Explosive Shenanigans!
Skeletal Pirates....
Musket rifles (way better than the blunderbuss)
Giant Pirate Bombs... Of BADNESS!
Huge Barrels of TNT, with a jolly roger on it.
Image

Soon to come in the list in the Expanded Pirate Seriese :

*Bigger Barrel of Boom (OMFG)
*Dread Pirate (now with pirate clothes)
*Broadside Cannon
*Zombie Pirate, now MISSING a jaw and oozing with blood
*Bloated Zombie Bombadier, With the unique PILE O BOMBS
*Pirated robots 1&2 (now with unique sprites and weapons)
*Pirated Dreadnoughts (with replaced weapons of badness)
*Suicidal Dreadnaughts of PAIN (can you say walking bomb?)
*Demonic Swashbuckler, with firebreath and rapier.
*Space monkey, Because pirates love monkeys, and everyone loves pirates.
*falling barrels, because how do mideaval pirates end up in a futuristic planet? they fall from space in barrels of course!

To enable more piratey goodness, dissable activities.ini in base.rte and enable Yo Ho Ho.ini in pirates.rte/index.ini

*Not all features are set in stone, nor compleated. all additional features will be add-ons.
this is not incompleate** everything contained in this mod is finished

**the barrel of TNT: I might remove the metal struts and make them attatchable so that shooting them wont make it explode, and they could kinda deflect a bullet or two. ya know... realizm stuff.


Last edited by Miles_T3hR4t on Tue Oct 14, 2008 9:49 am, edited 4 times in total.



Mon Oct 13, 2008 11:31 am
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Post Re: Pirates! Yo Ho Ho!
Pretty neat concept.

Here's some constructive criticism:

Work on the sprites a bit longer. You may think you've got them just right, but a few pixels in the right place can really turn around a sprite.
Maybe have some cool customized weapons specially made for these guys.


Tue Oct 14, 2008 12:52 am
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Post Re: Pirates! Yo Ho Ho!
Whoa thread wipe. I feel my post was constructive:
"Look, the pirate thing is cool. I commend you on the effort you've put in. The problem I see with most starting mods is a desire to push out a product before it's fully formed/fleshed out, just to get some feedback. Unfortunately, an incomplete project is only going to be picked apart here.

The constructive criticism comes after enough effort has been put in. Add some actors, come up with weapon concepts, etc, and come back with a more full mod. I'm sure people will be more helpful (at least I will).

My first suggestion would be get some pirate outfits up on those skeletons.


Tue Oct 14, 2008 12:59 am
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Post Re: Pirates! Yo Ho Ho!
LowestFormOfWit wrote:
The problem I see with most starting mods is a desire to push out a product before it's fully formed/fleshed out, just to get some feedback.


This is my 4th mod. its just my first in several months, I quit modding because my comp died, and I moved, TWICE. (once to my mothers for a time, then into my own place)


Last edited by Miles_T3hR4t on Tue Oct 14, 2008 9:32 am, edited 2 times in total.



Tue Oct 14, 2008 6:32 am
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Post Re: Pirates! Yo Ho Ho!
Replace the body armour with a pirate jacket. you know the ones.


Tue Oct 14, 2008 7:21 am
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Post Re: Pirates 2! Explosive Shenanigans!
2 explosives added, hat fixed up some.


Tue Oct 14, 2008 9:50 am
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Post Re: Pirates 2! Explosive Shenanigans!
The supporting hand for the blunderbuss ( at least from those pictures) looks a little off. He's holding the air. Might want to check offsets again.


Tue Oct 14, 2008 10:16 am
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Post Re: Pirates 2! Explosive Shenanigans!
LowestFormOfWit wrote:
The supporting hand for the blunderbuss ( at least from those pictures) looks a little off. He's holding the air. Might want to check offsets again.


which support offset, is the hand, and which offset is it oriented from?


Tue Oct 14, 2008 11:10 am
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Post Re: Pirates 2! Explosive Shenanigans!
Miles_T3hR4t wrote:
LowestFormOfWit wrote:
The supporting hand for the blunderbuss ( at least from those pictures) looks a little off. He's holding the air. Might want to check offsets again.


which support offset, is the hand, and which offset is it oriented from?


http://www.datarealms.com/wiki/index.ph ... _Tutorials

Check here, should clear it up some. (I suck with my own offsets so I'm not quite the person to ask).


Tue Oct 14, 2008 6:31 pm
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Post Re: Pirates 2! Explosive Shenanigans!
Code:
   StanceOffset = Vector (The placement of the shoulder when carrying the gun)
      X = ?
      Y = ?
   SharpStanceOffset = Vector (The above but when aiming down sights)
      X = ?
      Y = ?
   SupportOffset = Vector (Placement of secondary hand)
      X = ?
      Y = ?


There, taken from wiki


Wed Oct 15, 2008 3:55 am
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Post Re: Pirates 2! Explosive Shenanigans!
yeah, I kind of already fixed it, I just didn't upload it yet.

I will be uploading within the next 2-3 days with luck, and there will be at least 1 new actor, 1 new weapon, and if I can get it, a piratey dropship of some kind.


Wed Oct 15, 2008 11:05 am
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Post Re: Pirates 2! Explosive Shenanigans!
And Pirate coats? Please?


Wed Oct 15, 2008 11:08 am
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Post Re: Pirates 2! Explosive Shenanigans!
please tell us more about the pie rat and why we have to obey it???


Wed Oct 15, 2008 12:16 pm
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Post Re: Pirates 2! Explosive Shenanigans!
chris wrote:
please tell us more about the pie rat and why we have to obey it???

you must obey it because the radioactive rubber pants command you to.


Wed Oct 15, 2008 3:54 pm
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Post Re: Pirates 2! Explosive Shenanigans!
Miles_T3hR4t wrote:
chris wrote:
please tell us more about the pie rat and why we have to obey it???

you must obey it because the radioactive rubber pants command you to.

This makes sense. Really, it does.

Please make a pie rat, just as an easter egg or some ♥♥♥♥.


Wed Oct 15, 2008 5:14 pm
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