I'm just gonna throw this out here because after so many years I really don't see myself ever getting that passion to modding back and getting this mod to a 'finished' state. Thank you Dan for the wonderful 9 years I had with Cortex Command and all the awesome guys/gals here on the forums. This is the last update I am releasing.
I cba uploading pics, so if anyone wishes to do it for me I will be grateful. Wow nice of me to notice after over 3 years but I apparently did make some shitty pics and even uploaded them...
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GENERAL INFO
- All content was created during B30. - B31 ♥♥♥♥ up the gunship - It just smashes into the ground like a second after spawning, don't know if it's lua or ini related. I don't give enough ♥♥♥♥ to fix this so whoever wishes to, be my guest. - Detonation on warheads and the crab is triggered via the FIRE button. - Self destruct sequence on dropships is triggered via the CROUCH button. - Launch sequence on warhead silos is triggered via the CROUCH button. - To trigger simultaneous control of both the gunship and it's turret, first select the turret - It will trigger the script, otherwise it will remain AI controlled. - Gunship turret is controlled via binded keys - 'Z' and 'C' to rotate weapon, 'X' to fire. - If brain crab dies activity ends even if player has more brains on scene - I honestly don't remember if this was fixed or not, so keep it in mind. - Some offsets, effects, gibs and other minor crap might be off because this is technically a WIP release with the WIP content cut out. - I didn't really test it on B31. It loads and everything seems to work. Except the gunship. Might be other stuff too.
That's it I think. Enjoy.
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CHANGELOG
MaximDude Corp. Update 8 (27/09/2015)
- Fully compatible with latest version. - Code cleanup and structure changes. - Added custom gibs to Drop Pod. - Added custom gibs to Cargo Rocket. - Patched up Laser Door lua script. - Removed Assault Rifle Mark I from the pack - Obsolete. - Renamed Assault Rifle Mark II to Assault Rifle. - Removed Revolver from the pack - Crap. - Updated Pump Shotgun sprites. - Updated Auto Shotgun sprites. - Replaced Auto Cannon with Slugger - Basically the same thing except it shoots metal slugs that mash up your enemies. - Removed Double Barrel Shotgun - Crap. - Updated Grenade Launcher sprites. - Updated Assault Rifle sprites. - Made various tweaks to Granade Launcher ammo and effects. - Changed Pump Shotgun reload to shell-by-shell. - Updated Micro SMG sprites. - Removed Miner from the pack - Wasn't really that great of a guy anyways. - Removed Digger from the pack - No miner, no digger. - Made minor improvements to Brain Crab sprites. - Added armor plates to Brain Crab - Now can actually be used to escape tight situations. - Updated Laser Door emitter sprites and effects. - Updated Heavy Duty Door module sprites - Now align with vanilla. - Updated Door Motor sprites. - Removed Kamikaze Jumper from the pack. - Renamed Kamikaze Crab to Suicide Crab. - Updated Suicide Crab sprites. - Removed Nuclear Warhead from the pack - Just no. - Removed GunShip Mark I from the pack - Obsolete. - Renamed GunShip Mark II to GunShip. - Updated Brain Vault module sprites - Now align with vanilla. - Added legs to Cargo Rocket. - Made minor sprite and code improvements to Cargo Rocket. - Made minor improvements to Drop Pod sprites. - Added custom gibs to Drop Pod. - Updated Warhead sprites. - Nerfed Warhead. - Updated Machinegun sprites. - Renamed Plasma Cannon to Ion Ball Cannon. - Updated Ion Ball Cannon sprites, sounds and effects. - Updated Ion Ball Cannon lua script - Now pops heads instead of bodies. - Updated Slugger sound effects. - Removed First Aid Kit from the pack - Meatpuppets do not require healthcare. - Updated Air Bomb sprites. - Updated Cluster Bomb sprites. - Updated Frag Bomb sprites. - Removed Reflector from the pack - Who actually uses shields anyway? - Updated Pistol sprites. - Removed Flame Thrower from the pack - Crap. - Updated Mobile Turret sprites. - Removed ManBear from the Pack - Crap. - Updated GunShip sprites and effects. - Updated Gunship Turret sprites. - Updated GunShip lua script. - Added custom gibs to GunShip. - Shed some tears upon completing GunShip. - Removed Mini Mobile Turret from the pack. - Removed EMP Grenade from the pack. - Removed Brick Deployer from the pack. - Updated Barrier A background sprites. - Updated Barrier A and B material sprites. - Updated Landing Pad material sprites. - Updated Gate Tower sprites. - Updated Watch Tower sprites. - Renamed Sniper Rifle Mark I to Sniper Rifle. - Updated Sniper Rifle sprites. - Changed Sniper Rifle reload to shell-by-shell. - Renamed Rocket Rifle to Rocklet Launcher. - Updated Rocklet Launcher sprites. - Renamed Beam Cannon to Ion Beam Cannon. - Updated Ion Beam Cannon sprites, sounds and effects. - Updated Ion Beam Rifle sprites, sounds and effects. - Updated Gatling Gun sprites and sounds. - Updated Rocket Launcher Sprites - Renamed Sniper Rifle Mark II to Anti-Materiel Rifle. - Updated Anti-Materiel Rifle sprites. - Removed Skinner from the pack - Crap. - Removed EMP Rocket Launcher from the pack. - Removed Acid Sprayer from the pack - Terrain raping bullet hoses are a big no-no. - Updated Missile Silo module sprites. - Added Launch Sequence feature to Missile Silo. - Shed some tears upon completing Missile Silo. - Updated Turret Base sprites. - Updated Stationary Turret sprites. - Replaced Cannon Turret with Grenade Launcher Turret. - Removed Mini Ceiling Turret from the pack. - Made doors settle as solid material rather than scrap. - Updated DropShip sprites and effects. - Added custom gibs to DropShip. - Added Core Overload feature to DropShip class craft - Shed many tears in the process. - Added Heavy Mobile Turret to the pack. - Updated Landmine lua script - Now has team definition. - Added Missile Complex to the pack - Shed buckets of tears in the process. - Warhead no longer available for purchase - Available only through Missile Silo. - Renamed General Purpose Trooper to General Purpose Infantry. - Updated General Purpose Infantry sprites. - Made improvements to General Purpose Infantry durability. - Lots of tinkering with animations and effects for overall better feeling. - Lots of tinkering with mass values for overall better feeling. - Lots of tinkering with airdropped munitions for overall better feeling. - Lots of tinkering with weapon behavior and offsets for overall better feeling. - Lots of tinkering with random small values for overall better feeling. - Lots of tinkering with effects for overall better feeling. - Lots of tinkering with sounds for overall better feeling. - Updated MDC logo.
PREVIOUS UPDATES
MaximDude Corp. Update 7 (25/08/2011) - Updated to work with latest playable build (Build 25) - No longer compatible with build 24 and lower. - Lots of code cleanup - Moved ♥♥♥♥ around into seperate .ini's for easy access, many pointless duplicates removed, mod loads somewhat faster now. - Overhauled prices of everything - No longer in comparison to vanilla rape-price scale, but in MDC rape-price scale. (Updated prices in the OP as well)
MaximDude Corp. Update 6 (08/01/2011) - Laser Doors updated to support 4 teams. - GunShip Mark 2 updated to support 4 teams. - Threw in MDCHQ Sign from unfinished MDCHQ redux. - Added Gate Tower to the pack. - Added General Purpose Trooper to the pack. - Updated looks of Watch Tower. - Did some changes to Drop Pod sprite. - Tweaked turret concrete base sprite. - Added Man-Bear (Heavy Trooper) to the pack. - Fixed HUD position problems on several units/craft. - Changed looks of Barrier - Now comes facing left/right. - Added another barrier for indoor use - Also comes facing left/right. - Added Mini Mobile Machinegun Turret to the pack.
MaximDude Corp. Update 5 (16/09/2010) - Added Skinner to the pack. - Added GunShip Mark 2 to the pack. - Tweaked Ceiling Turret's base sprite a whee bit. - Added Cargo Rocket to the pack. - Brain Bunker re-designed and name changed to Brain Vault - The new vault is all sleek and sexy unlike that horrible thing before. - Added Heavy Duty Double Door to the pack - Comes in vertical and horizontal setups. - Removed Nuclear Missile Silo due to it being bleh - Will try to make it like I originally wanted and then put it back in. - Removed 'MMItems.txt' - CCMM 2.0 doesn't require it anymore.
MaximDude Corp. Update 4 (21/05/10) - Updated EMP Grenade to kill newer MDC synthetic stuff - I actually forgot to do it ever since I made it. - Added Plasma Cutter to the pack. - Brain Crab lua script should now work properly on Mac machines - Thanks to CaveCricket again, though I wasn't really aware of this issue. - Replaced Plasma Ball sprite with a better looking one. - Added animation to Tactical Nuke. - Shortened Mobile Machinegun Turret's machinegun - By a whole 2px, holy crap. - Added Ion Beam Rifle to the pack. - Silo generated missiles no longer give funds if returned. - Fixed Gunship Turret team issue - Should no longer attack friendly units when playing green team. - Added EMP Rocket Launcher to the pack - Huge thanks to CaveCricet (Again) for helping me get this goddamn thing to work.
MaximDude Corp. Update 3 (16/01/10) - Changed Heavy Duty Motor sprites because they were ugly - Now they are pretty and shiny. - Made turret bases less thick - From 24px to 10px. - Increased altitude at which Cluster Bomb detonates - 100px was way too low. - Added horizontal setup for the Laser Door. - Did some changes to ground Turret's base and weapon sprites. - Did some changes to GunShip's hull sprite. - Did some changes to Heavy Duty Door BG sprites. - Reduced terrain rape of Turret Machineguns. - Added CCMM Activities Manager support (MMItems.txt). - Fixed some stupid typos. - Added Cannon Turret to the pack. - Added Nuclear Missile Silo to the pack - Now quite what I wanted it to be though. - Added Mini Ceiling Turret to the pack. - Added small animation to Plasma Cannon. - Removed unused code and sprites. - Tweaked EMP glow a whee bit - Made it more spiky. - Fixed small mistake in DropShip's hull sprite - I don't know how I missed it the first time. - Replaced shitty old Tactical Nuke sprite with shiny new one. - Tweaked Plasma Ball glows. - Added Ion Beam Cannon to the pack. - Fixed Digger's sharp stance offset. - Fixed FlameThrower's offsets.
MaximDude Corp. Update 2 (21/12/09) - Did some more changes to module icon. - Added Sniper to the pack - Currently removed due to me being stupid and realizing I made him wrong. - Increased killing power of MDC Revolver (Increased cost slightly due to this) - As suggested by The Decaying Soldat. - Added a Landing Pad bunker module - For actual use and/or extra roof armor and/or just decoration. - Scrapped Energy Shield and Laser Tunnel modules. - Added Nuclear Warhead to the pack. - Added Ceiling Turret to the pack. - Removed Laser Cannon Turret - I didn't really like it in the first place, it doesn't quite fit the pack. - Overhauled Machinegun Turret to look and work like Ceiling Machinegun Turret. - Added Mobile Machinegun Turret to the pack - Styled like the stationary turrets. - Changed Laser Door's team definition method, now it will automatically have it's team set to whoever built it - Thanks to Joe for bringing up the idea with the door, definition issues shold be no more. - Removed Terminator because it didn't fit the pack - At all.
MaximDude Corp. Update 1 (15/12/09) - Did some changes to module icon. - Added custom engine wound to GunShip - Flipping due to engine damage should happen alot less now. - Fixed GunShip's turret not being returned with the GunShip - Thanks to Abdul Alhazred for the lua script. - Made Double Barrel Shotgun rapidly fire 2 rounds rather than seperately - As suggested by The Decaying Soldat. - Smart Landmine scrapped due to unexplainable crashes. - Fixed Acid Sprayer's offsets and added it to the pack. - Brick Deployer's magazine capacity increased to 30. - Plasma Cannon's enemy gib method changed to a more gory and totaly awesome one. - Finished Heavy Duty Door set - Added 3 extra variants, one that closes up, one that closes left and one that closes right. - Completely reworked Laser Door, making it operational and completely lag free and added it to the pack - Why didn't I think of making it this way before? - Finished Brain Crab and added it to the pack - Massive thanks to CaveCricket for the working lua script. - Replaced DropShip sprites with new ones, fixed offset issues and added DropShip to the pack - Gibs and such still missing, right now it just explodes with flames and some minor junk.
Looking really good so far. Nice job. Now for some more actors for all those guns.
Sun Nov 29, 2009 6:27 pm
Cheesemonkey
Joined: Thu Nov 16, 2006 11:28 pm Posts: 55
Re: MaximDude Corp.
If the gunship is how I think it is, then you have made the greatest mod ever.
Sun Nov 29, 2009 6:30 pm
Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
Re: MaximDude Corp.
Yes, plenty of fun stuff here.
About the gun falling from the gunship on return: Try replacing the destructor with the code below.
Code:
function Destroy(self) if MovableMan:IsActor(self.turret) then if self.turret.Pos.Y < 0 then self.turret.ToDelete = true else self.turret:GibThis() end end end
Also, the Base.rte Fire Leak wounds on the engines emit some really heavy particles so that might contribute to the flipping.
Sun Nov 29, 2009 6:32 pm
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2980 Location: Texas
Re: MaximDude Corp.
This is why I like MDC.
Sun Nov 29, 2009 6:38 pm
Cheesemonkey
Joined: Thu Nov 16, 2006 11:28 pm Posts: 55
Re: MaximDude Corp.
The gunship is so close to being awesome, but it's just not very effective. I say make the rounds more like cannon rounds, because the casings are kind of... contradicting.
Sun Nov 29, 2009 6:47 pm
MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2070
Re: MaximDude Corp.
Cheesemonkey wrote:
The gunship is so close to being awesome, but it's just not very effective. I say make the rounds more like cannon rounds, because the casings are kind of... contradicting.
It makes heads explode and causes limps to come off with a mere scratch. I think it's good enough.
whitty wrote:
This is why I like MDC.
I like WWM more.
Gotcha! wrote:
Now for some more actors for all those guns.
I'm not really an actor person...
CrazyMLC wrote:
A+ sprites.
Thank you very much good sire.
@ Abdul I'll check that out when I resume working on the rest of the content.
Sun Nov 29, 2009 6:49 pm
bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
Re: MaximDude Corp.
This looks great YGMDL.
Sun Nov 29, 2009 7:00 pm
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
Re: MaximDude Corp.
We keep seeing more of these packs every day. This one is quite nice. Though most of the weapons are just generic reskins, you've got the same old rocket launcher, shotgun, machine gun and nuke. This ain't really a bad thing, its just kind of boring. I like the effects on the plasma gun, but the way it kills people (The instagibbing) is unsatisfying. The gun ship is great, though it could use a way to control both it and the turret at the same time.
Yay, it's the return of the miner, and we can finally shoot people with the gunship!
Sun Nov 29, 2009 7:30 pm
MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2070
Re: MaximDude Corp.
Roon3 wrote:
We keep seeing more of these packs every day. This one is quite nice. Though most of the weapons are just generic reskins, you've got the same old rocket launcher, shotgun, machine gun and nuke. This ain't really a bad thing, its just kind of boring.
I never said this pack was anything out of the ordinary, plus, it's kinda hard to come up with new this these days. I focused on quantity and quality, not originality. Well, not entirely, but most of the content is generic weapons and such.
Roon3 wrote:
I like the effects on the plasma gun, but the way it kills people (The instagibbing) is unsatisfying.
I hate the way instagibbing works... It just 'disassembles' actors rather then blowing them up to smithereens. I guess I could do that... Maybe some other time.
Roon3 wrote:
The gun ship is great, though it could use a way to control both it and the turret at the same time.
Can you think of such way that would both work and be practical enough? Maybe with the mouse, but I doubt you can manipulate it via lua.
Sun Nov 29, 2009 7:36 pm
Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
Re: MaximDude Corp.
Wonderful pack. It's a keeper.
Sun Nov 29, 2009 7:38 pm
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
Re: MaximDude Corp.
MaximDude wrote:
Can you think of such way that would both work and be practical enough? Maybe with the mouse, but I doubt you can manipulate it via lua.
You can run a check on the DS and see if its player controlled. Then I think you just set the turret to CIM_PLAYER.
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