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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Excellent preview! One kind of minor(ish) detail that would be nice to see updated is if the doors could be aligned a bit better with the vanilla modules.
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Wed Sep 21, 2011 12:54 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
There was nothing wrong with your sprites in my opinion. ![Surprised :0](./images/smilies/= 0.Gif)
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Wed Sep 21, 2011 1:07 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Doesn't have to be anything wrong with them for him to improve on them.
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Wed Sep 21, 2011 9:38 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Well, duh, but: "Also, the sprites on some things are just damn terrible... Can't believe I thought they were good..." E.g. MD does believe there is something wrong with them. *gives Lizard reading goggles*Anyway, the sprites look great, MD. ![Very Happy :grin:](./images/smilies/anj_teeth.gif)
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Wed Sep 21, 2011 12:38 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Some more sprite updates. ![Image](http://i206.photobucket.com/albums/bb299/MaximDude/232eqwrw.jpg) C&C welcome.
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Sun Sep 25, 2011 11:31 pm |
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CCS
Joined: Thu Jan 07, 2010 1:54 am Posts: 99 Location: St. Elsewhere
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
The new sprites are sublime. The machine gun and shotguns do take a more refined, healthy look. As for the auto cannon, looks like the old one will have to be modded in by the end-user to keep that beauty. For the second set, the sniper rifle gained a well made update, there is the familiar form to what a base SR would be. I guessing the new GL is getting a smaller munition by its scale. The first rocket rifle has a descriptive size as it looks like a rocket would fit snugly. The second version has a nice concept of a framing with the brace on barrel (above the magazine on the barrel, closest to the trigger area). Yet its visual mass seems too light unless its meant to fire micro rockets. The sprite on its own is fine though. But, if you do see something about the sense of mass, maybe a hybrid of the sprite would do? Say, oh give the new sprites hand guard and magazine to the old sprite. That brace on the new one works just as well if you are looking for some variation with the design, Maxim
Last edited by CCS on Mon Sep 26, 2011 12:54 am, edited 1 time in total.
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Mon Sep 26, 2011 12:32 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
The sniper rifle doesn't look like an assault rifle now. And the autocannon looks perfect. It looks compact and bulky, it looks like resistant and tough and hard and that stuff. It has a stronger look.
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Mon Sep 26, 2011 12:45 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
i don't like the stock on the shotgun.
the sniper and autocannon look great.
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Mon Sep 26, 2011 12:54 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
CCS wrote: As for the auto cannon, looks like the old one will have to be modded in by the end-user to keep that beauty. Take note, the auto-cannon is no longer a high caliber assault rifle, it is now an automatic slug launcher. That is the reason for the drastic sprite change. You can look at it as a brand new sprite for a brand new weapon. CCS wrote: I guessing the new GL is getting a smaller munition by its scale. Not quite, the munition size is the same, I just though it was unnecessarily large for a grenade launcher. CCS wrote: visual mass seems too light unless its meant to fire micro rockets. Yup, it's now a rocklet rifle. Urch wrote: i don't like the stock on the shotgun. I'm not really asking for personal taste, but nevertheless, do explain what exactly you don't like about it.
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Mon Sep 26, 2011 7:01 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
It's too square-y and thin.
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Mon Sep 26, 2011 8:00 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Can't expect every buttstock to be meaty and/or curvy... I'll see what can be done.
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Mon Sep 26, 2011 8:13 pm |
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ScarabParamit
Joined: Sun Oct 02, 2011 2:40 pm Posts: 14
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Don't see if anyone mentioned, but MDC workers don't dig gold to well -.- ...to be more specyfic, they just "aim sky and try to dig butterflys" =P Also not all new modules/systems are aligned to vanilla ones.
Overall great mod, a must have for me =)
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Tue Oct 11, 2011 2:08 am |
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Tankman101
Joined: Sun Jun 05, 2011 10:50 pm Posts: 23 Location: USA, Earth
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Looks great only one prob...
Abortion in file .\System\ContentFile.cpp, line 464, because: Failed to load datafile object with following path and name: Ronin.rte/Effects/Sounds/BazookaFire.wav The last frame has been dumped to 'abortscreen.bmp'
I am probrobly the first person that had this happen with the mod. I usually find that most people put the wrong file paths on these things and edit those paths so the mods work. Only problem is that this mod is so freakin huge. Im guessing this is made on a Mac so thats hy the filenames are diffrent. If so please make a windos version ._.
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Tue Oct 18, 2011 9:05 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Probably it's a build issue, since it's using vanilla content that could have been moved around.
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Tue Oct 18, 2011 9:06 pm |
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Kanedoom
Joined: Wed Jul 20, 2011 10:45 pm Posts: 55
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: MaximDude Corp. (Updated 25/08/11)
Tankman101 wrote: Looks great only one prob...
Abortion in file .\System\ContentFile.cpp, line 464, because: Failed to load datafile object with following path and name: Ronin.rte/Effects/Sounds/BazookaFire.wav The last frame has been dumped to 'abortscreen.bmp'
I am probrobly the first person that had this happen with the mod. I usually find that most people put the wrong file paths on these things and edit those paths so the mods work. Only problem is that this mod is so freakin huge. Im guessing this is made on a Mac so thats hy the filenames are diffrent. If so please make a windos version ._. Ever heard of "Proper grammar"? I will try to fix this problem. EDIT: what version of cortex command are you using? EDIT: Works fine on my B26, are you using B24?
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Tue Oct 18, 2011 11:00 pm |
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