
Modding Q&A
#41
Posted 04 May 2005 - 01:47 PM


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#42
Posted 05 May 2005 - 05:24 PM
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper
Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage
Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger
Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper
so what do you thing?

#43
Posted 05 May 2005 - 06:13 PM
#44
Posted 05 May 2005 - 07:16 PM


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#45
Posted 05 May 2005 - 08:59 PM
#46
Posted 05 May 2005 - 09:42 PM
i want to help you with the mod also, but my english is very bad and i know not many from programming
Your english is just fine. Most of the people on the revora forum have english as a second language... you speak it as well as any I've read. better than many americans. no joke.
I think the trick to doing good team based modding is everybody has to have a role. coders with specific prjects, modelers/skinners... if all you have is coders or just modelers things get messy...
still. Even when I'm finished I'll still post here. atleast until i find something else to eat my time away.


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#47
Posted 06 May 2005 - 03:40 PM
but it will be more like the true war mod on derelictstudios.net only with the conventional generals units

no basebuilding only tactiics and more real warfare like a commanche hellfire takes out a tank with 1 rocket, and it takes 2/3 antiair rockets to take out a commanche

but im thinking of how i can do it on a way i want.
#48
Posted 06 May 2005 - 04:24 PM
I want to see a hybrid command and FPS enviroment.
a command enviroment similare to ground control. no bases, only stratiegic points and drop ships. commander can bring in squads of bots that he controls and armor and air support... but still let humans play on the field as commandos... easily able to take on many bots at once just like they were playing a typical fps single player. a commander would have to work togeather with the human players on his team and also use his bot support vary carfuly to win.
theres alot more to it.. but thats the short version.
I don't have a clue where to start... its a big project. I've wanted to do it for close to 10 years (I got the idea playing doom2 and warcraft2) but didn't know how. The whole contra thing has given me a little confidence... gonna give it a try.


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#49
Posted 06 May 2005 - 04:39 PM
the only problem is 20 pages of hl2 mods on moddb and to lasy to search

but i think that is fucking difficult or almost impossible to do

#50
Posted 01 June 2005 - 05:26 PM
Have you figured out what was caussing the KingRaptor death bug, where it goes invisible... Sadly its not just my version that does it.
I'm near spent on ideas at the moment.


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#51
Posted 01 June 2005 - 05:29 PM
those are the changes i have made :
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper
Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage
Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger
Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper
so what do you thing?
I'm curious, what model did you use for those launchers (tank and flame)? if its something new can you post it for DL? or a screen shot...


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#52
Posted 02 June 2005 - 09:02 AM
I cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codesthose are the changes i have made :
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper
Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage
Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger
Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper
so what do you thing?
I'm curious, what model did you use for those launchers (tank and flame)? if its something new can you post it for DL? or a screen shot...

#53
Posted 02 June 2005 - 01:18 PM
I cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codes
.I cant disign something and i dont know how but i would love to know
thats cool, I do almost the same myself. I can edit models, but am not quite up to making a NEW model... so I recycle alot and use models from Gen-dev and Reneclips


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#54
Posted 02 June 2005 - 01:49 PM
Can you tell me again step by step how to costomize an existed unit from the big file??Heres what i do:1 have instaled final big renx and gmax 2 extract all the big with the finall big 3rename one w3d file i want to edit with the renx to WHAT heres my problemI cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codes
.I cant disign something and i dont know how but i would love to know
thats cool, I do almost the same myself. I can edit models, but am not quite up to making a NEW model... so I recycle alot and use models from Gen-dev and Reneclips

Edited by s@m, 02 June 2005 - 01:58 PM.
#55
Posted 02 June 2005 - 07:46 PM

#56
Posted 02 June 2005 - 08:08 PM
So pandaelose can you help me about the model thing
yeah... I can. I'll see about digging up the links to the sites I used tutorieals off of and mayby summing up what you might be missing.


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#57
Posted 02 June 2005 - 08:18 PM
i think i fount my problem sorrySo pandaelose can you help me about the model thing
yeah... I can. I'll see about digging up the links to the sites I used tutorieals off of and mayby summing up what you might be missing.

Edited by s@m, 02 June 2005 - 08:31 PM.
#58
Posted 03 June 2005 - 04:04 AM
think i fount my problem sorry
thats cool... I've been busy working on my release... I want it doen before monday (with the whole Do list fixed) I haddn't forgetten about you, I just hadn't had time.
Now the questions....
I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???
Edited by Pendaelose, 03 June 2005 - 04:27 AM.


Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#59
Posted 03 June 2005 - 07:17 AM
What kind of superweapon?think i fount my problem sorry
thats cool... I've been busy working on my release... I want it doen before monday (with the whole Do list fixed) I haddn't forgetten about you, I just hadn't had time.
Now the questions....
I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???

#60
Posted 03 June 2005 - 10:50 AM

0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users