Xect vs. Mynn: let's GO!
Moderator: Moderators
Hmm... ok. I can rework the main body. I just don't want to re-do the legs, when I've already finished uvmapping the bloody thing. What you guys want is something that is more deliberately alien and scary, basically.
<shrugs> I never really saw the Mynn as being scary- y'all have tried the mod out, right?
Er... or maybe you haven't, so you don't know what I'm talking about... it's pretty cheesy in general tone and feel- I don't think it was on purpose, though. So I will resist the urge to refer to 50's scifi and reference something a little more modern.
<shrugs> I never really saw the Mynn as being scary- y'all have tried the mod out, right?
Er... or maybe you haven't, so you don't know what I'm talking about... it's pretty cheesy in general tone and feel- I don't think it was on purpose, though. So I will resist the urge to refer to 50's scifi and reference something a little more modern.

After quite a bit of fine-tuning...
I don't think people will have trouble with the whole front-back thing when it's in-game. I am going to very deliberately have the front legs be angled more forwards, and the eyes will have some reflectivity on them. The other things on the back are the unit's weapon- in this case, given that I don't have a mouth to use, I'll use a v-launch "missile", but given the tags that will be available in 0.73b, it won't look at all like a missile...
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Just a few more day'sBvDorp wrote:Awesome work!
How far are you atm in completing the X&M? Would be great for Spring, having a second GPL mod!
Thnx, Argh


Argh is in a far better position to make a guess, but it will take many months and I'm presuming that development is constant with some teamwork to share the workload.
So don't expect playing a X/M 1.0 version any time soon.
Of course if Argh has a lot of time and motivation he might cut that time in half but that would be really demanding.
People that give it 200% face a burnout once there is a setback, not a good idea as we already lost a few good developers.
I'm not sure Argh could burn out, all current observations lead to the conclusion that for breakfast he eats bricks and shits gunpowder.Tim Blokdijk wrote:Just a few more day'sBvDorp wrote:Awesome work!
How far are you atm in completing the X&M? Would be great for Spring, having a second GPL mod!
Thnx, Argh![]()
Argh is in a far better position to make a guess, but it will take many months and I'm presuming that development is constant with some teamwork to share the workload.
So don't expect playing a X/M 1.0 version any time soon.
Of course if Argh has a lot of time and motivation he might cut that time in half but that would be really demanding.
People that give it 200% face a burnout once there is a setback, not a good idea as we already lost a few good developers.
Argh wrote:
The other things on the back are the unit's weapon- in this case, given that I don't have a mouth to use, I'll use a v-launch "missile", but given the tags that will be available in 0.73b, it won't look at all like a missile...
Bad vlaunch, I dun't like it!
Wouldn't TrajectoryHeight be better?
Just grabbed the svn version to see if I could help out a bit.
I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects.
I see them in XTA and AA however.
Heres a few bugs anyway with some suggestions in brackets:
The Xect commanders legs are in the ground. Looks like the model split in 2 between his spine and his legs.
The Regal lives in a giant box. Spawn him and select him and you'll see.
The Xect moth doesn't rotate fast enough. (Make: Acceleration=0.1; TurnRate=500)
The Mynn air construction units (L1 and L2) are almost uncontrollable.
- They both have "BrakeRate=0.005;", (Make: BrakeRate=0.25; on both and slightly decrease cair Acceleration to Acceleration=0.5; )
I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects.

I see them in XTA and AA however.
Heres a few bugs anyway with some suggestions in brackets:
The Xect commanders legs are in the ground. Looks like the model split in 2 between his spine and his legs.
The Regal lives in a giant box. Spawn him and select him and you'll see.
The Xect moth doesn't rotate fast enough. (Make: Acceleration=0.1; TurnRate=500)
The Mynn air construction units (L1 and L2) are almost uncontrollable.
- They both have "BrakeRate=0.005;", (Make: BrakeRate=0.25; on both and slightly decrease cair Acceleration to Acceleration=0.5; )
tvo:danzel wrote:I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects.
I see them in XTA and AA however.
The correct way to fix it is to replace:
Code:
NumDependencies=2;
Depend0=springbitmaps_v061.sdz;
Depend1=springdecals_v062.sdz;
with:
Code:
NumDependencies=1;
Depend0=springcontent.sdz;
in Xect-vs-Mynn.sdd/modinfo.tdf.
me:
this should go in svn really, but the 2 xvm devs are using a local spring version from before this change I think.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
I went ahead and commited this. It doesn't work for me unless springcontent.sdz is in the spring directory. In my install it was in /base by default I believe.pheldens wrote:tvo:danzel wrote:I'm using the latest beta build of 0.73 and I don't see any laser type weapon effects.
I see them in XTA and AA however.
The correct way to fix it is to replace:
Code:
NumDependencies=2;
Depend0=springbitmaps_v061.sdz;
Depend1=springdecals_v062.sdz;
with:
Code:
NumDependencies=1;
Depend0=springcontent.sdz;
in Xect-vs-Mynn.sdd/modinfo.tdf.
me:
this should go in svn really, but the 2 xvm devs are using a local spring version from before this change I think.