Unit Overload v1.21! - Page 2

Unit Overload v1.21!

All game release threads should be posted here

Moderator: Moderators

oldsergey
Posts: 14
Joined: 31 May 2006, 15:33

Post by oldsergey »

How to install it - it just zip file with all models/tetures
User avatar
Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

[edit] Removed early-morning bitchyness [/edit]
This looks like great work Buggi, keep it up man.
Last edited by Slamoid on 05 Aug 2006, 20:41, edited 1 time in total.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Um...last I checked Smoth was offering help.

That dosn't not sound like no complaining I ever heard.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Buggi, this looks seriously leet. :)

The only problem will be, IMHO, balancing... :D
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Isn't that always the problem?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Awww @ no .bos animation utility. I figured it was worth the asking though.

And yeah, thanks for mentioning servo smoth - I just can't seem to get it to do what I want it to.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

smoth wrote:I will redo the models if you include none of the units from OTA, just custom stuff. I ALSO offer the gundam textures to you(Not that all are applicable but many are usefull) all if you just get rid of OTA stuff and use only fan made stuff :)
Interesting!! Nothing OTA eh? Does that mean no Krogoth? It seems over the years the lines have blured significantly on what was OTA and what wasn't. :-/

I'd be happy to work towards that end once the content manager is operational, it would be far to time consuming to do everything by hand.

I am also not a BOS scripter, I've never gone into the depths of what makes it tick and I'm often amazed it does work.

How to install it.. you must rename the extension from zip to SDZ. I forgot to mention this. :( The webserver it's hosted on refused to serve the file as sdz, but zip worked just fine.

And really the best way to manage the Monkeylord or Fat Shrew is to control it yourself. Straighter lines, funner blasting of stuff. The engine really wasn't meant for such large units. That or I'm not getting how the movement system works at all.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

I've been having fun messing around with it. The naga defensive structure is bugged. Suggestion: moho nano turret, muwahahah.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I already added nano units... the bumblebee L2 aircraft is a flying FARK, and very useful. Both sides get it this time. :D
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

@buggi, just replace krogoth with karnageth or something like it. There are tons of fan made units. At least using those as a base then slowly removing the OTA textures will be a good start.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Yeah, unituniverse has... like over 5000 units I believe. Pretty amazing.

What I'm not going to do, I lay out the credit for everyone. Sure, I love getting credit for stuff, but come, a complete unit replacement? And who is going to read it? Does anyone actually care?

I think not. Just know the work they did helps our hearts. :D
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

It isn't that hard, it can be done in a text file and later placed in a the wiki.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Wow there are a lot of units. Not very many are lowly L1's. :)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

nothing is stoping you from making them level 1 :P
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

OH! good point.

We should make an effort to really do this right! As the OTA units are slowly pushed out, I'm really going to need some help with scripts, SOME balance, and models/textures.

I'm still understanding the whole movement classes and such. Spring really has some horrible documentation. I dont' think anyone has updated the FBI section in quite some time. I don't even want to think of the weapon tags just yet.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

New version 1.2! Someone suggested a weak L1 shield, so VIOLA!

See first post for more updates. :D
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Haven't tried this yet, since I have no access to my main computer, but a few of the things in the screenshot look pretty... I might see if they're worth adding to the main mod. Just have to make sure they have a well-defined role and aren't redundant.
User avatar
TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

Dragon45 wrote:Buggi, this looks seriously leet. :)

The only problem will be, IMHO, balancing... :D
LOL D45, that's like the only thing other than texxing, modelling, and scripting. :D.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

The textures of this system are really giving me a headache. It's a pity I can't just convert to S3o. You may or may not know that the textures for the s3o format don't count towards your main texture block.

Any modelers out there willing to really have a go at it? :D
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

If that is your only concern, I'm pretty sure you could use DarkRain's milkshape plugin to convert over to S3O.
Post Reply

Return to “Game Releases”