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Posted: 02 Jan 2007, 04:11
by smoth
lol, it is cool man that is what those effects are for. No need to credit gundam just say you got em' from me and point others to the thread so they can use them to.

Wasn't upset at all. I hope I did not come across as such.

Posted: 04 Jan 2007, 22:08
by eddy
great mod!. brilliant ideas.

blame on me :D

Posted: 06 Jan 2007, 22:48
by LordLemmi
:oops:
Hmm this week i cant release. sorry but i had a accident... with my car... and tomorrow is my birthday x.x that sucks a bit , but still oke cant drink or smoke atm... shitty...
Wish me a "good" 19th...
I will release a beta version of it as fast as my hand and neck wont hurt anymore.

Sorry for bad english!

headache....

Posted: 06 Jan 2007, 22:49
by Strategia
Get well!

After all, we're waiting..... :twisted:

Posted: 07 Jan 2007, 04:04
by bma
iamacup wrote:good stuff :)

shame on the first 5 or so posts.... why bother.

about time for more tech rush :P
+1

I'm eagerly waiting for this mod too!

Happy 19th dude!

Posted: 08 Jan 2007, 21:26
by LordLemmi
:-) thanks , maybe someone like to test in 1 hour ? :D pm me in the lobby <--- i am online there

hehe , i feel a bit better now

Posted: 08 Jan 2007, 22:19
by LordLemmi
:P Sorry for Double post but its just for the 1 released beta version of it <- i think unballanced , and buggy a bit but good playable , plz post every bug you can found , and what unit have to balanced.

Thx !

have fun

PLZ PLZ PLZ COMMENT ! :) THX

Posted: 09 Jan 2007, 15:56
by mongus
Pwn.


never seen so many new effects.

definitely worth playing, at least for the eyecandy.
(Based in aa/ota gameplay rite?)


As i told in chat, the realistic feeling of weapons and sight ranges ... not quite there yet.

had loads of fun just by testing stuff, great work keep us entrtained :D

Posted: 09 Jan 2007, 17:14
by Strategia
The Hammer's shots always come out of the left barrel, though the muzzleflash does alternate correctly.

The Rogue has 1600 HP, roughly twice or thrice as much as other lvl1 kbots except for the Exxec.

The Janus fires three volleys from each barrel per shot.

The FARK cannot move.

The Marauder's feet sink beneath the terrain.

The Nano Tower's body doesn't appear.

The Heavy Lightning Turret fires a sonic riot gun. (same as the RaTastrophe)

Only the top turret on the Raptor turns to face its target.

The Ground Control Artillery's secondary barrels (the smaller ones) are off mark and look like they're floating in front of the main barrels.

The Repeater fires 15 rockets with 8 "barrels".

The units from the UEF foundry are built in front of the foundry, instead of on the construction pad.

Only one each of the Totalitarian's barrels recoil when it fires.

A number of sounds are missing.

The monkeylord is AWESOME. :twisted: Just set it to attack ground somewhere, and, well..... :twisted:

Posted: 09 Jan 2007, 17:18
by smoth
increase the max slope on the buildings so I can build things on more then a minor slope.

Posted: 09 Jan 2007, 17:32
by Strategia
The Maestro's Sovereignty has a lot of missing textures.

The Core Adv. Shipyard can build lvl1 Con ships, but no lvl2 con subs.

The Red October sails along the surface of the water. :shock:

Posted: 09 Jan 2007, 18:28
by LordLemmi
The Hammer's shots always come out of the left barrel, though the muzzleflash does alternate correctly. <-- I will see what i can do

The Rogue has 1600 HP, roughly twice or thrice as much as other lvl1 kbots except for the Exxec. <-- Will be fixed next version (800 HP)

The Janus fires three volleys from each barrel per shot. <-- Will be fixed next version

The FARK cannot move. <-- Will be fixed next version (i have big problems with the movement maybe someone can help me out ! :) thx

The Marauder's feet sink beneath the terrain.
<-- I try to fix that too , dunno if I can fix it maybe need help.

The Nano Tower's body doesn't appear.<-- Will be fixed next version

The Heavy Lightning Turret fires a sonic riot gun. (same as the RaTastrophe) Yes i know forgot to rename it , but the shoot is bugged atm. <-- Will be fixed next version

Only the top turret on the Raptor turns to face its target. <--- I hope i can fix that , maybe help needed

The Ground Control Artillery's secondary barrels (the smaller ones) are off mark and look like they're floating in front of the main barrels. <-- Will be fixed next version

The Repeater fires 15 rockets with 8 "barrels". <--- in next version it is balanced!!!!!!

The units from the UEF foundry are built in front of the foundry, instead of on the construction pad. <- dunno , how to fix that

Only one each of the Totalitarian's barrels recoil when it fires. <--I think I need help there too.

A number of sounds are missing. <-- Yes i know can you list that maybe?? than i can add them faster!

The monkeylord is AWESOME. Twisted Evil Just set it to attack ground somewhere, and, well..... Twisted Evil

increase the max slope on the buildings so I can build things on more then a minor slope. <-- Will be fixed next version

The Maestro's Sovereignty has a lot of missing textures. <--- i will need help at that.

The Core Adv. Shipyard can build lvl1 Con ships, but no lvl2 con subs. <-- Will be fixed next version

The Red October sails along the surface of the water. <-- Will be fixed next version

---------------

Btw Later i will show you the changelog for next version.
Send me more errors/need to fix/maybe some ideas/balance tipps.
And btw say if you like it and when not, why and what i have to do that you like it.

Next version 100% features are , the game is much faster , unit lod is much higher than before and a bit better balanced ! :)

Regards Lemmy

Posted: 09 Jan 2007, 22:15
by Strategia
Both sides' comms look exactly alike.

The Warrior's EMG doesn't look like the Flash's/Slicer's EMG.

The Repeater's trajectory toggle does nothing.

The Dauber's beams jump to the other barrel just before they stop firing. (I hope this sentence makes sense.)
LordLemmi wrote:The Repeater fires 15 rockets with 8 "barrels". <--- in next version it is balanced!!!!!!
I'm not talking balance (only tested out units with Commanders script), just that it fires 15 rockets from 8 barrels. 16 would be more logical, 8 even more so, but 15 is just a bit weird and arbitrary.
A number of sounds are missing. <-- Yes i know can you list that maybe?? than i can add them faster!
Rogue:
Select
Order

Sentinel:
Fire sound

Thunderstorm:
Fire sound

Nanolathe Tower:
Select

Laser Mex:
Fire sound

Liche:
Select
Order

Tankanator:
Fire sound

Famine:
Select
Order

V-101 Spider 3:
Blue laser fire sound
Blue laser impact sound

Resolution:
Green laser fire sounds
Green laser impact sounds

Alien Tech Fusion Reactor:
Select

Praetorian:
Red laser fire sound
Red laser impact sound

Hell Hound:
Weapon sounds

Warhammer WHM-6k:
Select
Order

Tabitha:
Weapon sounds

Gaat Gun:
Weapon sounds

Punisher:
Weapon sounds

Splinter:
Select
Order

Crab:
Select
Order

The Thug:
Weapon sounds

Termite:
Select
Order

Pestilence:
Select
Order

Doomsday Machine:
Yellow laser weapon sounds

Pagan:
Fire sound

I have only tested defences and non-Cavedog/XTA/AA/BA units, i.e. the ones that were most definitely added. Also, I haven't tested ships yet. (For sounds, that is.)

Posted: 10 Jan 2007, 03:19
by Belmakor
Trying to remember the things I mentioned in game...

Bulldog has a pathetic range. It gets pwnd way too easy before it gets in range of anything to try and take it out

Ground control thingy spent the first ten minutes for me not doing anything, then it spontaneously came to life and actually started shooting at stuff.

Why are there 2 different nano-turrets in the one build menu? Wouldn't it be better if they were different tech levels?

Had some cool special effects. I do personally think the mushroom cloud explosions when some of the big units go up are just too slow. I think they'd look much better if they were faster.

Posted: 10 Jan 2007, 03:22
by Zoombie
I wonder if it's possible to have it be really fast when the explosion starts, then slow when the explosion has become a 'mushroom'

That'd be cool and realistic!

Interest in mod

Posted: 10 Jan 2007, 06:16
by whiteypoo
Hey man love the mod - it's just the sorta thing i've been looking for, i'll try to help pick out the bugs too.

I enjoy speed metal and hopefully this will be the rite mod for me.

After first playing ARM these were some of the things I noticed.

Obviously for me one of the most important things is that FARKS get stuck...important for speed metal.

Con1 K-bots also have issues getting out of the lab

the hammer artillery bot does not turn to shoot targets
has no recoil either

The Rouge Gatling bot thing has a far too small range

the Janus "twin rocket launcer" fires 3 projectiles

beaver amphib con vehicle does not build anything

the adv moho mine spins far to fast when metal is abundant

mines damage radius should be shown when being placed *(blew up alot of my own stuff -_-)

Ground control artillery as already mentioned needs alot of work....my suggestion is maybe fire plasma instead of rockets...being artillery and all...theres even the shell animation even though it shoots rockets

Sounds are missing from the tabitha cannon thing

And now to the big stuff.....

I think the Praeton i think its called...the huge thing with the shield is no where near as strong in terms of the damage it does compared to the time taken to build.....the health and shielding seems to be pretty balanced for the time taken to build tho.

The tabitha is obviously a replacement for the vulcan...altohugh i feel it is more of a dissapointment....I would usually build a vulcan to take down lots....quickly....and do some major damage to beffed up things....this cannon is not suited for these things and for the time taken to build...pretty pathetic =( PLEASE BEEF THIS THING UP...shorter cooldown(<---important) time, more hp, more dmg....

The missle on the Quatrepod i think its called takes too long to build....

A new heavy defence tower is also needed to face up to all the stronger stuff in the mod...say...like a doomsday but bigger, fires more stuff, and more hp...

Sorry if any of these things have already been mentioned or if to you they sound just plain stupid.....

I believe this mod has alot of potential...but needs more work

Ill try to keep adding things as i play further.

Posted: 10 Jan 2007, 09:34
by Strategia
Lemmi..... Please..... PLEASE..... DO NOT optimize this mod for SpeedMetal. Optimize it for regular (i.e. real) maps. Please!

Posted: 10 Jan 2007, 10:46
by VonGratz
The Red October sails along the surface of the water. <-- Will be fixed next version
Submarines in SPRING can fire missiles from underwater as true submarines.See the Levi in my mod, TA-BattleFleet.
VonGratz :wink:

Posted: 10 Jan 2007, 12:17
by architeuthis
Hello Lord Lemmi, I tried your mod (on Linux) but I was unable to even start it. I can launch Spring and play other mods like XTA, but during the loading process LLTA unfortunately crashes. (I don't know if you are familiar with Linux, but when you launch a program from the command line and something goes wrong you always see some output displaying why it went wrong, this is the output I get when your mod loads and spring crashes).

Code: Select all

Exception:Parse error 'brace or further name value pairs expected' in weapons/armdread_weapon.tdf at line 39 column 40 near

Exception:Parse error 'brace or further name value pairs expected' in weapons/monkeylord_weaponary.tdf at line 206 column 207 near
}
Exception:Parse error 'brace or further name value pairs expected' in weapons/roflgun.tdf at line 120 column 15 near

Exception:Parse error 'brace or further name value pairs expected' in weapons/units.tdf at line 541 column 313 near

Exception:Parse error 'brace or further name value pairs expected' in weapons/v101weapon.tdf at line 39 column 39 near

Exception:Parse error in weapons/weapons.tdf at line 1471 column 17 near
        // with the wrong weapon.  Oops.

Posted: 10 Jan 2007, 19:52
by Abokasee
Lemmi upload this mod again and but it in a .sdz/.gpl