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Posted: 17 Sep 2006, 09:38
by Argh
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.

Posted: 17 Sep 2006, 09:42
by Maelstrom
Nononono, cheesy sci-fi is BAD. It doesnt have to be scary, I just thought it was ment to be, that thing looks like a 50's sci-fi evil moster crab-o-dewm, that all. It doesnt have to be all scary, but that mouth with the pissy teeth just doesnt look good at all.

Posted: 17 Sep 2006, 10:53
by Argh
Image

Less deliberately cheesy, more of an anime reference style. I'm still debating whether to take the time to make the top look segmented and plate-like... might be kewl.

Posted: 17 Sep 2006, 10:57
by Maelstrom
Umm, which way is the front, they both look like they have eyes :P

Definately an improvement, cant wait to see this beast ingame!

Posted: 17 Sep 2006, 11:38
by Argh
Image

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...

Posted: 17 Sep 2006, 14:09
by Maelstrom
Well those dots you had on the back before made them look like eyes, thats all. Those new shell line bits make it look like hot sex, lovin them. Keep it up, at this rate, Xect vs Mynn is going to own!

Posted: 17 Sep 2006, 14:14
by Zoombie
That...is a big improvment.

Posted: 19 Sep 2006, 08:38
by Argh
Image

Yup. It's scripted, functional, and ready to rock 'n roll 8)

Posted: 23 Sep 2006, 13:40
by BvDorp
Awesome work!

How far are you atm in completing the X&M? Would be great for Spring, having a second GPL mod!

Thnx, Argh ;)

Posted: 23 Sep 2006, 14:11
by Tim Blokdijk
BvDorp 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 ;)
Just a few more day's :twisted: :lol:

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.

Posted: 23 Sep 2006, 14:15
by danzel
You are a legend Argh.
This looks like it will make a nice GPL addition :)

Posted: 23 Sep 2006, 14:32
by Das Bruce
Tim Blokdijk wrote:
BvDorp 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 ;)
Just a few more day's :twisted: :lol:

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.

Posted: 23 Sep 2006, 15:22
by espylaub
Argh wrote:Image

Yup. It's scripted, functional, and ready to rock 'n roll 8)
I have no idea what this is, but I'm playing it as soon as it's finished.

Argh, awesome. You do great things for Spring!

Posted: 23 Sep 2006, 15:27
by Snipawolf
Argh wrote:Image
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?

Posted: 23 Sep 2006, 15:42
by pheldens
headcrab alert!
looking forward to playing this :D

Posted: 23 Sep 2006, 16:10
by danzel
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; )

Posted: 23 Sep 2006, 18:01
by Decimator
Yeah, if you just used something like the rockets in E&E, that would probably look and work better.

Posted: 23 Sep 2006, 20:13
by pheldens
Foe OfTheBee wrote:The SVN version works fine for me, but I'm also using the dev release of .73. What problems are you having?
Solved, turned out to be a openal segfault bug, downgraded that to 0.0.8, funny this didnt show up in any other mod.

Posted: 23 Sep 2006, 20:28
by pheldens
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.
tvo:

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.

Posted: 23 Sep 2006, 21:48
by FoeOfTheBee
pheldens wrote:
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.
tvo:

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.
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.