EPICOMS <-- ZOMG
Moderator: Moderators
EPICOMS <-- ZOMG
Hey guys I have made a NEW *A MOD!!! :D
http://www.springfiles.com/show_file.php?id=2377
Its called Epicoms, and its about com tactics. You jump around trying to dgun eachother.
Currently, there is an desync issue, and only 1 faction and 1 commander upgrade. However ill work on fixing this. Actually if the more pro mod devs can help me figure this out, why is this desyncing so badly?
Anyway, its alot of fun, full of action. If you ever wanted to jump over dguns, or dgun a com and jump away so you dont die, this is the mod for you :).
Also, watch this video: http://www.youtube.com/watch?v=CrzHkw1ihwQ
http://www.springfiles.com/show_file.php?id=2377
Its called Epicoms, and its about com tactics. You jump around trying to dgun eachother.
Currently, there is an desync issue, and only 1 faction and 1 commander upgrade. However ill work on fixing this. Actually if the more pro mod devs can help me figure this out, why is this desyncing so badly?
Anyway, its alot of fun, full of action. If you ever wanted to jump over dguns, or dgun a com and jump away so you dont die, this is the mod for you :).
Also, watch this video: http://www.youtube.com/watch?v=CrzHkw1ihwQ
Re: EPICOMS <-- ZOMG
nice, but how/how much is it different to xta using "ninja coms" option?
Re: EPICOMS <-- ZOMG
is that the thing noruas added that gives the comm a flipp-dropkick-of-doom?
Re: EPICOMS <-- ZOMG
if the caps-lock has been used to announce how great and awesome the thing is...
...90% chance it is general bullcrap
...90% chance it is general bullcrap
Re: EPICOMS <-- ZOMG
xta+ninja com=0 playerknorke wrote:nice, but how/how much is it different to xta using "ninja coms" option?
epiccoms>0 player
Re: EPICOMS <-- ZOMG
epicoms will have more than 2 factions. They have upgrades that make them more awesome.
I havent made a drop kick of doom yet, was thinking about it.
Upcoming features:
-Figure out the weird desync problem
-Add core faction (slower, but can teleport instead of jump)
-Add sperebot faction(no jump or teleport but very fast dude)
-Add more fancy graphics
-Add more buttons (like different taunts, effects, etc)
-Add more upgrades (with features like stealth, mine laying)
I havent made a drop kick of doom yet, was thinking about it.
Upcoming features:
-Figure out the weird desync problem
-Add core faction (slower, but can teleport instead of jump)
-Add sperebot faction(no jump or teleport but very fast dude)
-Add more fancy graphics
-Add more buttons (like different taunts, effects, etc)
-Add more upgrades (with features like stealth, mine laying)
Re: EPICOMS <-- ZOMG
It would be relatively trivial to ensure this is completely IP free: There is no reason for it not to be.
Re: EPICOMS <-- ZOMG
Reason: Commanders arent the same without the hat. Also, evolva models are kind of ip free. Im getting rid of eco, and defense, since its useless anyway. Im using some fancy (i think evolva) arm com that is in nota, ca, and xta. I will use spherebot, cor com, and probably ninja version of arm com. So it almost is ip free, right? Just excepting sounds and logos and cursors. However, these are absolutely necessary for nostalgic appeal. This mod is for everyone to have some fun.Saktoth wrote:It would be relatively trivial to ensure this is completely IP free: There is no reason for it not to be.
Re: EPICOMS <-- ZOMG
Naturally, using copyright infringing data is 'essential for nostalgic appeal' and 'to have fun'.
Sure, by all means.
Try looking at com shooter.
Sure, by all means.
Try looking at com shooter.
Re: EPICOMS <-- ZOMG
comshooter doesnt use copyright data?
Re: EPICOMS <-- ZOMG
It does but apparently you dont really care about that and you should look at it anyway.
Re: EPICOMS <-- ZOMG
Dude i modded comshooter many times. I am quite familiar with the mod and my mod happens to be about 1000 times better.Saktoth wrote:It does but apparently you dont really care about that and you should look at it anyway.
Re: EPICOMS <-- ZOMG
NOOOOO, coz singing wont work, that means the whole fucking mod failsd_b wrote:Dude i modded comshooter many times. I am quite familiar with the mod and my mod happens to be about 1000 times better.Saktoth wrote:It does but apparently you dont really care about that and you should look at it anyway.
Re: EPICOMS <-- ZOMG
Well im going to make it work. Its noruas's fault because I am using the same script he uses but mine is failing for no reason whatsoever.
Re: EPICOMS <-- ZOMG
If it works for him and not you, then you are doing it wrong.d_b wrote:Well im going to make it work. Its noruas's fault because I am using the same script he uses but mine is failing for no reason whatsoever.
Re: EPICOMS <-- ZOMG
copy & paste programming FAIL!d_b wrote:Well im going to make it work. Its noruas's fault because I am using the same script he uses but mine is failing for no reason whatsoever.
Re: EPICOMS <-- ZOMG
problem was #define TA
You cant have that and be able to play sounds.
You cant have that and be able to play sounds.