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EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 16:24
by Tribulex
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

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 18:36
by knorke
nice, but how/how much is it different to xta using "ninja coms" option?

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 18:38
by smoth
is that the thing noruas added that gives the comm a flipp-dropkick-of-doom?

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 18:50
by Falcrum
Great music :P

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 19:26
by bartvbl
if the caps-lock has been used to announce how great and awesome the thing is...
...90% chance it is general bullcrap

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 21:01
by manolo_
knorke wrote:nice, but how/how much is it different to xta using "ninja coms" option?
xta+ninja com=0 player
epiccoms>0 player

Re: EPICOMS <-- ZOMG

Posted: 19 Nov 2009, 22:17
by Tribulex
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)

Re: EPICOMS <-- ZOMG

Posted: 20 Nov 2009, 00:20
by Saktoth
It would be relatively trivial to ensure this is completely IP free: There is no reason for it not to be.

Re: EPICOMS <-- ZOMG

Posted: 20 Nov 2009, 01:37
by Tribulex
Saktoth wrote:It would be relatively trivial to ensure this is completely IP free: There is no reason for it not to be.
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.

Re: EPICOMS <-- ZOMG

Posted: 20 Nov 2009, 21:44
by Saktoth
Naturally, using copyright infringing data is 'essential for nostalgic appeal' and 'to have fun'.

Sure, by all means.

Try looking at com shooter.

Re: EPICOMS <-- ZOMG

Posted: 20 Nov 2009, 22:19
by Tribulex
comshooter doesnt use copyright data?

Re: EPICOMS <-- ZOMG

Posted: 21 Nov 2009, 00:06
by Saktoth
It does but apparently you dont really care about that and you should look at it anyway.

Re: EPICOMS <-- ZOMG

Posted: 21 Nov 2009, 09:33
by Tribulex
Saktoth wrote:It does but apparently you dont really care about that and you should look at it anyway.
Dude i modded comshooter many times. I am quite familiar with the mod and my mod happens to be about 1000 times better.

Re: EPICOMS <-- ZOMG

Posted: 21 Nov 2009, 10:27
by manolo_
d_b wrote:
Saktoth wrote:It does but apparently you dont really care about that and you should look at it anyway.
Dude i modded comshooter many times. I am quite familiar with the mod and my mod happens to be about 1000 times better.
NOOOOO, coz singing wont work, that means the whole fucking mod fails

Re: EPICOMS <-- ZOMG

Posted: 21 Nov 2009, 12:10
by Tribulex
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

Posted: 21 Nov 2009, 18:33
by smoth
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.
If it works for him and not you, then you are doing it wrong.

Re: EPICOMS <-- ZOMG

Posted: 21 Nov 2009, 20:08
by bartvbl
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.
copy & paste programming FAIL!

Re: EPICOMS <-- ZOMG

Posted: 22 Nov 2009, 01:14
by Tribulex
problem was #define TA

You cant have that and be able to play sounds.