ravenshining wrote:Have you considered giving the enemies no flinch sequence, so like you they don't stop firing when fired upon? I think it'd be fun for the fist dudes to have 3x! I split the map to try that and check some things out in your physics, but for some reason Anvil won't open them.
RadBurn wrote:
https://www.dropbox.com/s/f9y8c88kkbjhb ... h.zip?dl=0
Here is an unmerged physics model with no flinch animations. The fist marine has his health increased some and a strange bug with the MADDs has been fixed ( but not tested yet ).
I'll look into Vulcan later but no promises.
ravenshining wrote:That one wouldn't open either, until I opened it up in a hex editor side-by-side with a clean one and noticed a bunch of junk at the beginning and end of the file. Maybe that's a weird byproduct of copying it from my ext4 partition to an HFS image from within Basillisk II and then adding type and creator codes with Resourcer.
ravenshining wrote:Yes, the flinchless Marines are much more challenging and closer to netplay than the flinching ones, and I like how the fist Marines can now take a rocket hit.
ravenshining wrote:I'm noticing a bug where if a Marine gets up close to it's target (whether that's you or another Marine or a MADD) they will stop attacking. I don't know if that's with A1 or some particularity of the physics but I'm not sure why that happens.
ravenshining wrote:I made some tweaks for my own fun
RadBurn wrote:Was there ever mention of an AI among the planetside colonists?
ravenshining wrote:At 64 MB Anvil runs even more unstable than normal on my Basilisk II setup so I haven't tried pushing it higher.
ravenshining wrote:Looking at the collection, I figure you don't need the blood, death, corpse, and MADD sequences all in there
ravenshining wrote:I don't want to update 599 frame references by hand on top of the 512 bitmap references that still need fixing...
ravenshining wrote:Well, you've taken the shapes format well past it's Infinity specs into Aleph One and ShapesFusion-only territory.
RadBurn wrote:ravenshining wrote:Looking at the collection, I figure you don't need the blood, death, corpse, and MADD sequences all in there
I don't have a lot of experience with the engine and only did what I felt comfortable doing. I was under the impression that each collection should be self contained and not reliant on any other collection ( for the most part ). Some of the death and corpse bitmaps needed altering to go along with the different helmet these Marines had. As for the blood I did consider using the Marine blood but remembered something I read long ago about collections not loading into memory without cause. Since this project is intended to be played single player then the Marine collection wouldn't have a need to load into memory.
RadBurn wrote:Still need fixing? I follow what you're trying to do but my question is why?
ravenshining wrote:if I were to use this in a scenario, I would need to be able to edit them, and even if I could get ShapesFusion to compile I remember not liking its interface and would prefer to use Hackvil and Anvil for everthing they can do.
RadBurn wrote:Red Spectrum remapped to work with this project
https://www.dropbox.com/s/3xy5t4o7t8tfe ... m.zip?dl=0
Flowers wrote:Any plans on getting this on Simplici7y now that there's more content out?
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