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supcomrocks
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Posted: 26 May, 2012
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Joined: 03 Apr, 2012 Posts: 17 Location: behind you
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recently I've been having some problems with the tech 1 cybran experimental. it disappears as it moves and its legs blink in and out of existence. But when it attacks and moves or just attacks fa stops responding. It only happens in this version, in all the others it worked and now it doesn't, any ideas? (and I've had the previous versions mod for a while so it should be installed right). By the way love your mod, im looking forward to the new stuff in 1.17!
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burnie222
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Posted: 08 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Hey everyone! There hasnt been any updates for this mod for quite a while, thats because I dont have much freetime to do modelling or modding in general. The mod isnt dead!I will continue the mod once I get some freetime. During summer there is alot to do other than modding you know! 
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Krapougnak
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Posted: 08 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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Good to know ! We will be sitting tight here waiting for you. 
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Arakhor
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Posted: 08 Jun, 2012
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Joined: 06 Sep, 2011 Posts: 30 Location: Germany
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Indeed. We are all looking forward to the next release. 
_________________ Inter arma enim silent leges.
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Nightmurderer03
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Posted: 08 Jun, 2012
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Joined: 11 May, 2012 Posts: 11
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Of course, we will wait patiently(or impatiently in my case) for the new version Take it easy and good luck.
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Alguien
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Posted: 08 Jun, 2012
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Joined: 05 May, 2011 Posts: 13
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Nice, hoping to see some more info soon 
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CanRaps
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Posted: 08 Jun, 2012
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Joined: 10 Apr, 2008 Posts: 299 Location: Turkey
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exactly burnie, dont leave us without msgs please 
_________________ Sorian, Duncane, Domino made me play SupCom !
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vongratz
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Posted: 08 Jun, 2012
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Joined: 09 Mar, 2012 Posts: 19
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Always a good new 
_________________ Always back up your mods and models.Shyt happens!
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rhiokobayashi
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Posted: 13 Jun, 2012
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Joined: 13 Jun, 2012 Posts: 1
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wow burnie222 ur amazing im just new here and u impress me ..i like what u do,the designed and everything on it..keep it coming looking forward to see more from u  _________________ I'm proud that I invented weapons like lone wolf knives for self defense.
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burnie222
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Posted: 26 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Lt_hawkeye
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Posted: 26 Jun, 2012
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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for the love of me i can't figure out what mech that reminds me of, looks neat. Nice work
_________________ {◕ ◡ ◕}
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burnie222
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Posted: 26 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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burnie222
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Posted: 26 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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tankmayvin
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Posted: 26 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Very cool! Looks somewhat under-armed for a T4 bot though.
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burnie222
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Posted: 26 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Sethy861
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Posted: 26 Jun, 2012
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Joined: 03 Jun, 2011 Posts: 68
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Pretty good. Question is that another head on the top of the leg because the red light kind of looks like eyes in the picture on the right?
_________________ ACU's are not meant for suicide missions?
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death1234
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Posted: 01 Jul, 2012
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Joined: 25 Nov, 2008 Posts: 199
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This mod is freaking amazing. edit: aeon and seraphim could use some love
Oh and a bit of constructive criticism: the custom sounds are really nice but you might wanna turn down their volumes just a tad bit. The weapon sounds are a bit too loud compared to the stock ones.
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burnie222
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Posted: 02 Jul, 2012
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Joined: 21 Jan, 2011 Posts: 335
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thanks death1234  Im working on seraphim at the moment, and aeon will also get more stuff. the sounds im already aware of, and I will try to smooth them out so that they fit more into the original sounds  I put the model ingame today, and made the teamcolors etc. What do you think? I put some more effort into the textures this time.  I put it next to the madcat mk1 for size comparison
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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tankmayvin
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Posted: 02 Jul, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Like it! The guns need more flash or colour though I think.
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Achronus
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Posted: 02 Jul, 2012
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Joined: 27 Aug, 2009 Posts: 245
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Guns do need a lil' bling... (but, just a smidgen)
So, this will be a more gunny less missile type exp?
Also, while I was a strollin' along in my HD (finally getting around to doing some cleaning) I came across the MechWarrior Mercs MekTek add-on pack.
Then I got to thinking... Hey some of these would be good inspiration for you!
The Behemoth IIC for example just screams UEF.
I know, you're currently busy into other things; but if you get a little stumped creatively...
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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tankmayvin
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Posted: 03 Jul, 2012
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Joined: 07 Jun, 2012 Posts: 29
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To be honest there are so many mechs and so few clanky things and I would love to see some superheavy tanks instead I really liked your take on the T1 exp tanks and I'd love to see some T4 stuff. I feel like the cybrans need some sort of T4 longer range precision fire tank thing. Your regular cybran tanks are really nifty so it would be cool to take those design elements to a bigger unit. Say some sort of turretted monstrosity with side banks of lasers from the laser tank, a couple of Pen Mk2s in turrets and some sort of big beamy death gun in a larger dorsal turret. Maybe some indirect fire artillery weapons if you feel like making it really Bolo-esque.
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burnie222
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Posted: 27 Aug, 2012
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Joined: 21 Jan, 2011 Posts: 335
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Krapougnak
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Posted: 27 Aug, 2012
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Joined: 21 May, 2008 Posts: 706
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A revenant ! Anything for the Seraphim yet ?
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burnie222
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Posted: 04 Sep, 2012
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Joined: 21 Jan, 2011 Posts: 335
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burnie222
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Posted: 04 Sep, 2012
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Joined: 21 Jan, 2011 Posts: 335
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