keen
The Keen Machine
- person keen
- perm_contact_calendar Member since
- today Last active (7 visits)
Comments
-
I lol'd... so hard.
-
In before fail.
-
Unreal is one of the best engines out there for modding arguably, it isn't a fault in Unreal's code. It's a fault by IG for modifying the engine to there point where it was "irrationally unmoddable".
-
I'll probably use the old quad wing shrike I threw in Mechina then, and the old clientside map pack. I assume there must be enough interest in the old-style GTW for people to want to play it again?
-
4 teams is kind of hard to pull off (well). Classic physics would be a moot point as with maps that big, you pretty much are required to be airborne just to cover more area. In any case, should this be clientside or serverside then? And I'm thinking about giving team vehicles a few bonuses as well, for teamwork purposes.…
-
The original version was basically base + construction, you captured bases by setting down a GPT, boarded up entrances with walls, set down a generator, turrets, etc... there were several bases in a 10k x 10k area, and your objective was to find and destroy the enemy team/GPT. I'm not sure what happened in newer versions,…
-
Pulsar > EVO
-
It's in the game engine itself, only clue I had was when I looked through Torque Game Engine source.
-
Vehicles explode when flipped because the engine (funnily enough) goes through script to apply 10000 $DamageType::Crash damage (I believe). It does something similar when the MPB touches water; it applies 10000 $DamageType::Water damage. Setting your vehicle datablock properties to ignore these damage types will allow…
-
Nope, just needs a server host.
-
It's controlled by a vehicle. Grab an Assault armor and pick out either MANTA or RMS ammo, head to the vehicle pad to spawn a Nightshade (under Transports), use the ammo on the Nightshade itself to load the superweapon of choice, then grab a buddy to fly to the target point, the gunner will paint the target, and bam..…
-
Well, I suppose that's your choice. Regardless though, I am proud to be able to say that Meltdown 2 is (still) keeping the most players aside from Classic and Construction.
-
Has anyone found this useful at all?
-
If you read over the scripts, you'd know where stuff is. Edit: Does AVM actually teach scripting, or just a resource for people to use other people's scripts?
-
Sir, by chance what is it you smoke? I would like to procure some for recreational activities.
-
I'll look into that bug, thanks for the heads up. Any suggestions or server hosts for the mod are welcome!
-
Seeing as War is just an old version of Meltdown anyway, I wouldn't be surprised if a few people did play it. However, I've taken people's feedback and requests to make Meltdown the mod it is today, and I'm still doing it. What's so great about infinite jets and 1-hit kill weapons anyway?
-
This?
-
Well, yes it is designed that way, since the main premise is Mech vs Mech combat. I suppose I should handle CTF a little better though.
-
The website is back, after some technical issues with my webhost. You can reach the official forums at: http://forum.radiantage.com Wiki Reference for Meltdown 2 is here: http://wiki.radiantage.com/index.php?title=Meltdown_2_Manual You can download the latest version of Meltdown 2 at the above link. New in Meltdown: Ranks…
-
Well, for all looking for updates to the mod, it's now in it's own thread and a beta DL is posted here: http://www.tribesnext.com/forum/index.php?topic=1252.msg13888#new
-
I'm going to release a beta version, there's one bug I know of (the one with the ammo for each slot showing as 0) but other than that, feel free to host and play and test! Download Link - v0.7.1 Beta http://radiantage.com/downloads/MechSiege-0.7.1b-062909.rar
-
One file or many files?
-
Wasn't the PS2 version of T2 significantly lower poly/res?
-
Jetfire Transformer, yes it can be done in T2 (see Meltdown 2), but I don't think T2 has the necessary ability to properly render a Transformers mod.