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Topic: SS2 TF's Secmod 2.8 [obsolete]
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66f902e016ce0Nameless Voice

Re: SS2 TF's Secmod 2.8
66f902e016d4a
I think putting too many items in the containers used to make items disappear.  I can't really remember.
Let's just say that the script is untested and unsupported! :D
Re: SS2 TF's Secmod 2.8
66f902e016ec0
Hehe okay, well i will give a try and see how it behaves.. :)

66f902e017041The Black Devil

Re: SS2 TF's Secmod 2.8
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Hey. You know how you can use snooker poles as weapons and they tend to break after a few strikes?

Why not also pick up a dead Hybrid's Lead pipe to use too (And be breakable) and maybe some knives?
Sure the Wrench can't break but what about the Crystal Shard?

If my inventory idea is to be implemented then I also suggest something with the armours:
Pick an armour up and it autmatically becomes equipped until you drag it away from the inventory. Why?
Because I don't think you'd be able to carry another armour with the rest of your guns, right?

And also add a visor visual and gas mask breathing effect for when wearing the Hazard suit?


Yet another EDIT: To add to the violence (and maybe horror), being able to DECAPITATE humanoid enemies and leave a bleeding neck stump!
Just happens by dealing over-the-top damage with just about any gun (Except the explosive-projectile ones) or melee weapon (For example, a close triple shot with the shotgun or a swift swing with the laser rapier) and the stump would be oozing blood out! You could also pick up the enemies gibs (and decapitated heads) as items though I don't see any point for it except for fun.

Speaking of which, add blood marks on the walls and floors when enemies (as well as the player) receive damage.
And of course corpses leave pools of blood underneath too.
« Last Edit: 02. May 2009, 16:37:30 by The Black Devil »

66f902e0173b7John Helin

Re: SS2 TF's Secmod 2.8
66f902e017412

Why not also pick up a dead Hybrid's Lead pipe to use too (And be breakable) and maybe some knives?
Sure the Wrench can't break but what about the Crystal Shard?

Yet another EDIT: To add to the violence (and maybe horror), being able to DECAPITATE humanoid enemies and leave a bleeding neck stump!

that would be Cool!!!

66f902e0175f0The Black Devil

Re: SS2 TF's Secmod 2.8
66f902e01763c
What was that supposed to imply?
Re: SS2 TF's Secmod 2.8
66f902e01773b
The comment "that would be Cool!!!" after you had suggested decapitating hybrids made my eyes roll all by themselves. Couldn't help it.

Seriously though, you're pretty active with suggestions and asking for updates. Maybe you'd enjoy making a bit of progress yourself in your own small mod. It's usually more rewarding than waiting for others to do the devil's bidding. ;)

66f902e0177f8John Helin

Re: SS2 TF's Secmod 2.8
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I am going to make my first mod for ss2 ;).
and i got 2 ideas.

1.Make a big armory on command deck.

2.Add suplies to the existing armories.

does anyone have any sugestions for me :D?

Excuse my bad english. im Swedish.

66f902e01793amiracle.flame

Re: SS2 TF's Secmod 2.8
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Bombastic... no other suggestions at all..please

very related to this topic BTW
Re: SS2 TF's Secmod 2.8
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Go ahead John Helin. Just adding weapons isn't going to blow anyone's brains out but you might have other ideas on the way.
Re: SS2 TF's Secmod 2.8
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How is the progress on this mod?

66f902e017be2Assassin

Re: SS2 TF's Secmod 2.8
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It's pretty much complete IMHO

66f902e017cc1The Black Devil

Re: SS2 TF's Secmod 2.8
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You mean the newest version is nearly done?
Re: SS2 TF's Secmod 2.8
66f902e017fc2
It's pretty much complete IMHO

You're right.. it is pretty much complete.. BUT if only multiplayer worked i would say it would be done.. :) Could be really awesome to play this mod with your friends..

66f902e018063Assassin

Re: SS2 TF's Secmod 2.8
66f902e0180b1
You can.It has multiple spawns.

66f902e01830bThiefsieFool

Re: SS2 TF's Secmod 2.8
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Yeah multiplayer seems to be bugged and crashy still, we'll definitely look at it post-exams.

66f902e01841dThe Black Devil

Re: SS2 TF's Secmod 2.8
66f902e01846f
So what about the version 2.8? If you don't mind me asking again.

Also what changes and tweaks will it have?
Re: SS2 TF's Secmod 2.8
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You know... It's great to show interest in mods, but asking for updates every few days in several threads does nothing helpful and is simply annoying. These projects are run by people in their free time. That may not mean much to you, but we're talking about people with much less free time than you have.
Re: SS2 TF's Secmod 2.8
66f902e01883a
You know... It's great to show interest in mods, but asking for updates every few days in several threads does nothing helpful and is simply annoying. These projects are run by people in their free time. That may not mean much to you, but we're talking about people with much less free time than you have.

Yeah and sorry for that if i have been a pain.. If you need any beta testers i would gladly help.. Maybe i could also help in some other way..

66f902e0188f6The Black Devil

Re: SS2 TF's Secmod 2.8
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HEY! I WAS SUPPOSED TO BE THE ONE TO SAY THAT! I DID ALL THE ANNOYING POSTS!

Further more, I can't beta test because my PC isn't friendly with that game, it keeps crashing when I try starting a new game.

66f902e0189d3Assassin

Re: SS2 TF's Secmod 2.8
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No you didn't.I remember there was a member who used his mom to read and correct the posts.

66f902e018aa3The Black Devil

66f902e018b8clostintranslation

Re: SS2 TF's Secmod 2.8
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tried the mod and have to say its the best. congrats to the designer  ;)
ps the robot assassins are waaaay too fast now tho. halp! 0_o

66f902e018ca1The Black Devil

Re: SS2 TF's Secmod 2.8
66f902e018cff
Here's one more bit of annoyance.
Secmod also has the ADaoB mod implemented so can the new Version 2.8
have 3.0 (respectively)?

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