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Showing content with the highest reputation on 03/06/2012 in all areas

  1. Fluffy Cupcake

    Really Good Questions

    Evidently it is, else we'd not exist, nor would the environment within which we live. There merely lacks an explanation as to how, or at least one I've yet to see. Somehow I just knew someone was going to say something about evolution. That's just it. I can't validate that it can, I simply am inclined to believe it is so, and will remain neutral as to how that occurs until I'm presented with a plausible explanation. God came from who knows where a created stuff. The end. In the end all views of how something or someone came from nothing is incomprehensible so no neither atheist or creationist or anythingelseist side of the argument wins. /end of religious discussion
    1 point
  2. Cirevam

    Time Raiders

    The regular Rock Monster is staying but is getting a new set of textures plus a few animation changes. The rest are getting replaced by nastier versions. Ice Monster -> Crystal Warrior, Lava Monster -> Metal Monster, Slimy Slug -> Ghost Slug. Bats become Spectres which don't bother your raiders.
    1 point
  3. Cirevam

    Time Raiders

    We're not dead, folks. But you will be: To formally announce the next content pack, the Time Raiders Monster Mash, I'm presenting a preview of the Crystal Warrior. This is a rare monster in the Crystal biome, but it's very fast and can do even more damage to buildings than a standard monster. The model you see here is not rigged and may not be final, but it's very close to completion so you know what to expect. Other monsters that have their models complete and rigged are the Ghost Slug, which you can see on the wiki, the Spectre, and the... well, I'm really not at liberty to say. In the meantime... this is where I get off. *adjusts tie*
    1 point
  4. Cirevam

    Time Raiders

    It's finally here! Time Raiders Vehicle Pack 1 is my gift to you for Christmas. See the first post for download links.You should read the included readme file for details, but if you're too lazy to do that, I stuck it in the game too. They both say roughly the same thing, but please read the standalone one as it warns about a particular bug I haven't fixed. Inside you'll also find two wallpapers, one for 4:3 monitors, and other for 16:9 monitors. Use them however you wish. Merry Christmas. Also, feel free to post pictures of weird or cool things that you do in/with this mod. I don't mind at all, and you might inspire some neat ideas.
    1 point
  5. Cirevam

    Time Raiders

    After discovering that the Tunnel Transport dumps carried vehicles into the Command Ships, just like the Assault Cruiser does, I've come to the conclusion that there is something horribly wrong with the Command Ships that compels nearby raiders to sacrifice their brethren to the gods. Thus, I'm preventing unneeded bloodshed by removing the Assault Cruiser's ability to carry and moving its engines into the cargo bay. If you want to cross a river to move your mining ops, suck it up and send your Command Ship across. It's mobile for a reason. Here is a picture for your review: As for balancing issues, the AC currently obsoletes the Howitzer, as the AC is faster, starts with two lasers, and can cross water. The Howitzer is slow and is basically a long-range turret that can upgrade to get another laser (maybe another monster buster, maybe a drill lazer) and heavier armour. I'm thinking it should get a long-range radar to complement its sniperness (the AC already upgrades to get a short-range radar). Though I haven't made the new Howitzer design, it won't conform to Lego brick standards since it's from the future raiders. Give me both your thoughts on the new AC design and your ideas for the Howitzer. I'll supply pictures of the old Howitzer if you want.
    1 point
  6. Cirevam

    Time Raiders

    It's just animation editing. Unfortunately this means I'll have to make new animations for everything the Bruiser can do...
    1 point
  7. Cirevam

    Time Raiders

    Public Update (wow that's rare) I think it's time to show ya'll a little of what I've been doing. If you've been on Skype lately you have probably seen most of this. Most of these are visual things, and some have helped me learn a little more about how LRR works. First up is the most useless weapon in Time Raiders, the Shard Shot: This weapon was developed to be effective against fleshy creatures like slugs. It shoots re-energized shards of depleted Energy Crystals (assuming that black = unusable and purple = rechargeable), but the energy used causes the crystal to rapidly decay, so the range of the weapon is limited by how quickly the shards decay... which is a little more than a second. This makes it an excellent short-range weapon that is indeed effective against creatures that aren't made out of rock, but since raiders are stupid they start firing it outside of the weapon's effective range. Due to these drawbacks, the Time Raiders typically use the Plasma Beam, which is reasonably effective against all monsters and has a mondo range. Next is a bit on the Bruiser. You may know that they carry around a minigun, but a while back I gave them an update which turns their weapon into a multi-purpose tool. It's the Laser Saw Gun Combo, or LSGC. I had only made the firing animation for it, but I completed the drilling animation a week or so ago. Check it: Considering how the LSGC does two of a Time Raider's three main functions (drilling, shooting, and carrying), I'm considering having a material attach point somewhere on it so the Bruiser always carries his weapon visibly. Maybe there will be a backpack on the raider, maybe there will be some contraption so that he can hold the gun one-handed, I don't know. You can give me your ideas if you wish. Next up is the running lights mod. After realizing how headlight effects don't look all that great since they clip through things, I had a genius moment: don't make them reach as far, blockhead. I shortened the light cones, and while making driver animations I also realized that I shouldn't be putting the lights into the vehicle's animations, I should be putting them into the raider's animations. Thus, whenever a raider is driving a vehicle, the headlights turn on. These look wicked gnarly now. In fact, they're so gnarly that I've reverted to using early 90's slang. Why wad, why? Finally, I'll announce that Vehicle Pack 1 will be released sometime before I start my final semester, which starts in mid-January. I can safely announce this since the Wave Master is done except for sounds, the Unraveler is close to completion barring some animations and nifty visual effects, and the Assault Cruiser is flogging me but Lair pointed something out with it that might help me later. If this isn't released sometime in January, assume my computer exploded like last time. If my computer actually has a major hardware failure, regardless of whatever backups I have, I'm going to drop TR entirely because it will be obvious that the powers that be are giving me warnings... but I'll upload all the files so that people can still play with what's finished. I doubt that will happen, though.
    1 point
  8. Cirevam

    Time Raiders

    I haven't made every animation for the vehicles yet. I keep the files for the base vehicles in so I can use all of their functions until I make the custom animations.
    1 point
  9. Cirevam

    Time Raiders

    I've been working on some things recently: http://www.youtube.c...h?v=CNYfhQKCFpo Screw embedding, go watch it on its page so you can see the description.
    1 point
  10. Cirevam

    Time Raiders

    TIME RAIDERS BETA 1 RELEASED DOWNLOAD LINK IN FIRST POST
    1 point
  11. Cirevam

    Time Raiders

    This. Actually, I'm waiting on Amauros since he said he started to work on the Power Path, and it's a glorious-sounding power path, it is. Once he gets to a stopping point for that I should be able to release this thang. In the meantime I'm working on the loading screen picture.
    1 point
  12. Cirevam

    Time Raiders

    Progress update: The beta is nearing completion, and I have a decent amount of things that are playable. Here's what's confirmed to be playable in-game as of right now: Both Command Ships Upgrade Tower Transport Buggy Armored Transport Truck (in code only, it's just using the LMLP model right now) Unraveler 5 raider classes Bulldozer What will be added in the coming days: Digtank (I encountered problems with reinstallation a while ago) Docks (assembling LWSes at the moment) Stabilization Station Test Maps, such as The First Minute, Crossing the Rift, and Slug's Fine Thread Amauros' biome Additionally, I've changed a few of the sounds for things like clicking walls. Since people voted for more buildings over monsters, I think I'll release a second beta later in the summer with monsters added to it, plus other things that I'll have updated. Finally, I was shooting for Wednesday, June 8th for the release (I told some people the 7th but I thought that was Wednesday) but with me being sick I might have to push it to Friday, June 10th.
    1 point
  13. Cirevam

    Time Raiders

    At first I was going to ask if the three posts I quoted were referring to building them in-game or making their own versions for other projects. If you make your own then we must hold a duel to see which is superior. I'm guessing you'll tune yours to actually damage things so I had better be prepared.
    1 point
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