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Showing content with the highest reputation on 07/05/2012 in all areas

  1. Cirevam

    Axel's Mod 1.5 (Updated, 4/10/2015)

    The uploader is Amazon-hosted so make sure you're not blocking any scripts from them. Try it from a different browser if that isn't the problem.
    1 point
  2. Lair

    Rebuilt Rock Raiders Models + Other Errata

    Try not covering your eyes.
    1 point
  3. Cirevam

    Time Raiders

    Bubbles are easy, though I'd probably want to change the lighting so there's a visible shadow on it. The docks is nowhere near complete and I want it to look more like a real dock with steps and planks and such. If you have an idea for something to put on it then please tell me. I'm open to suggestions for much of this mod. For stuff I won't take suggestions on, you need Throne/6G clearance to even know about it.
    1 point
  4. Cirevam

    Time Raiders

    Thank you for playing and pointing these out. Don't worry, I have solutions for all of these. Bubble: I haven't made many of the interface graphics yet because those are low on my priorities list. Vehicle icons: Electric fence: TheDoctor made a cool model that I'm going to adapt to a new electric fence with better particle effects. Level 2: There is more than one way to complete that mission. Tool Store: That's because your player character is in the Command Ship (tool store). You can only be in one place at a time. Later missions let you move it around, even over lava.
    1 point
  5. Cirevam

    Inaccessible cavern in Don't Panic?

    No glitch, the hole is built into the map. I didn't check the cror map to see if anything is in there but it's not accessible without mods so it doesn't really matter. DDI put a lot of weird and out-of-place things in their maps (like crystals in solid rock or in lava) so this isn't surprising.
    1 point
  6. Cirevam

    Time Raiders

    Level select screen is in the works: I'm also thinking of good main menu and load/save screens.
    1 point
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
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