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ForumsShowcase → SinglePlayer Demo of Aliens TC .75
SinglePlayer Demo of Aliens TC .75
2005-08-04, 8:16 PM #1
and yes, I do dare to call it a TC. I haven't put the mounting and dismounting keys in here, :o but I've made a buncha changes since I released .5, added in higher poly weapons, but haven't textured them yet, and fixed all known bugs that have plagued the sentries. (I spent alot of time on these babys, you better check them out) Right now its only in single player because I'm overhauling the MP system, and yea, enjoy. Note, its by no means perfect yet, but I was thinking the good population of Massassi should see what I've been workin on as well as trying to get my driveable vehicles better.

Aliens TC at JKHub.
Me <3 JKHub
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-08-04, 9:54 PM #2
Setting people on fire = win. Another fire sprite would be good. The bullet holes are really small and seem to do z fighting and are completely invisible further than five feet. You seemed to do them pretty good, they don't land in midair like the ones I tried. I like the pistol clip animation. Some of the gun's could be in different positions and closer to the camera in 1st person.

It crashes after reseting the game and it seems like the same reason I posted in the cog forum. It happened on weapon models for me.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-05, 9:32 PM #3
I also wanted feedback, incase I forgot/neglected/assumed you'd be smart enough (:p) to put that.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-08-06, 12:06 AM #4
it's quite good, albiet buggy. I'm overlooking missing textures and sounds, i'm basing it on performance.

some weapons don't work reliably even when you use the red5 code. 9I used the code b/c I wanted to try everything at once) You can mount them, but they won't shoot even with ammo until you find a weapon pickup of the same type. The flamethrower, pulse rifle, and smartgun seem to have this problem.


The turret you can set up is awesome, but you should make a key that makes the gun part pivot back and forth constantly like it did in the movie.


Also, it seems like enemies burn forever with the flamethrower before they die. They stand there burning as if they accept their fate. Maybe you could make them die faster and also make them scream while they are burning.
2005-08-06, 7:15 AM #5
The design of the ammo system required that red5 could NOT be used (for most weapons). The SmartGun will still select because you can use the secondary IR feature to find people, and the sentries as well because I didn't want to go through a check proceedure to see if you had sentries out or not, and the PulseGun checks to see if you have grenades or not. Or was I suppose to wait to say somethin yet.... Tho one thing I did forget to mention, weapon 2 (the VP70 pistol) won't select on some of the default JK missions. can't figure out why :confused: :mad:
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-08-06, 9:56 PM #6
Originally posted by Descent_pilot:
The design of the ammo system required that red5 could NOT be used (for most weapons).


why would you go to all that trouble?
2005-08-06, 9:57 PM #7
Why are you not being sued and or yelled at by Fox? :D I love the Alien movies and AVP...and the AVP games. The weapons that worked seemed good, I can't wait to frag some aliens with them :D...Alien aliens, not the Starwars aliens. Are you going to go for AVP style with Alein versus Marines?
All is fair in love and war.
2005-08-07, 1:51 AM #8
Originally posted by Pagewizard_YKS:
why would you go to all that trouble?


Realism probably. It's kinda odd when you have a flame thrower sharing ammo with a semiautomatic pistol.

I tried it in planet sith so I could pick up all the weapons and it's fun until you crash from getting killed by 25 ATSTs, or accidentally hiting 2nd fire on the grenades. I'd change the grenade throwing because normal JK's is horrible and you can never throw them into windows or small spaces very easily.

Did you actually code it to HOM in multi? :D
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-07, 10:22 AM #9
Hmmm, yea, I'll change the grenades, and yes, it was GBK's idea to turn all surfaces translucent in a level, gives semi-hom effect, i just applied it. I'll be back in a week, so none steal (too many of) my ideas.... :em321: :p Laterz
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-08-07, 2:18 PM #10
Originally posted by Pagewizard_YKS:
why would you go to all that trouble?


I'm guessing it's just a side effect. red5 fills up the ammo bins that the normal jk guns use. Any bins modded guns use won't be affected if they don't use the original bins.

2005-08-08, 7:19 AM #11
well the weapon models need much more work, like textures etc

I had to mess around with the file several times to get it to even work

i liked the alien model, but i could only get to see it in pup jed since all the levels in multioplayer just went weird and you just immediately start falling for ever.

flamethrower effect was ok.
needs muzzle flashes etc.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}

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