Thread title says 1.0, but Clutter furniture isn't available yet, anywhere?...
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#1
Releases / Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
February 11, 2019, 04:32:30 PM #2
Mods / [Mod Request] Mapwide Insect Invasion
January 06, 2018, 04:08:21 PM
Basically starts off as an event like any other raid or psychic ship, two to three hives appear RANDOMLY on the map (not centralized in your base like normal infestations) before spreading rapidly. The insects will not seek you out but will instead remain where they are unless they begin spreading in your direction (Or unless you piss them off). If left alone for too long, they could possibly have hives all over the map.
#3
Outdated / Re: [MOD] (Alpha 10) UV-Light Floor Installations (V1.2)
April 25, 2015, 06:35:01 PM
Updated for a10
#4
Help / Re: Problems converting mod from a8 (Graphical)
April 25, 2015, 06:29:26 PMQuote from: mrofa on April 25, 2015, 06:27:28 PM
You cant this is how game works now
No changes I can make to the graphic itself or anything? That's bogus.
#5
Releases / Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
April 25, 2015, 05:59:17 PMQuote from: vagineer1 on April 18, 2015, 06:22:17 AM
When will this mod be updated. This is an essential part of my colony defense due to the lack of proper defensive methods available in game.
Addressing this soon with an update of my old a8 conversion if that is acceptable, will be doing a ton of balancing changes before I roll it out.
#6
Help / Re: Problems converting mod from a8 (Graphical)
April 25, 2015, 05:56:43 PMQuote from: mrofa on April 25, 2015, 01:54:48 PM
There are more zoom in states now, and the one fuzzy is the one sligtly zomed out.
If you do max zoom they still will look the same
So how do I fix this?
#7
Help / Problems converting mod from a8 (Graphical)
April 25, 2015, 01:49:01 PM
So I've ran into a problem converting a sunlamp mod I made back for a8, the problem is that the graphics now appear compressed and fuzzy ingame, I've addressed all bugs logged in the console and have not changed the graphic itself since a8, and I absolutely cannot figure out why it's doing this.
Comparison,
A8

A10
Comparison,
A8

A10

#8
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
March 24, 2015, 07:50:59 AM
Apologies for the long wait everyone, the mod isn't quite yet ready but I've continued work on the sprites (The revolver gave me a hell of a time and I'm still not satisfied, subject to change when I'm able to, in general the new artsyle has given me a hard time to replicate)
Thoughts on the new sprites? (Next up is the charge guns, then the coding (Easy part), then I'm done.)
[attachment deleted due to age]
Thoughts on the new sprites? (Next up is the charge guns, then the coding (Easy part), then I'm done.)
[attachment deleted due to age]
#9
Outdated / Re: [MOD] (Alpha 8) Liandri Corp. Weapons (v1.3d Conversion)
March 06, 2015, 06:56:31 PMQuote from: HalfBrother on March 06, 2015, 05:35:38 PM
Any word on A9 compatibility?
Working on my mod Guns+ before I work on Liandri.
#10
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
March 03, 2015, 05:04:28 PMQuote from: apljee on March 03, 2015, 03:57:53 PM
Could I have permission to tweak this for a few Zombie Apocalypse maps that I'm making, along with a quick A9 update?
I've yet to push out an update for the new guns/textures and stuff, so I'll just say no at the moment until I get things sorted out, hit a rough patch IRL so it may be a week or so before I can get back into this
#11
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
February 28, 2015, 02:11:22 PMQuote from: Alistaire on February 28, 2015, 01:55:56 PM
Make the transparent colour full black. Because it currently is white, any rotation in-game adds an ugly white outline to the sprite.
Thanks I'll try this, I've been fiddling with methods for removing the ugly alpha-leak and so far I've had no success.
EDIT: Now that I think about it, what do you mean full black? The edges around them are transparent black/some variation of grey. Are you talking about the background layer transparent black?
#12
Mods / Re: Mod request: Grenade launcher
February 27, 2015, 05:46:30 PMQuote from: Alistaire on February 27, 2015, 08:28:31 AM
I'm kinda torn between making it a GunHeavy (so the vanilla guys with rocket launchers could spawn with this too) and making it a Grenade (so grenadiers would spawn with it instead of grenades or molotovs). The first would lower the heavy mercenary's strength, the second would increase the grenadier's strength.
It also explodes on impact at the moment. Normal grenades have a 100 tick delay and Guns+ has a 30 tick delay. However, the real life Milkor MGL does fire shells that explode on impact rather than after 0.5 or 1.66 seconds after impact.
Fun fact, I'm actually switching out my grenade launcher for something that more closely resembles the China Lake, giving it a larger blast radius but also a way longer reload.
It'll most likely be a blast on impact, I'm not sure yet. But so far, the only difference between the new grenade launcher and regular grenades is the range. Still working out the kinks and mechanics.
[attachment deleted due to age]
#13
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
February 27, 2015, 04:03:53 PM
So I'm reworking the images to accommodate for the new art-style, thoughts?
[attachment deleted due to age]
[attachment deleted due to age]
#14
Mods / Re: Mod request: Grenade launcher
February 27, 2015, 08:20:50 AM
Check out my mod Guns+, there's a grenade launcher included.
#15
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
February 25, 2015, 11:16:20 AMQuote from: Scienta on January 29, 2015, 04:58:46 AM
Have you thought about making a charge-type pistol. Still lacking that.
That's most certainly an option, I'll see about working on it in a bit when I have everything fleshed out for a9.