Author Topic: Spitfire project  (Read 31616 times)

Demolution

  • Posts: 1198
  • Turrets: +157/-64
Re: Spitfire project
« Reply #30 on: October 23, 2009, 03:16:28 am »
And what about granger tusks? Or maybe the dretch's poison attack shows up as a small splash of poison on the screen?

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Spitfire project
« Reply #31 on: October 23, 2009, 03:17:14 am »
« Reply #29 on: Today at 02:29:58 »

« Last Edit: Today at 02:32:08 by Repatition »

Edit wars. Not for the faint!

Repatition

  • Posts: 332
  • Turrets: +11/-196
    • http://jbjarts.blogspot.com/
Re: Spitfire project
« Reply #32 on: October 23, 2009, 03:19:26 am »
i edited it so that you could understand me

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Spitfire project
« Reply #33 on: October 23, 2009, 04:26:50 pm »
i edited it so that you could understand me

Finally!!!  :D
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Futilrevenge

  • Posts: 18
  • Turrets: +4/-0
Re: Spitfire project
« Reply #34 on: October 25, 2009, 05:09:33 pm »
Could I have a look at the model itself? If you can, PM me.  :laugh:
I Yam what i Yam. Tremulous.

Basilo

  • Posts: 27
  • Turrets: +0/-3
Re: Spitfire project
« Reply #35 on: October 30, 2009, 01:53:12 am »
 Is there an estimate of when it will come out? It would be nice to have a beta of this. I really want to play as one, especially on a server with third person.

n.o.s.brain

  • Posts: 339
  • Turrets: +1337/-24
    • youtube page
Re: Spitfire project
« Reply #36 on: October 30, 2009, 05:32:51 pm »
for coding trouble, you might try asking benmachine or risujin, they seemed to have coded flying aliens before.

Minimum

  • Posts: 126
  • Turrets: +4/-7
Re: Spitfire project
« Reply #37 on: November 02, 2009, 07:20:20 pm »
I think this thing (or the Adv. form) should be able to grab onto humans, like a basilisk.


You have to be able to swoop in, pick someone up, continue your swoop out and up, and drop them from a height.

That would be made of awesome, if a little alien biased. But awesome.

Basilo

  • Posts: 27
  • Turrets: +0/-3
Re: Spitfire project
« Reply #38 on: November 02, 2009, 11:28:39 pm »
Okay, yeah. lets just have a super fast alien that can just fly up to you, and practically instant kill you and your helpless to do anything about.

ReapDaWrapper

  • Posts: 127
  • Turrets: +4/-50
    • Youtube Channel
Re: Spitfire project
« Reply #39 on: November 03, 2009, 10:54:13 pm »
Okay, yeah. lets just have a super fast alien that can just fly up to you, and practically instant kill you and your helpless to do anything about.

Its not going to be insta-kill. I'm sure that they shouldn't even be able to bite. just drag you to the top of the map and *Woosh*.  :laugh:
On the bright side, it takes one to know one, ReapDaWrapper.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Spitfire project
« Reply #40 on: November 09, 2009, 07:19:47 am »
That flying alien looks awesome!

Oh, and goons legs ARE visible when pouncing. If they weren't, that would mean the devs probably took 3 months to make cool looking legs and not even include them.

Basilo

  • Posts: 27
  • Turrets: +0/-3
Re: Spitfire project
« Reply #41 on: November 10, 2009, 07:54:06 pm »

Its not going to be insta-kill. I'm sure that they shouldn't even be able to bite. just drag you to the top of the map and *Woosh*.  :laugh:

Ever jet packed to the top of atcs and turned it off?

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Spitfire project
« Reply #42 on: November 11, 2009, 08:25:09 am »
Or they could carry you into a pile of acids... or in front of a few rants. Or an insta-kill area of the map. Or keep catching you as you bounce off the ground and dropping again.

Basilo

  • Posts: 27
  • Turrets: +0/-3
Re: Spitfire project
« Reply #43 on: November 12, 2009, 02:10:35 pm »
if you bounce that high you'd probably be dead. But anyways, my point exactly

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Spitfire project
« Reply #44 on: November 13, 2009, 08:53:23 am »
With armor, max fall damage is only 20.

Fox One

  • Posts: 19
  • Turrets: +6/-0
    • recursiveloop.oi-share.com
Re: Spitfire project
« Reply #45 on: March 27, 2010, 09:11:21 pm »
The Spitfire is now playable on KoRx. Apologies for the long wait.

It is available at Alien Stage 2 for 2 evolve points, and has 50 hp. Primary attack is a duplicate of our Adv Marauder class electricity attack; it drains jetpack fuel, gives a (small) chance to cause jetpack overload, and drains energy weapons. Secondary attack is a low-power acid bomb; holds up to 3 and requires booster to recharge them. Tertiary function is speed boost while flying (very effective for covering long distances).

Flight mode is activated with X (by default). It has been suggested that this should be done with C (as wallwalking is), but in flight C performs the same function it does for human jetpackers (fly down/lose altitude).

For other questions and to actually see it, please come check it out! I don't think you'll be disappointed, although we are still trying to work out the new balance. To that end, more players and more games played would really help. There is also a new weapon for humans in the works.

*Note: Please delete any existing KoRx pk3 files you have (but not the KoRx folder itself), as there is a conflict with older versions (texture problems &etc).
"Give me the liberty to know, to utter, and to argue freely according to conscience, above all liberties." ~John Milton, Areopagitica


Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Spitfire project
« Reply #46 on: March 27, 2010, 11:05:18 pm »
I have played it once for few minutes, quite fun to use, probably really hard to master.

I'd really like to see it in standard gameplay though, any chances for separate mod or patch?
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

aaron5367

  • Posts: 16
  • Turrets: +0/-0
Re: Spitfire project
« Reply #47 on: March 28, 2010, 03:44:36 am »
Unlikely unless someone else would like to volunteer for the job. KoRx is very different from tremulous, it's based off of trepidus which is based off of tremfusion.

wolfbr

  • Posts: 222
  • Turrets: +5/-25
Re: Spitfire project
« Reply #48 on: March 28, 2010, 04:35:56 am »
The Spitfire is now playable on KoRx. Apologies for the long wait.

It is available at Alien Stage 2 for 2 evolve points, and has 50 hp. Primary attack is a duplicate of our Adv Marauder class electricity attack; it drains jetpack fuel, gives a (small) chance to cause jetpack overload, and drains energy weapons. Secondary attack is a low-power acid bomb; holds up to 3 and requires booster to recharge them. Tertiary function is speed boost while flying (very effective for covering long distances).

Flight mode is activated with X (by default). It has been suggested that this should be done with C (as wallwalking is), but in flight C performs the same function it does for human jetpackers (fly down/lose altitude).

For other questions and to actually see it, please come check it out! I don't think you'll be disappointed, although we are still trying to work out the new balance. To that end, more players and more games played would really help. There is also a new weapon for humans in the works.

*Note: Please delete any existing KoRx pk3 files you have (but not the KoRx folder itself), as there is a conflict with older versions (texture problems &etc).

nice, but, i dont like one think, the barbs> booster to recharge them, is bether make it similar a advgon and advtt(recharges after a while).
another suggestion, please add bite/slash : ).

---
and, call me about a new weapon :)

freezway

  • Posts: 196
  • Turrets: +10/-12
Re: Spitfire project
« Reply #49 on: May 28, 2010, 12:08:16 am »
so.... HOW do i get this version w/flying aliens?

Fox One

  • Posts: 19
  • Turrets: +6/-0
    • recursiveloop.oi-share.com
Re: Spitfire project
« Reply #50 on: June 05, 2010, 03:25:47 pm »
so.... HOW do i get this version w/flying aliens?

Well, the best way is to come play on our server, AAA |KoR| KoRx (IP: 173.236.15.67:30900). You can also check out the data files in our KoRx repository.
"Give me the liberty to know, to utter, and to argue freely according to conscience, above all liberties." ~John Milton, Areopagitica