Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 731989 times)

Either my head hates Blender or I cant even model a simple gun in blender.

I did make a plasma gun model in sketchup though.

If you want it.

Either my head hates Blender or I cant even model a simple gun in blender.

I did make a plasma gun model in sketchup though.

If you want it.

Well by all means, feel free to post some pictures. Or PM them to me, if you prefer.



Hopefully we can get the server up by next weekend.
And I have to say.. I'm really looking forward to it. Several new bugs will be appearing.  I'm not talking about glitchy bugs agnvasg  C:


Well by all means, feel free to post some pictures. Or PM them to me, if you prefer.



Hopefully we can get the server up by next weekend.
And I have to say.. I'm really looking forward to it. Several new bugs will be appearing.  I'm not talking about glitchy bugs agnvasg  C:
I managed to corrupt it while converting it to blender.

Hot Fudge :(

I managed to corrupt it while converting it to blender.

Hot Fudge :(
Why did my brain process that as "I managed to corrupt hot fudge while converting it to blender." I need to read better. :/

We're still getting the new version of the Trenchdig together and all the new MAS/Bug related content Army wants to show off into the build, but until then I'm gonna sate some of your appetites (and maybe get some thoughts on OP/UP classes) with the current classlist for the MAS team, as set up post T+T Update.

ASSAULT CLASSES - Assault classes are designed for striking at the enemy and striking hard. Probably the ones to have the most casualties too of course :p

Trooper - The default class, so to speak. Troopers have capabilities matching most of the other basic shooter players, from a soft combat sniper to a bullet hose to a serviceable pistol. Only thing missing is the Combat Knife it seems :p
Equipped with: Combat MG, Combat Rifle, Retro Pistol
FOR THE PURPOSE OF THIS MISSION IT WILL BE CARRYING DIGGING TOOLS

Hardsuit - The reasoning behind this troop was to bring along a class that could withstand tons of punishment and lead the charge into a hailstorm of bullets. As a result, it is equipped with the Supersuit, and the Riot Shield, allowing both a flat 75% damage defense as well as frontal projectile defense when it's not wielding a weapon.
Equipped with: Riot Shotgun, Pepperbox, Riot Shield, Supersuit

Jet Trooper - Due to both bases now having surface access, and the advent of flying bugs like the Firefly, the Jet Trooper was devised as a MAS form of antiair. Though having to rely on fuel for it's jets, the Jet Trooper jumps through the skies and fires on targets with it's woefully inaccurate guns. As the bug strains evolve, this class will also gain Molotovs to help suppress the hive.
Equipped with: Compact Battle Rifle, Micro SMG, Combat Knife, Fuel Jets

Berserker - The only Assault class that could potentially stand it's own, the Berserker has evolved slightly from a chainsaw wielding maniac, to a better equipped chainsaw wielding maniac. Now with armor to guard his flank, the Berserker can tear into enemies with impunity.
Equipped with: Chainsaw, Knife-Pole, Combat Knife, Syringe, Welder Armor

MAS Elite - MAS's chosen, the MAS Elite are given brand new technology to help overcome the bug threat. Though not armed with the most awe-inspiring gear, these ammo-less troops can keep shooting and shooting and shooting with various energy weapons.
Equipped with: MAS Orb Launcher, MAS Bug Zapper
FOR THE PURPOSE OF THIS MISSION IT WILL BE CARRYING DIGGING TOOLS

DEFENSE CLASSES - Defense classes are more specialized then the rest of the MAS forces at present, however the specialization allows for much more support over the more broad Assault Classes. Also note the Antitank will not be showing up as active for the Trenchdig, as there is no heavy weapons that it will be facing At least vehiclewise >:3

Demolitions - Closest thing you'll get to BIG booms as of current. Demolitions does good splash attacks, however the secondary armaments are better for solo targets due to how little ammo you get for the primaries.
Equipped with: Impact Launcher, Heavy SMG, Tanto, Conc' Grenades

Support - Named for the supporting action of his many BOOMSTICKS.
Equipped with: Auto-Shotgun, Slug Shotgun (Frog's version), Combat Knife

Heavy Weapons - Slightly nerfed now he doesn't have both the Vulcan and the APG in his bullet spam powers, the Heavy Weps is still armed to the teeth with formidable guns, and now in comparison to the huge bullet hose and quick loss of ammo of the Vulcan, he has the Snubnose and Single Shotgun to compliment it.
Equipped with: Vulcan, Single Shotgun, Snubnose

Antitank - In my vain attempt to keep any form of spammable Rocket Launcher weapon from dominating the MAS side, I equipped the primary antivehicle specialist for MAS with the Light RL. As it's blast radius is tiny in comparison to the standard RPG, Grenade Launcher, or Howlitzer, the Light RL ensures people make the most of their shots instead of spamming at anything that moves, coupled with it's small default ammo of course.
Equipped with: Light RL, Heavy Pistol [ B ], Combat Knife
WILL NOT BE ACTIVE THIS MISSION

SUPPORT CLASSES - Much like Defense, these classes are built to further support the team, and are both either the most complex or most tricky classes the team has.

Sniper - Snipers are the primary longranged eliminators, armed with a powerful projectile rifle and ready to defend against the hordes as long as they can hit a sweetspot.
Equipped with: Hawkeye, Heavy Pistol [ B ], Machete

Specialist - An agile class given either adrenaline or too much sugar or caffeine, the Specialist can climb vertical surfaces and get to areas most can't go. As a result, the arms they carry are lighter then most.
Equipped with: Tactical Bullpup, Pop-Gun, Tanto

Commando - Due to a work-related accident (stupid water damage warranty...) the Commando's adaptive cloaking was reduced to nothing more then a novelty. As a result, the Commando's soloist armaments are now completed with a onboard shielding system, allowing him to regenerate a temporary health bar over his standard health.
Equipped with: Blast Rifle, Duel SMGs, Combat Knife, Shields

Field Medic - Ze healing isn't as much fun as ze hurting, but it's a necessity. Field Medics allow players to dispense healing from longranged as well as close, while still having a modicum of self-defense via their secondary weapon.
Equipped with: Gauze Gun, Nailgun, Syringe

Sharpshooter - A class designed entirely around precision armaments. Unlike the sniper, this class has arms that all encourage headshots, but at a variety of ranges in comparison. Keen combat specialists in Blockland should look for this to hone their skills.
Equipped with: Retro Sniper, Crossbow, Magnum

-----

Keen eyes will notice that there's an unbalance in the fact there's only 4 Defense classes. What the last one is, well... I'll tell ya when the server is ready for launch :P And no, it's not because I haven't thought of it, it's just it's buried in this thread already somewhere.

Well done Trinity, well done.

So about two days ago I stayed up till 4:00 in the morning, and managed to finish all the additions and changes to the bug mods that will be needed for the server.
List of (most) everything that has been changed since last server:


Global:

  -Fixed poison weapons not doing any damage in some cases.

Bug Mod1:

  -Scorpion sting now has weaker poison, but does much more damage on hit
  -Added jump and side animations to the Scorpion

Bug Mod3:

  -Added the tick
  -Updated the model of the Vein spider slightly,
  -Added a ranged weapon to the Caterpillar (Acid spit)

Bug Mod6:

  -Buffed the Firefly's bash weapon slightly
  -Added the Sand Parasite

And many other small improvements and changes that I tend to add while I work on stuff. :p



Also the Silent predator from Mod 5 will be making an appearance. He'll be the "server boss".

And lastly, the family portrait so far:


(Not including several non-revealed bugs, of course..)

Get that server up now! Phydeoux commands it!
please.

Those mites
they're phucking.

Get that server up now! Phydeoux commands it!
please.

The build still needs work, sorry. :c

Those mites
they're phucking.

Nono. The tick is very slow (the red one), so it's commanding the mite to carry it around. The mite is ignoring the tick, of course.

I think I found my new wallpaper :3 Though ya forgot caterpillar, aw well.

And the server's going up on the weekend. When exactly depends on how soon I'm waking up x,x;

Also, as a head's up. Seems the 'prototype' is on backorder, so only 3 active defense classes this weekend. Not beeg loss though.

You fixed the bug in the poison script by yourself?
Was prolly a silly bug.
Because i have noticed a lot of them in old codes.

So about two days ago I stayed up till 4:00 in the morning, and managed to finish all the additions and changes to the bug mods that will be needed for the server.
List of (most) everything that has been changed since last server:


Global:

  -Fixed poison weapons not doing any damage in some cases.

Bug Mod1:

  -Scorpion sting now has weaker poison, but does much more damage on hit
  -Added jump and side animations to the Scorpion

Bug Mod3:

  -Added the tick
  -Updated the model of the Vein spider slightly,
  -Added a ranged weapon to the Caterpillar (Acid spit)

Bug Mod6:

  -Buffed the Firefly's bash weapon slightly
  -Added the Sand Parasite

And many other small improvements and changes that I tend to add while I work on stuff. :p



Also the Silent predator from Mod 5 will be making an appearance. He'll be the "server boss".

And lastly, the family portrait so far:


(Not including several non-revealed bugs, of course..)
I want a bigger version for my background... please?

Just goes to show that just because there's no VISIBLE progress does not mean that progress has stopped.

Though ya forgot caterpillar, aw well.

:C

I knew I forgot something.

Also, should I schedule the Steam group event for the server on Saturday, at about 4:00 PM? We have to finish the build either tonight or early tomorrow, if we do host at that time.

You fixed the bug in the poison script by yourself?
Was prolly a silly bug.
Because i have noticed a lot of them in old codes.

The bug was in the projectile::damage functions for each of the poison weapons, not the actual Support_Poison add-on. And yeah, it was a rather small and silly bug, and was very easy to squish. :>

I want a bigger version for my background... please?

Just goes to show that just because there's no VISIBLE progress does not mean that progress has stopped.

I want a bigger version for my background... please?

Just goes to show that just because there's no VISIBLE progress does not mean that progress has stopped.

kk. [link]

And yeah, much progress has been taking place.. C: