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[ Tabletop Round-Up SS + Skirmish AI 3.0: 1.4 released, Page #55 ]

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    [ Tabletop Round-Up SS + Skirmish AI 3.0: 1.4 released, Page #55 ]

    Please note that the following mod is in the works. A version for winter assault however is availiable for download.
    Current status = released
    Tabletop Round-Up SS + Skirmish AI 3.0:

    This mod is designed with care to closer match the gaming style of the tabletop game. For example - shooting things actually kill stuff now! Of course, it can't be TOTALLY like tabletop, so weapon ranges are still short (version 1.3), but retains the tabletop range comparison.
    So you'll be impressed to find that Basilisks are extremely useful now, & that rokkit launchers will actually kill a space marine in one shot. This mod presents a new style of gaming, as well as having more upgrades, weapons & options from the Tabletop game.

    Oh yeah - & in case you're wondering if Vehicles are overpowered, a new type of capping system has been introduced so that players can't totally abuse the most powerful of things, so infantry are still useful later on ingame.


    One more thing - This mod probably has more units than any other Dawn of War mod at current, Including BIG THINGS. There's even more stuff to come too, with the arrival of Dark Crusade.

    A new version of the mod will be appearing, & I already have almost got Tau & Necrons sorted out.
    All I need, is for enough of you lot to play & support the mod, & then a new release may appear quicker (my morale of course, affects the situation).


    ------------------------------------
    Tactical & attribute changes in TTRU DC:

    Please read these 5 articles here on Filefront (listed in chronological order):

    http://dawnofwar.filefront.com/news/...rticle_1;34930
    http://dawnofwar.filefront.com/news/...rticle_2;35110
    http://dawnofwar.filefront.com/news/...rticle_3;35445
    http://dawnofwar.filefront.com/news/...rticle_4;35698
    http://dawnofwar.filefront.com/news/...rticle_5;35796

    Apologies for some of the dodgy text structure & formatting in the earlier articles, for I wasn't entirely sure what BBcoding Filefront supported.

    -------------------------------------

    So, that's about all of the main points put up for the unreleased Dark Crusade version. There are many more differences, but these do not need to be explained!

    -------------------------------------

    Additionally - for the moment, the room that I have decided as the place where TTRU online matches take place in is the TARTARUS LOBBY.

    -------------------------------------

    Want to smash? Then get playing!

    __________________

    ---Soulstorm mod downloads---

    Version 1.40:
    Download link for Soulstorm mod


    ---Dark Crusade mod Downloads---

    Version 1.35:
    Download Link 1

    Download Link 2


    ---Winter assault mod Downloads---

    Version 1.20
    Download link for Winter assault mod


    __________________


    If you like the original playing-style & damage values of standard Dawn of War, then DON'T play this mod!



    Please post constrictive & useful critisism, for there're unfortunately bugs. This mod ain't gonna be totally complete remember.

    Some pics:



    Grot bomb Strike:





    The Ork Kustim Stompa (WIP):


    (was the bloodletter screenshot)
    Shadowsword beside the Baneblade:



    & at least 20 other new units, & a bunch of modifications to existing ones (including extra weapons, upgrades etc)!

    Have fun!

    Userbars to show your dedication:









    Changes for version 1.2 & beta:

    The 1.2 public release Changelog




    the 1.2 beta changelog




    Beta testers for 1.3:

    Skarsnik - reported 4ce;
    Haloelite52 - reported 3ce;
    Wackymodder/Kou Uraki - reported 3ce;
    John1918 - reported 2ce;
    Sunray - reported 4ce;
    Chapperlain - reported 3ce;
    Thudmeizer - reported 4ce;
    Bloodrage_tau - reported 4ce;
    Radulykan - new, reported 2ce;
    Colonel Temp - newer, reported;
    Millrock - newer, reported;
    Nazral - Booted!
    Vaaish - reported, now booted;
    KillerZero - reported, now booted;

    Secondary tester list for final release install package:

    GrandMoffDima;
    Gorb

    Final test list:

    Bloodrage_tau;
    Sunray;
    Skarsnik;
    Thudmeizer;
    GrandmoffDima


    Online gaming list:

    Zany_reaper;
    John1918;
    Bloodrage_tau;
    Chapperlain;
    Promythyus;
    Radulykan;
    (Mr. rag)

    The idiot thatfatguy8urm0m29 from filefront



    Thanks for reading, & enjoy.
    Last edited by Zany Reaper; 16th Dec 08 at 3:35 PM. Reason: released
    Leader & (a) modeler/texture artist/animator of the

    Closer-to-codex mod files - To expand your mod.
    Codex Toolbox project - for furthur mod expansion!
    One more thing:

  2. #2
    "moo"
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    I don't wanna be an ass, but those bloodletters have a pretty ugly texture.....

  3. #3
    Stim
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    They're not complete yet, beside shouldn't Chaos deamons bestow fear and horror upon their foes?

  4. Dawn of War II Senior Member Dawn of War Senior Member  #4
    The King of Limbs Tiresias's Avatar
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    why is this in the completed mod section then

    http://spinningplatesmusic.blogspot.com/ - My Blog
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  5. #5
    Brujah
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    Yep, good point. I suspect this thread ought really get moved to the 'Mods in progress' section.

    Looking good though, I'll give it a bash tomorrow, after I've got some sleep. 4am. Argh.

  6. #6
    Stim
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    Stop bashing the forum and go play the mod already! It brings new meaning to a phrase by GW "Due to high lethality of weapons..."

  7. #7
    The Mod is awesome, only some things i have to add, the way necrons get Squad/veichle Cap, is frustrating too slow, and also using the Lord as the Builder is rather weird, and frustrating.

    The Bloodlethers need a New Texture thei look Cartoonish(i know Kjon textured them)the Animations, well you are amateur .

    Tactical marines lack their randomization, i dont remember about the Ass-Marines.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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    Bloodletters were made by Kjon. Best ask him about the texture. I only animated them though.

    I wouldn't worry much about Necrons, for DC will replace them anyways.

    This mod technically isn't complete, but neither is DOWXP, so technically this should be here too.

    Click here for more screenshots!

  9. #9
    Pure Malevolence Kjon's Avatar
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    Just an FYI - The animations/textures may be improved and fixed by the original maker of the model. He can't promise anything though.

    Complete - Having all necessary or normal parts, components, or steps.

    So as long as everything that was originally meant to be in the mod is in there, it's complete.

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    Good work Kjon (congrats on your promotion too!).

    How much progress have you made on improving my animations then?

  11. #11
    Randy
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    I love all the new units, some of the new voices are quite good as well. I realize that it's still in it's beginning stages, some of the weopons dissapear when upgraded, some pink icons, the hw teams don't deploy... I hope the ai gets an overhall and eventually uses all the new units as well. All this aside I enjoyed the new, fatality style of gameplay. Major potential! Melee units get owned though, I need to find a sneaky way to utilize them... I look forward to seeing how the round up continues to develop.

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    This WAS originally the Fatality mod.

    Heavy weapons teams DO deploy however mate. But you must command them to do so (they have a special UI icon for it).

    Yes, we're still implementing new units to the AI. Most of it's done in that version, but it's annoying that Ork battle Wagons aren't built, despite being AI coded.

    We might decide to weaken standard ant-infantry weapons anyways so that melee units are more useful, but as a compromise - increase weapon ranges even furthur.

    The voices for the current Khorne Terminators are AWFUL. Stim however volunteered to re-do over my original crappy ones, & they'll be in the next version.

    Cheers.

  13. #13
    Fantastic job on this, the new models are excellent.

    Likes: ( I only played SM while testing this Mod)

    I loved seeing the Ork Grot Tank running around ( Dare I say...How cute! )

    I have never seen the motorcycles in game til I tried this, those are amazing!

    I was very happy to see the Helios implemented, well done.

    I like all the new upgardes for the different units.

    Dislikes: (Personal opinions here)
    I feel this mod is in dire need of attrib "balancing" issues.
    Almost all units die in one shot...Eeck!
    I am not sure if this was intentional, or just in the "beta" release.
    Example: I had 2 fully upgraded squads of Devestators standing next to my HQ, when 1 shot from a Looted Leman Russ killed them; and the Russ was all the way over in the Ork camp! I am used to seeing units hit by artillery, fly into the air, land, then get back up and into formation...These guys did not get back up!:fright:

    The Eldar Scorpion Tank...Wow! I love the model, but talk about hard to kill. With it's 2 rounds per second of long range plasma ammo it devestated me within seconds after being made; all units just GONE! It took hundreds of artillery rounds to kill it (Artillery are the only units with the range to engage it without being "one shot" killed)

    There are many more issues I saw with attrib related items, but I think you get the point...

    Overall quite an excellent Mod. The modelling, and animating, skills of the team are outstanding.

    I look forward to updates...Keep up the great work :3dcool:
    "Ignore stupidity, and it shall destroy itself...Ignore wisdom, and it shall destroy you...Know what to ignore." --- KoGar

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    Thanks Kogar (& whoever else for being friendly).

    The high damage values are completely intentional, seeing as this' a tabletop mod. If you don't want your infantry to die in one hit from a battle cannon projectile, then hog a terminator force.

    The scorpion is intentionally powerful, but it's generally weak against artillery & saturated heavy weapons.

    If you're a guard player, then stock up on basilisks & Leman Russ' with lascannons.
    Space marines can deep-strike in Terminators to rip it to shreds, or gather up loads of Predators with lascannons.
    Same tactic with Chaos too.

    Orks... All I can suggest is to gang up the Battle Fortress & the Squiggoth on it, & then send in loads of Tankbustas too. Remember, the Squiggoth is more resistant to the Scorpion's firepower than the BF.
    Wartraks could work too.

    But yeah basically, that's it.

    Oh, & there're only 2 official team members - me & Kou Uraki. Many things we didn't make have been put in there, such as the C2C stuff & Mudflap's bikes.
    I did implement some of my own stuff though. About a quarter of the new stuff is mine.

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    Looks good, I'll try it when I get home on friday

    If you have XFire, add me: Lprsti99

  16. #16
    Randy
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    I looked all over for the deployment icon for the hw teams. Where in the heck is it? Earth shaker rounds come in very handy guard wise, and I love being able to load into tactical and drop whoever I want as well. Nice touch!

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    Wierd. I swear that there's a UI icon for them, unless it got screwed by the re-installed taskbar things?

  18. Modding Senior Member Dawn of War Senior Member  #18
    Father of Death Croaxleigh's Avatar
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    I've been playing a few games with TTRU, and I must say that I'm impressed. There are at least 2 mods that I was going to reinstall after my last DoW uninstall, but I don't really see the point now since the things that they added are included in this mod.

    Of course, I think that it does have a few bugs that need to be worked out... I think that the change to ranged weapons might have been a little too much, and it seems like a lot of the troops die pretty quickly. I'm not sure if it's the extra range that's letting them take more damage quickly, or if the weapons are overpowered or what.

    Also, the first time that I installed TTRU (I've been moving things onto a new hard drive, and uninstalled DoW) the loading screen pic replaced the standard WA loading screen even when TTRU wasn't running. While I like the loading screen as much as the next guy (or probably more), I don't think that I'd want it to be hangin' around full-time. It may have just been that I flubbed it when I was installing the mod the first time, but you might want to check into this as some folks might not like the replacement.

    Other than that, though, it's a top-notch mod so far. I've still got a few races to try out on it (and yes, you've actually got me wanting to play Eldar and Orks... just so I can play with their new toys.) I've also got a friend trying it out, too, and he says that it looks good in as much as he's seen of it.
    I has a Blurb. And one of those Tweeter things.
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    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

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    Cheers.

    As for ranged weapons being so powerful that Close combat is somewhat debunked, I've reduced the damage done from most fast-firing weapons & weaker pistol weapons to 33% of their original, though as a compromise, almost all range weapons now have their ranges set to 2.5 x their tabletop range.

    It's worked very well. Khorne bezerkers are now actually useful.

    Of course, CC units are now more expensive, to balance things out. Shooty things are still slightly more expensive in general, but not masses so.

    Basically, one inch in tabletop is roughly equivelant to 2.5 game metres. Think of a game metre as a centimetre in real life.

  20. Modding Senior Member Dawn of War Senior Member  #20
    Father of Death Croaxleigh's Avatar
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    Cool. Thus far I haven't had a chance to play Chaos (my laptop died the other day along with a lot of my work, so I've been spending precious DoW time re-doing articles and other work-related stuff), but I'm looking forward to trying out the 'Zerkers against the new range as well as taking some of the other new units for a spin.

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    Flamers are more useful too, especially against Orks.
    Screws up their moral real good, & Turret defence isn't quite as useful now seeing as one can overwhelm it with infantry.

    Close combat units now actually have their melee damage higher than their ranged damage in the upcoming version!

  22. Modding Senior Member Dawn of War Senior Member  #22
    Father of Death Croaxleigh's Avatar
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    Wow... a use for flamers. *laughs* I'm definitely going to have to try that out.

    I think I like the idea of a higher melee damage, too; after all, if you're going one-on-one in power armor then you're probably going to pack quite a punch. And then there's the Khorne Berzerkers... *wicked grin*


    Looking forward to the next version, and definitely enjoying the current one.

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    Oh Ooooh! Most of the animations are now complete for the Big gunz battery!

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    News!

    Here're five screenshots for the Big gunz batteries, which for the moment, will be exclusive to this mod:











    Zzap gun, Lobba & Kannon options, in a gretchin squad.

    The squad starts with 3 cannon fodder grotz, but you can have up to 15 there.
    3 Heavy weapon upgrades can be taken as 'leaders' in the squad.

  25. Modding Senior Member Dawn of War Senior Member  #25
    Father of Death Croaxleigh's Avatar
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    Wow... the Big Gunz look amazing. I like the different looks of the various types of Gunz, too.

  26. #26
    Tech Wing
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    Very cool now if you can make some Zap Cannons that would complet them.

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    What are Zzap cannons?

    I know there're Zzap guns, & these batteries have them.
    Look closely in one of the screenshots...

    Here's a little joke of a model that might be used in an upcoming map. British people should be slightly familiar with it:



    Listening to MJ music makes me feel fuzzy, especially Human Nature.
    Last edited by Zany Reaper; 6th Sep 06 at 2:01 PM.

  28. #28
    Member Tain's Avatar
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    Well, i gave this mod a go as i am all for new units. I do like that you added so much for all the races. However, in its current form, the mod is really unplayable and no fun. What good are units if they don't live long enough to do anything? There are no battles in this mod, as soon as the two armies sight eachother, its over. The damage is far too great to get a real game out of anything. On top of that, the first player to get a vehicle out usually wins. Especially if it were to be a human opponent. The damage outputs are just so over the top everything is dead before anyone has time to see what its shooting at, let alone react.

    Theres alot of potential here, especially with all the new units, so heres hoping you get all this sorted out in future versions.

  29. Modding Senior Member Dawn of War Senior Member  #29
    Father of Death Croaxleigh's Avatar
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    Any idea as to when the next version of TTRU is going to be available for download? I understand that this sort of thing can take some time, so I'm not trying to rush you... just curious. Look forward to trying out the changes, playing with the units that you're obviously still adding, and seeing whether the issues involving troops dying too easily have been taken care of.

  30. #30
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    Zany Reaper,

    Just downloaded and played your mod. The quick killing of the infantry I do understand. A lasgun should kill an infantryman with very few shots. That is realistic. But to compensate, when under fire, light/heavy cover should greatly extend their life expectancy. This makes the use of cover highly effective. Again, just like real life, using real tactics.

    I like your mod. I think it has real potential. Could you make the conscript soldier team colourable, so they match the colour scheme of the regular guardsmen?

    One big drawback, as has already been mentioned, there is definitely no deploy icon for the HWTs. For the IG player, this is a disaster. Please provide a zip file to correct this gigantic oversight.

    regards

    sunray

  31. #31
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    Everyone who's concerned with the damage values of certain shooting weapons, read this thread:
    http://z9.invisionfree.com/Tabletop_...&#entry9135638


    How to restore the original taskbar settings:

    NOTE: This is only a guess on how to fix the issue with no heavy weapon team deployment icon, but here goes...

    Go into the mod directory, & go into the folder TTRU_mod\Data\Game
    Delete the 2 files:
    taskbar.lua & taskbar_tooltips.lua

    Rename Taskbart.lua to taskbar.lua.

  32. #32
    Member Hive_Node's Avatar
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    How exactly do you install .rar.... I have winrar.

    Sluggas beat Dreads for cost

  33. #33
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    Open the mod's rar file & extract to the root directory of your Dawn of war installation.
    It requires winter assault however.

  34. #34
    Member Hive_Node's Avatar
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    Can you give me the name of the folder so I can copy paste it into the destination path?(Im computer retarded)

  35. #35
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    extract the files from the rar archive to your root directory.

    Mine is:
    C:\Program Files\THQ\Dawn of War

  36. #36
    Member Hive_Node's Avatar
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    Do I click extract to "specified folder"? Is this even the right thing to right-click?


    Do I copy paste that into that blank bar up there?

  37. #37
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    Just open up your Dawn of War directory in My computer or explorer, & then go to the archive.

    Select all the files (perhaps apart from screenshots) by holding down CTRL & clicking on them.

    drag them to the DOW directory.


    Or I suppose you can just type the DOW root directory location into that blank box at the top of the 2nd screen, yes.

  38. #38
    Member Hive_Node's Avatar
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    Ok when I do what you said it says this:


  39. #39
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    Ummm... You DID save the file to your disk right, & not just open it in a temporary thing?

    Try the 2nd option I suggested.

  40. #40
    Member Hive_Node's Avatar
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    Sorry, I extracted it straight to winrar. Im redownloading it with save to disk.

  41. #41
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    Alright then.

    In the mean time, I'm gonna go & kill some Orks & test out the Battle Wagon (& Shadowsword) AI.

  42. #42
    Randy
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    Hey Zany,

    The HW are back in operation/able to deploy thanks to your taskbar fix. What do think about possibly making them more durable since they're dug-in units? The ork big gunz look great! Things are shaping up quite nice from where I'm sittin. I hope you're enjoying playing your own mod...

  43. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #43
    Retired Compliance Fairy Gorb's Avatar
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    Shadowsword!

    There is a Shadowsword!

    Must . . . download.
    I am an Iron Warrior! Iron Within, Iron Without!

  44. Modding Senior Member Dawn of War Senior Member  #44
    Father of Death Croaxleigh's Avatar
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    Yup. One of the screenshots that Zany's posted on here shows a Shadowsword and a Baneblade running side-by-side... definitely sweet, unless you're the one that they're coming after.

  45. #45
    Member Hive_Node's Avatar
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    Kudos on the mod, I love it. The heavy weapons teams dont deploy though.

  46. #46
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    Hive_node: Use my taskbar fix that Randy Claims to work to get them to re-deploy.

    Heavy weapons teams aren't designed to be that durable, but they are at least 2ce as tough as a standard guardsman when deployed.
    However, they're FAR better for base defence, apart from Mortars, which are well suited to also screwing up infantry squads.

    The Shadowsword is the only unit in the game that can infact destroy an enemy HQ or super unit in one shot, though its volcano cannon's damage range varies HUGELY, from 4000 to 16000 pts of damage in one shot, every seven seconds.

    Best used against enemy relic units though, in particular monstrous creatures.

    I hope you're enjoying playing your own mod...
    What? A damage & balance-revised version of the released one? This is my favourite mod so far, & it's my best one.

    It's still probably quite unbalanced, but at least Orks are actually more useful now. Slugga boyz are unusually weak in close combat, which is strange seeing as in tabletop 10'd usually manage to kill about 4 or 5 assault marines/raptors off before being executed, instead of simply dying without doing much else.

  47. #47
    LI'L_NECRON
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    I love this mod tho i cant seem to work out how to get units from that big portal which is awsome By the way .......
    Whats with the night spinner great model but the Fx thingy is wierd ork are great sm are wicked love the chaos screw guard i havn't played em lol.....
    Buyt all in all this will be an awsome mod and i will keep a good eye out for it's next release

  48. #48
    Member sunray's Avatar
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    Zany Reaper,

    Thanks for posting the fix that enabled the return of the HWT deploy icon. And thanks heaps for the mortar team. Now the IG have some longer range fire support (just like real infantry have).

    As an IG player, for me, your mod ranks up there with the DoW40K mod. Teamcolouring for the IG conscript would be nice to have though.

    regards

    sunray

  49. #49
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    From what I remember Sunray - you were the one that posted something saying that you had an 'unhealthy addiction' to the old skool guardsmen right?
    That's what the conscripts basically are, & that's why they're not colourable.

    I could ask Carcharodon to do them for me. He seems to be some mysterious member that appeared suddenly on the forum & offered his services to customize the textures.

    The Nightspinner is beyond my knowledge on how to fix it. It used to be a lot worse before I fixed the co-axial weapon issue with the main guns.
    I don't know why the Projectiles only display half of the time, mainly at shorter ranges.

    I also don't understand why the speed of the projectile becomes proportional to the target distance. I just don't know...

    I've checked for answers, & didn't find much.

  50. #50
    Member Hive_Node's Avatar
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    Zany, I all appreciate you taking out the time to help me out.

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