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More modding so far....


Axel

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My modding so far:

1) Used Baz's Mod, the most recent 1.5 version, as a basis (it's far superior to the regular game in my opinion)

2) Turned ceiling textures black so that there is no clear indication, aside from camera scrolling, of map extent in any given direction

3) Blended tops of walls with black roof to look more polished

4) Replaced the water textures, which are unique for each of the several biomes

5) Modified the lava texture

6) Disabled promeshes; 1st Person will hopefully be removed because it currently breaks my game and adds very little to gameplay

7) Updated rock biome

8) Updated ice biome

9) Updated lava biome

10) New pyrite biome

11) New sand biome

12) New gold biome

13) New Pyrite Monster

14) Modified all light spankler textures to be brighter and more interesting; this includes barriers

15) Replaced Action Stations alarm with one of McSqueaky's alternate sounds

16) Replaced a building ambiance with one of McSqueaky's sounds

17) Modified ranges of weapons and mining lasers

18) Replaced dynamite explosion sound with what I believe to be another McSqueaky sound

19) Raised sample rates of all sounds

20) Modified Rock Raider voices

21) Used some code from a member on RRU to reintroduce the "Yes sir", "Acknowledged", and so on RR sounds

22) Replaced handheld laser sounds with McSqueaky's laser sounds

23) Modified electric fence discharge effect and sound

24) Modified teleport sounds

25) Silenced tool tips, all narration, and so on; Might record new audio for the briefings in the future

26) All maps now have decreasing oxygen supplies

27) Rock Raiders now take longer (about 8 times as long) to lose enough energy to require sandwiches, in order to be slightly more realistic

28) Rock Raiders may now eat sandwiches at the Tool Store in addition to the Support Station

29) The Tool Store is now able to supply a small amount of oxygen to caverns; this should help aid in moving entire bases to safer areas by

supporting a single Rock Raider alone in a cavern indefinitely

30) Water Works now uses the sand biome

31) Split Down the Middle now uses the pyrite biome

32) Fire 'n' Water now uses the pyrite biome and spawns Pyrite Monsters

33) The Hard Rock Life now uses the sand biome

34) Emerge creature for Search 'n' Rescue now reflects the back cover of the Lego Masterpiece case - Rock Monster - may replace biome with an

icy-rock theme in the future

35) Explosive Action now uses the pyrite biome

36) Run the Gauntlet now uses the gold biome

37) Mine Over Manner now uses the gold biome

38) Down in the Dirt now uses the gold biome

39) All notifications for emerging monsters and slugs have been removed

40) Spiders no longer enter walls, but rather roam the cavern; Problem?

41) Expanded bat flocks to look more realistic

42) Modified Ore Refining sound

43) Changed uncharged energy crystals to a dull greyish color

44) Replaced landslide sound

45) New engine sound for hover scout

46) Modified engine sound for tunnel scout

47) New engine sound for tunnel transport to better match that heard in the .avi cutscenes

48) Activated some unused idle Rock Raider animations

49) Regular Rock Raiders cannot drill loose rock or seams in addition to Hard Rock; this makes upgrading essential for later levels, though

most of you have played so long that it almost doesn't matter if I let you know this

50) Modified some building and vehicle prerequisites

51) Upgraded Rock Raiders are required to build electric fences

52) Further modified behavior of hover scout so that it will remain autonomous in travelling the cavern to scan geology

53) Modified Emerging Rock Monster roar

54) There is a good chance I've messed with more but this is getting rather extensive and most other changes are likely minor - if they are

special you'll likely notice them on your own

-----FURTHER MATERIAL IS NEW, DONE, AND I HAVE NOT RELEASED IT-----

55) New sound for Tool Store

56) New sound for Geological Center

57) Modified unit speeds; second highest options menu-selectable game speed is optimal

58) New engine sound for small mobile laser cutter

59) New engine sound for loader dozer

60) New engine sound for small digger

61) Further modified dependencies to a large degree, bases will necessarily be larger and make more use of the buildings; more use of resources

62) Landslides are now extremely dangerous, and reinforcing walls is essential, even if temporary

63) The Power Station and Ore Refinery are practically required before any other buildings sans Tool Store

64) Addition of the Icy-Rock Biome for Seamless!, Search 'n' Rescue, Ice Spy, and Breathless

65) Bat flocks are now audible as well as visible

66) Modified crystal refining sound

67) New Action Stations! alarm

68) Changed tool tip colors from green to grey

69) Cirevamized default priorities (you don't have to adjust them for every map; unless perhaps you're not Cyrem)

70) Added more plink sounds for the energy crystals so that they don't all sound the same when you put them down

71) Modified tool tip text

72) Gave the Tunnel Transport and the Chrome Crusher a survey radius of 10 (geo-scanning)

73) Bats aren't as problematic because I felt they made unbeatable enemies and that it was extremely unrealistic that they would be that frightening

74) Modified mining laser sound

75) Lowered speeds on the Small Digger and Small Transport Truck for when they traverse rubble

76) Changed various movement stats to make different monster types more unique

77) THE LIST GOES ON...

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You might want to make sure the RandomMoveTime on your raiders is high enough so that it won't interfere with players that want to control raiders directly. I'd want to check again, but I'm pretty sure RandomMoveTime is the interval between random moves, rather than how long they'll randomly move. If you don't already know, a raider that has nearly-constant RandomMove becomes unusable in 1st or 2nd person as the random commands override user commands. I had the opportunity to experience and document this in a video, unfortunately.

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I know all of that ;).

I set the randommove time to a decent level (they only move one or two blocks anyway) so that they don't just decide to take a walk to the other side of the map. As long as you are paying attention to the game and they have anything to do, they'll be too busy to walk too far. It's mainly for effect.

Cirevam, don't worry :). I'm not going to break things. >.>

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Also, I made your favored priority set the default priority set, in case that makes you happy. haha

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IceHusky², I'm not going to release it yet. It's nowhere near done - I want to put together my other biomes at least, and start on the GUI.

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Interestingly, I tried placing dynamite on a wall and simply could not blow it up. I had to drill it. That's never happened to me before.

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