1. Post #521
    You can't expect the universe and its entire contents to be contained within the confines of a tent.
    Sonic Fan's Avatar
    February 2008
    1,843 Posts
    Yea, Im working on this pack full out on the week I have off. So I should have it done near the end of the week. ( next week )
    Then I might make a different pack, or attempt to join some sort of mod group.
    You could join the Missing Info team.
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  2. Post #522
    [ZiP] Matix's Avatar
    February 2010
    38 Posts
    why do we have to have HUD icons
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  3. Post #523
    Battlepope98's Avatar
    April 2009
    536 Posts
    why do we have to have HUD icons
    Because it makes it look better.
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  4. Post #524
    You can't expect the universe and its entire contents to be contained within the confines of a tent.
    Sonic Fan's Avatar
    February 2008
    1,843 Posts
    Because it makes it look better.
    And alot more Beta-ish style (or something around the lines of that.)
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  5. Post #525
    [ZiP] Matix's Avatar
    February 2010
    38 Posts
    Because it makes it look better.
    oh okay i just want V2 to come out as soon as possible
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  6. Post #526
    Battlepope98's Avatar
    April 2009
    536 Posts
    oh okay i just want V2 to come out as soon as possible
    As I said, I'm trying for the end of the week. I'm actually working on the pack as I type this.
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  7. Post #527
    TheFallen(TF2)'s Avatar
    September 2009
    2,020 Posts
    As long as I get the Immolator I'll be happy 8D
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  8. Post #528

    August 2009
    54 Posts
    As long as I get the Immolator I'll be happy 8D
    yeah, but dont forget the brickbat aswell! cremator head ROCKS :buddy:!
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  9. Post #529
    Will the brickbat have seperate weapon entities and viewmodels, or will they all use the same viewmodel and entity with bodygroups?
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  10. Post #530
    Battlepope98's Avatar
    April 2009
    536 Posts
    As long as I get the Immolator I'll be happy 8D
    Dude, I've already finished the immolator. :lsd:
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  11. Post #531
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Will the brickbat have seperate weapon entities and viewmodels, or will they all use the same viewmodel and entity with bodygroups?
    Logic tells me it would all be the same thing just different view models and the same weapon, that's just a guess.
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  12. Post #532
    xXpyroHatakeXx's Avatar
    March 2009
    745 Posts
    How about the brickbait stays simple with a different swep for each type of object?
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  13. Post #533
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    How about the brickbait stays simple with a different swep for each type of object?
    I don't want it to
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  14. Post #534
    Gold Member
    Sillirion's Avatar
    June 2006
    426 Posts
    Keep up the good work
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  15. Post #535
    Gold Member
    t-man's Avatar
    August 2006
    1,594 Posts
    You could join the Missing Info team.
    Or, battlepope can join mine ;)
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  16. Post #536
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Or, battlepope can join mine ;)
    Or not.
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  17. Post #537
    Namaste's Avatar
    November 2009
    1,965 Posts
    Does the immolators holdtype work properly? It's on my players crotch.
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  18. Post #538
    xXpyroHatakeXx's Avatar
    March 2009
    745 Posts
    I've got an idea for a mod, if battlepope wants to assist me.
    I doubt I do it unless I have a group ready ahead of time tho.
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  19. Post #539
    [ZiP] Matix's Avatar
    February 2010
    38 Posts
    Alright yes yes yes!i just got unhacked on steam yes yes alright!
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  20. Post #540
    Cheese123's Avatar
    February 2010
    1,149 Posts
    Alright yes yes yes!i just got unhacked on steam yes yes alright!
    Yes!YES!YESSSSSSSSSS
    *Shudders at that thought*
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  21. Post #541
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Alright yes yes yes!i just got unhacked on steam yes yes alright!
    Last time I checked, this wasn't Facebook.
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  22. Post #542
    Cheese123's Avatar
    February 2010
    1,149 Posts
    Can anyone give me the svn link?
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  23. Post #543
    Battlepope98's Avatar
    April 2009
    536 Posts
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  24. Post #544
    Cheese123's Avatar
    February 2010
    1,149 Posts
    Tank you.
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  25. Post #545
    mvr
    mvr's Avatar
    August 2008
    805 Posts
    Update the svn
    please
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  26. Post #546
    Battlepope98's Avatar
    April 2009
    536 Posts
    Update the svn
    please
    ok
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  27. Post #547
    shozamar's Avatar
    August 2008
    1,047 Posts
    How annoying, I must be doing something wrong. When I try to download from the svn, I get this: Error Server sent unexpected return value (502 Bad Gateway) in response to PROPFIND
    Error request for '/svn/trunk'
    I'm probably being stupid, I just wish I could get it to work.
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  28. Post #548
    Cheese123's Avatar
    February 2010
    1,149 Posts
    What did you update it with?

    Edited:

    The alyx gun beta model had a longer frontile area
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  29. Post #549
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    Update the svn
    please
    For some reason you made me laugh, especially with Pope's response "ok".
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  30. Post #550
    I see Beta NPCs here! ---> http://www.garrysmod.org/downloads/?a=view&id=93980, here's however fixes needed for that SVN, see below:


    - Remove the v_stunbaton, w_rif_ak47 and v_shotgun_dx7 files from the models/weapons folder (Why? Because they are already in their GCFs)

    - Fix the HKGR9 not working

    - Why is the Flare Gun not in the SVN?


    Can you remove the stunbaton from the pack? It's already in GMod.

    I do believe he's keeping it so you will not need to use the console to get it
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  31. Post #551
    Dr Pepper's Avatar
    October 2008
    3,543 Posts
    I see Beta NPCs here! ---> http://www.garrysmod.org/downloads/?a=view&id=93980, here's however fixes needed for that SVN, see below:


    - Remove the v_stunbaton, w_rif_ak47 and v_shotgun_dx7 files from the models/weapons folder (Why? Because they are already in their GCFs)

    - Fix the HKGR9 not working

    - Why is the Flare Gun not in the SVN?
    The SVN is not a release, it's a work in progress so don't expect anything.
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  32. Post #552
    Battlepope98's Avatar
    April 2009
    536 Posts
    I see Beta NPCs here! ---> http://www.garrysmod.org/downloads/?a=view&id=93980, here's however fixes needed for that SVN, see below:


    - Remove the v_stunbaton, w_rif_ak47 and v_shotgun_dx7 files from the models/weapons folder (Why? Because they are already in their GCFs)

    - Fix the HKGR9 not working

    - Why is the Flare Gun not in the SVN?
    All the weapons in the SVN right now are the ones that are keeping the pack behind. I think, unless I updated it.

    And it seems he used my beta apc in the third picture of the npcs pack. =D

    Wait, I was right, the weapons in the SVN are the ones im still working on.
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  33. Post #553
    Chad Mobile's Avatar
    November 2009
    5,398 Posts
    Can you remove the stunbaton from the pack? It's already in GMod.
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  34. Post #554
    [ZiP] Matix's Avatar
    February 2010
    38 Posts
    man this pack is gunna rock lol tee-hee cake XD
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  35. Post #555
    TheFallen(TF2)'s Avatar
    September 2009
    2,020 Posts
    Does the immolators holdtype work properly? It's on my players crotch.
    Same here.

    Edited:

    man this pack is gunna rock lol tee-hee cake XD
    Yep!
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  36. Post #556
    You can't expect the universe and its entire contents to be contained within the confines of a tent.
    Sonic Fan's Avatar
    February 2008
    1,843 Posts
    As for the NPC's, all I can say is that the Cremator has no chance of being a fully working NPC since of his size and model bones 'n shit, and there needs to be alot more NPC's like the Combine Soldier and the original Headcrab Zombies.
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  37. Post #557
    MetroCop85's Avatar
    March 2010
    1 Posts
    Pretty good weapon pack, and thank God you're fixing the old misplacement bugs with the immolator and sniper rifle world models. I have a question though, what is this mortar weapon you said you were adding?
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  38. Post #558
    Gold Member
    elitestrider's Avatar
    July 2008
    1,983 Posts
    As for the NPC's, all I can say is that the Cremator has no chance of being a fully working NPC since of his size and model bones 'n shit, and there needs to be alot more NPC's like the Combine Soldier and the original Headcrab Zombies.
    It cannot be a npc because it has no animations.
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  39. Post #559
    Battlepope98's Avatar
    April 2009
    536 Posts
    Pretty good weapon pack, and thank God you're fixing the old misplacement bugs with the immolator and sniper rifle world models. I have a question though, what is this mortar weapon you said you were adding?
    I think I am going to cancel that weapon, because I figured out it was a map weapon. ( Like the combine turrets )

    Edited:

    It cannot be a npc because it has no animations.
    Both of you are wrong. The cremator worked fine on the skeleton it had, and yes it has animations but the importing tools that are available to the public don't import the animations.
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  40. Post #560
    xXpyroHatakeXx's Avatar
    March 2009
    745 Posts
    As for the NPC's, all I can say is that the Cremator has no chance of being a fully working NPC since of his size and model bones 'n shit, and there needs to be alot more NPC's like the Combine Soldier and the original Headcrab Zombies.
    Allow me to intrude.
    There is a cremator model that is rigged to the combine soldier skeleton, so a npc can be made. If you want it to be just like the leak, Battlepope just has to make a PROPER immoliator, and I can script it to use ONLY the immoliator, thus proper combine cremator.

    I have all the original Headcrab zombies as NPCs, I just havn't gotten around to fixing them up for a release. If I get enough motivation I might.

    Anymore questions?
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