
AMC TC Episode 2 release! "COME GET IT!"
#62 Posted 26 March 2015 - 10:42 AM
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I'd settle for just playing the mod but of course the more the merrier as far as mappers are concerned

Loke, on 26 March 2015 - 08:43 AM, said:
Cool, thanks for the vid - the rain effects are a bit hard to notice in the video but it's still a great showcase of some of the TC's graphical elements.
#63 Posted 26 March 2015 - 11:12 AM
#64 Posted 26 March 2015 - 12:09 PM
#65 Posted 26 March 2015 - 12:11 PM
#66 Posted 26 March 2015 - 12:30 PM

#67 Posted 26 March 2015 - 02:11 PM
#68 Posted 27 March 2015 - 07:01 AM

Has anybody else been playing this? We'd love to hear more feedback, it feels like a bit of a ghost town in here.
#69 Posted 27 March 2015 - 07:14 AM
Jblade, on 27 March 2015 - 07:01 AM, said:
With the weekend coming up more people will hopefully leave some feedback.
By the way, who made that Pyramid EDF mission (with the 5 rating difficulty)? Don't think I've ever seen it before.
#70 Posted 27 March 2015 - 07:55 AM
Loke, on 27 March 2015 - 07:14 AM, said:
By the way, who made that Pyramid EDF mission (with the 5 rating difficulty)? Don't think I've ever seen it before.
It's one of Zaxtor's levels he made before he started Oblivion TC (There's also a few of his other levels in there as well)
#71 Posted 27 March 2015 - 08:09 AM
One thing: the mission maps screen should have more feedback, I setup various factories/mining facilities around the globe, plus the moon and Ganymed etc. but it it doesnt make any noise if you click on something you want to mine, if you have full storage or something, it should make some noise indicating you cant mine it yet. I was clicking all over the place wondering if I am actually mining resources or not, until I figured out that I ran out of storage space. Also, just by accident I found out that you can actually go beyond the solar system and select other systems in the galaxy, that isnt made too clear, even in the Help box.
Going to play the Oil rig level next and then see if I can do some EDF missions before going back to the main missions. Still have to check the weapons supplier with all the Agents to see what new guns are there. I hopefully have enough money for all the stuff (managed to accumulate around 250K doing custom maps over the months, and are now down to like 160 K after upgrading the base and buying weapons for James and Micky).
#72 Posted 27 March 2015 - 08:23 AM

That's a good point about the UI, I'll see about adding in some more indicators when you can't utilize then yet - there is a storeroom you can purchase near China if you haven't already which gives you another 100 storage space for supplies.
For the weapon supplier, you can pick up the Major Nelson license on New LA which adds a bunch of guns if you haven't already. There's also Gold Shotguns for every character once all levels are beat on Expert, but they're really expensive (ranging from 75k-125k for each one)
#73 Posted 27 March 2015 - 08:57 AM
#74 Posted 27 March 2015 - 09:10 AM
I don't want to give any kind of feedback for now. I need to finish it first.
So far the coolest levels were Oilrig and Shadow Realm, but
#75 Posted 27 March 2015 - 09:16 AM
Lt.Havoc, on 27 March 2015 - 08:57 AM, said:
If you spoke to Major Nelson, the arms dealer should have new guns for several characters already. There are also guns dotted around most levels in black cases which you can open. Some of your suggestions are in the game in some form (like I said earlier, I think you'll enjoy the last section of the TC a lot)
You can check the tech level either via the command interface (should have a scientist icon next to the number) or on the research interface itself

Storage at the minute is used mostly to either mine stuff or order air-drops - it will see more use in future episodes but I felt it was best to introduce it now so people can build up a supply of it.
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You can exit the ship via a broken window in the first room, and walk around the exterior of the ship (you'll have to dodge the engine flames!) You'll reach a control room with a switch that'll lower some ladders on the hanging walkways underneath the ship.
This post has been edited by Jblade: 27 March 2015 - 09:17 AM
#76 Posted 27 March 2015 - 10:10 AM
#77 Posted 27 March 2015 - 10:34 AM
#78 Posted 27 March 2015 - 11:09 AM
Today's episode: the locked bathroom in the living quarters area of Zeta Base Lower! I've interacted with and shot everything in the damned room, yet all I've managed to do is discover that shooting the target on the wall makes it pop away from the wall.
#79 Posted 27 March 2015 - 11:12 AM
#80 Posted 27 March 2015 - 12:09 PM
#81 Posted 27 March 2015 - 12:13 PM
XThX2, on 27 March 2015 - 12:09 PM, said:
They just talked about this, and no, Polymer is NOT the intended renderer. You want to use Classic.
#82 Posted 27 March 2015 - 12:17 PM
#83 Posted 27 March 2015 - 12:18 PM
Lt.Havoc, on 27 March 2015 - 11:12 AM, said:
I haven't touched the mechanics of sprint jumping, I'm not sure what you're talking about I'm afraid. Is it your keyboard not registering the button presses properly or something? This is definitely something that our beta testers would of picked up (Somagu most of all)
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As ZXD said, classic is the intended renderer. Polymer won't render the skyboxes and has a limited draw distance, and Polymost doesn't work properly with most forms of TROR (and neither of those 2 support additive rendering on sprites yet) It's not possible to run it on Polymer for the foreseeable future I'm afraid.
Zero X. Diamond, on 27 March 2015 - 11:09 AM, said:
Today's episode: the locked bathroom in the living quarters area of Zeta Base Lower! I've interacted with and shot everything in the damned room, yet all I've managed to do is discover that shooting the target on the wall makes it pop away from the wall.
You can blow that sucker up!
This post has been edited by Jblade: 27 March 2015 - 12:18 PM
#84 Posted 27 March 2015 - 12:24 PM
#85 Posted 27 March 2015 - 12:40 PM
Jblade, on 27 March 2015 - 12:18 PM, said:
You're kidding me. I even cheated myself all weapons to see if that'd work and dynamite didn't do anything! Gonna have to try this again...
EDIT: This must be a bug, then. Confirmed that Rusty's dynamite won't blow up the door, even at point blank range.
EDIT #2: Unless it's something to do with using the Golden Lighter? Might that be the cause? Still doesn't make sense to me, but I feel like that could possibly explain it...
This post has been edited by Zero X. Diamond: 27 March 2015 - 01:08 PM
#86 Posted 27 March 2015 - 12:58 PM
EDIT: Damn, I'll take a look ingame and see what's causing this.
EDIT2: Ok, it seems to be an issue with Rusty's dynamite stick in general, but I didn't know it wasn't setting off stuff like that. This should be an easy fix, thanks for letting me know.
This post has been edited by Jblade: 27 March 2015 - 01:00 PM
#87 Posted 27 March 2015 - 01:07 PM
#88 Posted 27 March 2015 - 02:21 PM
#89 Posted 27 March 2015 - 02:26 PM
This post has been edited by Lt.Havoc: 27 March 2015 - 02:26 PM
#90 Posted 27 March 2015 - 02:56 PM
Jblade, on 27 March 2015, 09:58 PM, said:
Now that you mention it... I remember playing as Rusty in Fruit Loops from EP1's 'The Classic Collection' and being unable to blow up a fence that was guarding an armor with his dynamite.
