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Viewing Thread: RTSS 2: Revenge of the projectile speed!

 

me_mantis

Joined: 26 September 2003
Posts: 1152
16 November 2009 22:12 (UK time)

Not really a new mod, just some fun weapon modifications.
Give the RTSS_MirrorCoop a try in a head 2 head game. It's sorta a mission, cuz it's got lotsa enemies. Also, remember that you've got to launch it with meteor front end, because otherwise the enemies don't actually appear.

I beat it in 30 minutes.

*hint*
Mines are useful if you don't have any other weapons.

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ParaSait

Joined: 26 June 2007
Posts: 1478
16 November 2009 22:18 (UK time)

Nice d(^^,)
I'll give it a try tomorrow.


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


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me_mantis

Joined: 26 September 2003
Posts: 1152
16 November 2009 22:55 (UK time)

It's so fun, I played it twice.

just over 30 minutes in rtss2 mode
Just under 30 minutes in rtss mode.



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ParaSait

Joined: 26 June 2007
Posts: 1478
17 November 2009 00:51 (UK time)

Change of mind, tested it out today anyway. (^^,) Well umm, in fact theoretically it's "tomorrow" after all. Depends on how you see it :p

Well anyway, actually it's not working... he says he's unable to include file RTSS.c, even after I changed the include line to #include "RTSS.c" instead of #include "RTSS\maps\RTSS\RTSS.c" (since they're in the same anyway).

How come?

EDIT: Wait... it should've been #include "rtss2\maps\rtss\RTSS.c", then the script works.
Still, why don't the enemies appear without MeteorFE? o.O


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


Edited: 17 November 2009 00:56


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me_mantis

Joined: 26 September 2003
Posts: 1152
17 November 2009 03:48 (UK time)

ParaSait wrote:

Still, why don't the enemies appear without MeteorFE? o.O


cuz instead of having the option of having baddies or not in H2H, James just removed 'em.

Unless you play from meteor front end.

Also, are you running this in windows? I've never had trouble with loading rtss.c ever.

Finally, I won in 20 minutes.

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ParaSait

Joined: 26 June 2007
Posts: 1478
17 November 2009 08:28 (UK time)

@me_mantis[keens]

I use Windows Vista.
But I think I found what might be causing the error for me: I've never tried that rtss wip, so I still have the version where the main script file is called "rtss.dat" (well, unless it was still rtss.dat in the wip too). So actually people who don't have that will not be able to load that script unless they tweak it a little so it loads the right script file.

Also, I played it in SP, aren't there monster there anyway? o.O


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


Edited: 17 November 2009 08:44


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me_mantis

Joined: 26 September 2003
Posts: 1152
18 November 2009 20:23 (UK time)

In

Mirror Coop, you just have to change the line that says

#include "RTSS\maps\RTSS\RTSS.c"

to

#include "RTSS2\maps\RTSS\RTSS.c"


note the change in the 2 which is oh so important.

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thomsone

Joined: 15 August 2008
Posts: 1
23 November 2009 08:54 (UK time)

Its look good.Now im in school :(,but i try it when i come to my PC (^^,)

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PsYcHo

Joined: 06 November 2008
Posts: 7
23 November 2009 08:57 (UK time)

thomsone wrote:
Its look good.Now im in school :(,but i try it when i come to my PC (^^,)


Welcome in forum...When you need help with anything you can write to me B-) or anyone other eh?

I play RTSS and its good , i certainly play it :)
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me_mantis

Joined: 26 September 2003
Posts: 1152
24 November 2009 19:29 (UK time)

I'm possibly going to test it out, and release more maps soon.

It worked well with three players worldwide in hamachi.

I think it still needs some balancing.. mainly, you gotta get way more money from the tech derrick.

Let me know if you've got any suggestions.

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ParaSait

Joined: 26 June 2007
Posts: 1478
24 November 2009 22:48 (UK time)

Does this version also fix bugs that were rtss1?


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


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me_mantis

Joined: 26 September 2003
Posts: 1152
25 November 2009 03:05 (UK time)

it's not meant to replace rtss1, it's just a test of new weapons.
I'm keeping rtss updated as well.

It fixes a lot of bugs that are on the meteormods.com version of rtss.

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me_mantis

Joined: 26 September 2003
Posts: 1152
24 June 2010 07:10 (UK time)

I've now finished a working version with modular buildings. Change Log!

6-26-2010
-Now you can't drop bombs out of any aircraft, even if you didn't build them.

6-25-2010

RTSS rev 3

-New Building System
-Buildings have walls around them
-Walls take no damage from bullet weapons
-Buildings take damage when you build stuff, but their components heal them slowly.
-Buildings have 2 explosive fusion reactor cores to supply the power needed to create units
-Buildings have 5 Reactor Core Stabilizers to stabilize the cores, and the building.
-MCC has lights so when you're facing north, it shows you the size of the building footprint
-All Buildings are the same size.

-Derrick costs 90,000 gives you -12 to 7000 per click
-Derrick has a 2% chance of taking damage 1% of critical base destroying damage.

-New Vehicle: Doom Tank 2: Takes no damage from bullet weapons, and had 2500hp. Cost: 30,000

-You can't drop c4 out of helicopters or missiles or airplanes anymore. You've gotta get out.

-You can't build small missiles with AI that run around and do nothing

-Speed boat now has a minigun, and has more HP
-Laser Boat now does more damage, and has more HP.

-Maps have been stabilized, and balanced.

-MP is stable.




Edited: 27 June 2010 03:22


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