ACCM Development Updates
ACCM: Omens Development Status:
2/2/2011:
- The merge tool has been fixed, all splitting options are now properly displayed.
- The SuperChaingun has been replaced with a highly accurate, 3-burst firing, explosive round Administrative Rifle, which has been dubbed the Conflict Rifle.
- The deployable large inventory station and vehicle pad are now destroyable.
- An issue with the lobby while in game has been corrected.
- Various default settings have been set or removed for ACCM standards.
- A new, simpler chat command list has been added. Most commands have been recycled, however most were removed.
To do: Add server automation, develop a credits system, new zombie AI, new guns, new vehicles, new spawning methods, map generation, open world scenarios, and the various new gametypes. So basically a fuckton still to do.
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Comments
Are you using a SVN/CVS? I'd be happy to help you with the workload if you are.
After I get some basic shit finished, then I would be glad to have some help.
The mod is being rebuilt completely. Not made from CCM, just based off of it. Using it as sort of a guideline as to what would be fun to do. The construction aspects from ACCM are already implemented, next on the list is combat stuff.
Keep in mind those two requests are much sought after by the ACCM players.
The problem is quite simple. My SI doesn't work. It has been downloaded but everytime I play TX, BC the works, it always shows the screen SI is disabled. It has been quite frustrating and I downloaded the SI from the 'Construct creations' and redownloaded. Still doesn't work. Maybe it was cause it's the quick download one? Help and instructions on how to fix this would be super awesome.
Perhaps this was already scheduled for development?
I have never used SI, and as far as I know, it doesn't work with ACCM or CCM very well. Not sure why you're posting this here, perhaps make a thread about it in general discussion?
Also, make it so tech armor can pilot the vics?
.....
No you.
And If you put effort into Creed, you might get somewhere.
But is there a changelog because I'm not sure of what all is different besides a cure for infection and weapons that are loosely based.
Also if I was a troll I would have brought a LOT more fiery comments to the table than that. I am merely asking what is advanced about it. Now if this was about quantium I COULD go on for 2 or 3 pages about how Quan is a tool... So like I said... I could be worse. Also if you don't know who I am and think I am just some random... then that is REALLY insulting and you obviously never played CCM itself before ACCM...
E PEEEEEEN :sick:
Anyways, I feel like I have said everything I need to say. Don't take me too seriously, you just made a bad first impression with me
Edit: And don't think I am an ACCM fanboy defending anything, i don't play ACCM or CCM.
More building options, more maps, and more chat commands. It's actually fairly simple, and spices up gameplay quite a bit, and it was fairly popular before T2's player base practically disappeared. It's not like other mods out there that changes the core gameplay completely, my whole plan for ACCM was simply to make building easier than CCM, and add some more versatility in spawning methods for zombies and other AI (thank you Eolk).
The new version of ACCM I had planned wasn't made off of CCM, and was actually going to be something completely different. But since T2 is dead, I haven't bothered doing anything significant for a while.
Oh and since you just came to whine and gather attention... Yes I know who you are, and I don't really give a shit. If you simply asked what was different instead of coming out of nowhere and trying to insult me, things would be different.
If you can't see how ACCM is different from CCM, then you simply haven't actually played it. At the core they're the same, which was intended. But still very different. It's called "advanced" simply because there's more versatility and more options on how to play the game, similar to a sandbox. I know you're going to mention on how simple everything is (simple is not necessarily a bad thing), but you also need to consider you can make some pretty complex bases and/or RP scenarios with AI. Also you have more control over what happens on the server as an admin or host. I could go on and rant, but we don't need a wall of text. Plus I'm starting to sound like Phantom... Too much drama.
Strange you chose now of all times to post this. I suppose it's, as said above, a troll attempt. And I guess I fell for it.
Flame, rage, or rant all you want after this, Falcon. Everything I needed to say is above, so read it thoroughly. I have nothing to prove, aside from this explanation post. Don't expect a pissing contest from me.