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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
The main problem with the bunkers is the shared usage of colours. Try making the light blue highlights used in the background darker than the one in the foreground.


Sat Oct 10, 2009 2:16 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hmmm... the sudden dislodge also happened in my organic bunker teeth. I'd suggest upping the jointstrength and/or pinstrength (on the motor part)... Man I gotta build some more bunkers.


Sat Oct 10, 2009 2:31 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Barnox wrote:
p3lb0x wrote:
Not to be a walrus or anything, but the bunkers look very graphically confusing and are a bit headache inducing.

Agreed.
First time using them, it got a bit confusing with what was foreground/background.
The bunkers are beautifully done, but the detail on the background may be intricate, but it is a tad too much.


Should I go straight with Stone's idea or go with a completely simplified... 4 square wall type?


Sat Oct 10, 2009 4:40 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I vote for Allstone's idea. The backgrounds are awesome, it would be a shame to lose them.


Sat Oct 10, 2009 4:52 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I like the look of the new doors, but their overall 'style' could possibly use a little improvement.
They seem a little to 'bright' to me, mainly the light blue 'track' for the doors.

DSMK2 wrote:
As well, should I edit the command vault so that it's "rear" end fits in more with the rest of the bunker pieces?


Both facings look alright when used by themselves, but with that little 'strip' of dirt/background at the end when surrounding it with other pieces, it does seem like it could use some minor tweaks to better 'fit' more snugly. It also brings up the angled corners. They look good when the command vault is by itself, but the triangle shaped wedges of dirt/background seem a little off.

Either way, it is more of a minor thing to me, but I could at least see the end extended a tiny bit to better fit against adjacent pieces.
The only other option I could think of would be to either make 2 more command modules (one facing each direction) designed to better fit with its surrounded, or else make some sort of 'end cap' type piece that could be added on separately.


Barnox wrote:
When I used them, the little orb-topped turrets were nigh-on invincible. Bullets bounced off the top, and only a small chip of the base could be harmed.
And, when an impact hit the orb, it broke, and the base became completely invincible, and completely useless as anything other than a distracing device.

I noticed that myself, but it doesn't surprise me to much, especially with the theme of the mod.
A well rounded surface is going to be much more resistant to damage, since it greatly reduces the chances of any shot getting a 'direct' strike, meaning most shots will just end up glancing off of the armor. In terms of energy weapons, an angle means energy being spread out, and not as well focused (although the base activities don't seem to use lasers, so I don't know if those little turrets are as resistant to stuff like lasers)
The connection between the turret and base happens to be a sensible weak spot. A moving connection means there cannot be solid armor in that location.
Although I think I have also noticed that turret bases tend to 'stick around' after they have lost their gun, the main problem I have is that the weapon/turret just 'flies off' and ends up setting on the ground, where it cannot be picked up, even though it has a little name/arrow that points at it.
It might be nice if the gun could be picked up and either used as a makeshift weapon (e.g., the Sentinels from the Halo series of video games, their 'gun' can be wielded by hand if the Sentinel was destroyed), at least be recoverable and sold for a small portion of gold, or else just gib so it does not just set on the ground, doing things like silently mocking me at the deadly accuracy of flying legless digger equipped dummies. :0


411570N3 wrote:
The main problem with the bunkers is the shared usage of colours. Try making the light blue highlights used in the background darker than the one in the foreground.


I kind of like that idea myself.
It might help with how the doors seem a little bright to me in the door track/well area.


carriontrooper wrote:
Hmmm... the sudden dislodge also happened in my organic bunker teeth. I'd suggest upping the jointstrength and/or pinstrength (on the motor part)... Man I gotta build some more bunkers.

Thanks for mentioning that. At least one or two mods I have include doors that can take insane amounts of punishment, yet seem to 'break' the moment an actor so much as steps on the bottom half of the doors.

DSMK2 wrote:
Should I go straight with Stone's idea or go with a completely simplified... 4 square wall type?

I would agree with allstone. Keep the present style and make the light blue of the background (especially in the door well/track) at least a little darker.
Personally, aside from in the door track/well, the light blue in the background doesn't bother me to much.

Random idea.
A turret with an 'arm'...
Let it 'pick up' its own gun should it get knocked/shot off, or to 'pick up' any other hand held weapons if it presently has no weapons... although, I have no clue if that would even be possible or not.


A final question.
Will you be doing anything else with the 'generator vault'?
or is it going to be removed from the next release?


Wed Oct 14, 2009 12:14 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote:
\
A final question.
Will you be doing anything else with the 'generator vault'?
or is it going to be removed from the next release?


Working on it... Almost, though dithering is the most. Annoying. Part. Right now I'm sorta having fun with the redone incinerators, just waiting on the timer on SoundSnap to die off.

Image

FORCE-like as you get closer to the gun, meh when you're a bit farther. Though I'm definitely getting too far ahead in ideas... Well I could list some stupid ideas in head right now:
Generator room - Provides power to fort defenses and such, think of these as advanced fusion reactors, pocket sized <fort-wise> and what not.
Defense field generator - <probably might end up crediting Darlos on this, just to be safe> Star-ship def field generator based on land! Doesn't let shots go in, but lets shots go out...
LOS towers...


Wed Oct 14, 2009 1:44 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
That gun has too much shading. It doesn't match your style. DSTech seems more like a matte winish for pretty much everything, but that new incinerator is much too shiny.


Wed Oct 14, 2009 3:26 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hyperkultra wrote:
That gun has too much shading. It doesn't match your style. DSTech seems more like a matte winish for pretty much everything, but that new incinerator is much too shiny.


Probably should take it back to the drawing board... In any case, it looks too much like my energy guns... Least the base is there. Surprisingly with that much glows the framerate doesn't go to hell!


Wed Oct 14, 2009 4:28 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
looks pretty glowtastic. if you want a clouding effect with less glows you should consider making 3-4 particles with multiple spots in each glow, with variation between each one of course. should be less of a block and more of a thin stream that spreads out near an obstacle i think. that sentence has given me an idea now.. castobstacleray + random Vel angle alteration. nomnom, spready fire.
anyway, forceish power up close is not really a good thing. it should have a falloff that is more or less linear, and start at "can burn through concrete like a heavy digger" and end at "burns zombies, not robots, and damages grass, not dirt."


Wed Oct 14, 2009 5:13 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Should give a vague idea of how Incinerator falloff:
http://www.youtube.com/watch?v=pDVKuhjz7AQ
First video in any case, sorry if the music(?) sucks or if the silence gets to you.


Wed Oct 14, 2009 5:45 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Should give a vague idea of how Incinerator falloff:
http://www.youtube.com/watch?v=pDVKuhjz7AQ
First video in any case, sorry if the music(?) sucks or if the silence gets to you.

Good choice on the music, seems like what a performance test video would, or a Grand Turismo Performance video at least...


Wed Oct 14, 2009 5:52 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
too much damage even at distance. do some mass based hp damage if the particles get too weak. you should be taking mass away with lua to do falloff with fire.


Wed Oct 14, 2009 6:00 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hyperkultra wrote:
That gun has too much shading.

You mean, the rest of his sprites don't have enough shading.


Wed Oct 14, 2009 6:09 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Darlos9D wrote:
Hyperkultra wrote:
That gun has too much shading.

You mean, the rest of his sprites don't have enough shading.


Been trying to get better, ha ha... Hence resprite after resprite :oops:


Wed Oct 14, 2009 6:22 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Darlos9D wrote:
Hyperkultra wrote:
That gun has too much shading.

You mean, the rest of his sprites don't have enough shading.

Naah. The matte look gives his stuff a different style. It differentiates DSTech from the rest of the masses.


Wed Oct 14, 2009 6:28 pm
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