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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: DarkStorm Military Technologies - Updated 11/22/08
This mod has become the Peter Molyneux of CC modding.
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Sat Mar 14, 2009 6:01 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 11/22/08
not really he's not promising anything he's basically saying before all these ideas that "if i can get this to work, guarantee it be in the next build's version"
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Sat Mar 14, 2009 11:54 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 11/22/08
This mod has become the Cortex Command of CC modding. Forever waving lua functions in our face. Never handing them over. And never making things that can be made well enough as it is. for example the SCOUTBOT!
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Wed Mar 18, 2009 11:19 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
Hey guys, I'm Flamablezombie and I'm contemptuous. Darlos can't give us the lua functions if he hasnt written them cause we cant use them yet, can he?
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Thu Mar 19, 2009 6:15 am |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: DarkStorm Military Technologies - Updated 11/22/08
Geti wrote: Hey guys, I'm Flamablezombie and I'm contemptuous. Darlos can't give us the lua functions if he hasnt written them cause we cant use them yet, can he? you just brutally murdered the sence
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Thu Mar 19, 2009 8:42 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: DarkStorm Military Technologies - Updated 11/22/08
I think anyone can talk about their ideas as much as they want and they shouldn't expect a backlash. Even when those ideas aren't implemented at our convenience and especially if their medium can't currently support those ideas. You people should really think before you speak.
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Thu Mar 19, 2009 2:48 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 11/22/08
The scoutbot can be made as a dropship well enough. So just make it as that and give us a polished version in build 2 million when Data finally gives us lua functions like he keeps promising. Like he ever will anyway.
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Thu Mar 19, 2009 5:24 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: DarkStorm Military Technologies - Updated 11/22/08
Flammablezombie wrote: The scoutbot can be made as a dropship well enough. The problem is not the feasibility of the mod, but if Darlos wants to do it. He has said he doesn't, at least until he can make it to his specifications, so your time would be better spent making it yourself.
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Thu Mar 19, 2009 8:20 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 11/22/08
The thing that makes you look like a huge douche is the fact that you seem to be under this illusion that Data and Darlos are under some sort of obligation to provide you with a great gaming experience. If he wants to, Darlos can just decided to not implement the features he talks about. If you're so sure that his potential implementations can be made into the current game engine, here's a fun idea- do them yourself.
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Thu Mar 19, 2009 11:22 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 11/22/08
411570N3 wrote: Whilst I was referring to Crobotech 3 and Capnbubs what I said equally applies to Cortex Command and Data. He doesn't owe you anything. At any point of his choosing he may decide, "Hey, I don't like this any more", and do something else. How would you feel if it was that exact comment that tipped him over? How would you feel if you were doing something, really putting effort into it and you had a bunch of people continually groaning about how you're going too slowly? Bad Bladecat Flammablezombie, no cookie.
Take your time Capnbubs, anything new you're currently making/tweaking? Take however long you like Darlos
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Fri Mar 20, 2009 6:33 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 11/22/08
Well I have a whole bag of cookies right here, so HA! *omnomnomnom*
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Fri Mar 20, 2009 7:14 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 11/22/08
Can someone make this usable with the Scene Editor like numgun's AAL faction? Mostly I just want to be able to place the turrets in maps.
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Sun Mar 29, 2009 11:09 pm |
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molemian
Joined: Thu May 08, 2008 8:12 am Posts: 61 Location: sweden
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Re: DarkStorm Military Technologies - Updated 11/22/08
kiberkiller wrote: Thoughtprocess wrote: Have you ever seen a drop ship with working, bug free turrets on them anywhere on this forum? Believe me, if it was possible, it would be done. It's a very popular notion. i believe one of AAL's dropships have guns that shoot when you press down but it's hard to control that ship (due to lack of down thrusters) and IMPOSSIBLE to hit something without crashing, this is the "ONLY dropship with guns"(AHEMM!) i have ever seen in Cortex Command it's IMPOSSIBE to do anything better right now. Actually there has been another one..... in build 21, i have got a mod with a dropship which has an emitter that spawns shortlived actors with invisible guns that shoot at enemies nearby.....
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Mon Mar 30, 2009 10:00 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 11/22/08
Kiber: There have been a lot of gunning craft. I liked Shook's Drones as an example. The one bad thing about them is while you could easily control the gun's direction by moving the drone, you couldn't turn or move the actual gun, and since it was an emitter, you couldn't control when it fired. Obviously, there are a few different ways to make a craft use weapons. The best method I have seen so far is making a flying actor instead of craft to be armed with weapons, like the old Darklone floating turret whatever-the-hell-it-was-called, or more recently, the ARH Tiger Chopper. As a disadvantage, these actors couldn't be returned if they were wounded, they couldn't move as fast as a craft would because overpowering the jetpack would cause some problems, and they also had a few problems with movement, though they were much more controllable. Num took a brave stab when he originally made the Reaper for AAL, and it turned out pretty nice for an armed craft. TL;DR: Armed craft = Have to use retro thrusters for weapons, hard to aim without crashing, tough movement. Emitting craft = Easy to move, but can't control time or direction of guns without moving the craft itself. Floating actors = Fairly easy to move, great weapons' control, but sometimes go spazzy and easily flip over onto their backs or fronts, causing them to become easy prey.
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Mon Mar 30, 2009 2:50 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 11/22/08
well i guess dardar has soime work tro do.
luk at da devlog
i ordered a pizza and a few rootbeers.
and i'm celebrating with this 30 sack and my bong.
Warned for spam.
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Sat Apr 04, 2009 5:38 am |
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