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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
looks like you're in luck Darlos, you can start work as soon as the next build is out!


Sun Apr 05, 2009 5:40 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
2009 is going to be a good year for CC. It'll be interesting to see how you do alt-fire and the like.


Sun Apr 05, 2009 6:06 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Exalion wrote:
looks like you're in luck Darlos, you can start work as soon as the next build is out!



i said this and they called it spam


Sun Apr 05, 2009 8:57 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
It was. It's just we like Exalion more than you.


Sun Apr 05, 2009 10:14 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Exalion wrote:
looks like you're in luck Darlos, you can start work as soon as the next build is out!

What? I have to make good on promises?

You've all heard my ambitions. What should I work on first guys?

Edit: Now that I think about it, I'll probably go through my mod and "fix" anything thats hack-ish in the current script into something more solid and reliable in lua. Maybe I'll add a few "normal" features (like decent proximity explosives, force fields, and cloaking effects) before I go doing all that menu stuff. So basically my mod will be a huge mess as I add individual features and the regular menu explodes with variable unit and weapon types until I start working on a consolidating menu system.


Sun Apr 05, 2009 10:23 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Maybe the Cloaking generator would be a nice thing to work on first. Undetectable actor for the win? (Of course, it would depend on just how in-depth lua will be when it comes out) The multiple firing modes and ammo types sounds exciting as well. Maybe the ammo types would be better to work on second, since alternate firing would probably be swarmed by most of the modding community :P


Sun Apr 05, 2009 10:38 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
It was. It's just we like Exalion more than you.

lolporn


take it all down, ♥♥♥♥♥.

User banned for a week for being a shitty troll.


Mon Apr 06, 2009 12:27 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I would like to do something like the guy before me did to flame Bladecat but i don't want to be banned so...

IGNORE ME!

User was warned because this post is spam and they are dumb for posting it.


Mon Apr 06, 2009 1:41 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Ragdollmaster wrote:
Maybe the Cloaking generator would be a nice thing to work on first. Undetectable actor for the win? (Of course, it would depend on just how in-depth lua will be when it comes out) The multiple firing modes and ammo types sounds exciting as well. Maybe the ammo types would be better to work on second, since alternate firing would probably be swarmed by most of the modding community :P

Heh, maybe. I'm sure others will get on that like a hobo on a ham sandwich. Of course, I'm also not the only one to have talked about multiple ammo types. I think what'll happen before I work on my menu system is that each gun will pretty much come pre-equipped with all possible ammo types for it.

Going even beyond ammo and alt-fire, I think something thats even more fundamentally important is selectable firing modes, such as burst, semi-auto, and full-auto. And with that in mind, perhaps a more realistic system of recoil, so people could get the benefit of higher accuracy should they fire more carefully.

But I think that my very first task will be fully working proximity explosives, and then I'll work from there, perhaps making some other kinds of explosives. Like an sticky version of the regular grenade, an incendiary explosive that actually burns, some kind of ice-bomb, some kind of emp grenade, and a better-working chaff emitter. Then after that I think I'll try to put that all together into one package. So, the grenade launcher is the first thing that will have different ammo types. Six, as it stands. And then I'll add on alt-fire functionality: one trigger sets the grenade to explode on impact, the other sets it to a timer. Or something like that.


Mon Apr 06, 2009 5:23 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Will the shoguns and their weapons have berserk modes? If so, what will it do that would make you avoid using it constantly?


Mon Apr 06, 2009 5:43 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
CandleJack wrote:
Will the shoguns and their weapons have berserk modes?

As of now, I don't plan on adding that feature.


Mon Apr 06, 2009 6:33 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i am bloody exited about the huge customisability (?) of your systems. i was going to get working on proper proximity explosives aswell, and fiery wounds. and blowback grenades that dont just splatter some units, for awesome.


Mon Apr 06, 2009 7:24 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
For some guns Alt fire could be "Change ammo type". Or you could have both "Alt fire" and "Change ammo type" buttons for even more control and features.


Mon Apr 06, 2009 8:40 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
numgun wrote:
For some guns Alt fire could be "Change ammo type". Or you could have both "Alt fire" and "Change ammo type" buttons for even more control and features.

Don't forget guns like a rifle with an underslung grenade launcher. You'll need alt-fire to fire the grenade launcher, and the ability to switch ammo in both the rifle and the launcher. Hopefully I can find some way to streamline all of this sensibly.

Alt-fire will probably be a separate button. Ammo switching I'd stick into the ring menu somehow if I can. Changing firemodes might either go in the ring menu or be a separate button, I'm not sure. It seems like the sort of thing you'd want to do quickly in battle, so I'm leaning towards a separate button.

So, that's two new buttons I'll be adding, which probably isn't too mind-boggling. Everything else will go in the ring menu.

Now, here's a thought: a "throw grenade" button, kinda like Halo and some other modern FPSs. I remember playing Soldat and thinking that its handling of grenades was way better than CCs, where it's just a separate button and you don't have to remove your gun. This would require a third button, plus another switching function in the ring menu. Think you can handle it?


Mon Apr 06, 2009 4:39 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Would it be possible to make it so your men have a limited amount of ammo?
Just for more realism.

And for a seperate throwing buttton, you can click the scroller on the mouse.


Mon Apr 06, 2009 4:43 pm
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