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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Hyperkultra wrote:
Oh come on, it shouldn't even be hard to figure out what file is causing it. Even for a newb.

Thats not the point, he and others would want his mod to be working without needing to change any thing, little as it may be.

I went to play other games, I never thought about fixing it :D , maybe i will go look.


Sat Jun 06, 2009 3:54 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I hate the new UFO dropships, you should change them back to the old version, however I like the weapons cases and the new point defense shogun, as terribly laggy as it is.


Sat Jun 06, 2009 4:18 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Darlos9D wrote:
Maybe once I can make self-healing stuff. And I don't just mean health increasing, I want to get rid of wounds as well.

Sounds like your tryin to cure CC cancer


Sat Jun 06, 2009 5:48 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Once he has access to attachables it's perfectly possible.
And besides, if someone's going to code something previously thought impossible then Darlos is probably the person to do it.
Also,
J23 wrote:
I hate the new UFO dropships, you should change them back to the old version.
He's going to put them back in, cool your jets and possibly perhaps read recent discussion before attempting to contribute to it.


Sat Jun 06, 2009 6:29 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
More ass kicking goodness.


Sat Jun 06, 2009 6:41 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Zerrok wrote:
EDIT Warning!!!: The latest version is unstartable for me and causes me to crash, removing DarkStorm fixes it, here is the error.

Abortion in file .\System\Reader.cpp, line 531, because:
Failed to open included data file in DarkStorm.rte/Index.ini at line 9!
The last frame as been dumped to 'adbortscreen.bmp'

Okay, uh, has anyone else had this problem? That error implies that your sounds.ini in DarkStorm.rte is missing, which it shouldn't since the file I uploaded definitely has that in it.

Zerrok wrote:
Pressing the melee button being Z causes all player 2/3/4 units controlling DarkStorm units to also melee, maybe you could seperate it to individual controls or just enable it for the 1 person pressing it?

Not sure how you enable it on gamepads ect though but it's weird having every one punch/knife at the same time as soon as i attempt to.

Ah, yeah, actually this is a problem that I didn't mention, and I have no idea how one might fix it.

See, in order to do all this key configuration crap, I have to use an object called UInputManager. Now, this object can be used to find whether or not a certain key has been pressed. Problem is, it CAN'T be used to find which player is actually pressing it. So if there's more than one player-controlled actor, it'll activate all of them.

Now, there is some control stuff I can do with a Controller object that actually knows which player is assigned to it, but the options there are MUCH more limited, basically to only the functions you already have keys assigned to normally in CC (fire, move, jump, reload, crouch, etc). So if I took that route, I'd have to make it so melee attacks could only be controlled through some kind of combination of regular key presses, rather than one new key.

Hopefully both UInputMan and Controller will become more flexible in the future. Until then we're going to have to deal with something awkward regardless of what I do.

J23 wrote:
I hate the new UFO dropships, you should change them back to the old version

Oh, everyone just HOLD ON. J23 HAS AN OPINION.

This whole knee-jerk reaction of "you changed it, it sucks" gets really grating after a while.


Sat Jun 06, 2009 9:41 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
These cause a weird glitch in the first signs mission. When you enter the bunker the screen gets stuck to the darkstorm pyro when you get close to it. I'll upload a picture when I get on my PC.


Sat Jun 06, 2009 9:47 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I get a lot of lag when the pyro flames himself. Of course I could just try not shooting straight down.

Also occasionally when using the rocket launcher it misfires and blows up the guy holding it.


Sat Jun 06, 2009 11:34 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
You say Pyro can't catch on fire, but when enemies shoots his helmet to pieces, he catches on fire.


Sat Jun 06, 2009 1:20 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Hmm, i didn't edit it at all...

I'll attempt to reinstall it again with another one downloaded from you, hopefully it will work, I thought maybe more then just me had it :???:

Oh and yeah, it ain't that bad, I guess they'll have to ask me when they want to stick onto a wall or some thing :grin:

Edit: Yup, it works now after reinstalling it, dunno why it was missing what ever.

I'd just like to say i tend to crash alot with this installed :sad: which ruins alot of good, long games played multiplayer, although i'll try to find what specifically crashes.

Pyro Edit: Not only the helmet but it seens if any part of the pyro's armor is damaged, or a limb is ripped off his whole body sets on fire.

Also, for some reason a little flame sprite was left over on the floor and was unremoavable, it was just there...weird.

Crash Edit: Crashed again after a shield shogun punched a flame shogun then the shield shogun exploded as well, then crash.


Sat Jun 06, 2009 1:57 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I like the flying saucer ;__;. Its slim size makes it easier to fly, it gibs pretty cool, and it has a nice wide tractor beam. Plus it just feels more stealthy.

Also giving the scout drone a psy-chip does things to you sexually. Its so fun.


Sat Jun 06, 2009 3:59 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I agree with Phatmonkey about the new saucer. I went D:> at first because it was a new thing, but it does seem like something perfect to insert a group of futuristic power armored ninjas :D


Sat Jun 06, 2009 4:41 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
And to scare the locals of some native planet :D
"Big chief man! Big circle come out of sky, and people come out of it!"
"From inside it?"
"No! From thin air! Bad juju!"
"Attack bad juju!!!"
And then they all get slaughtered :grin:


Sat Jun 06, 2009 4:44 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Roy-G-Biv wrote:
You say Pyro can't catch on fire, but when enemies shoots his helmet to pieces, he catches on fire.

Zerrok wrote:
Pyro Edit: Not only the helmet but it seens if any part of the pyro's armor is damaged, or a limb is ripped off his whole body sets on fire.

Okay, let me get this straight: If a part of him gibs, he immediately bursts into flames? If this is the case, then I have absolutely no clue why it happens. Was he being struck by flames at the time? Or is it literally spontaneous combustion?

Zerrok wrote:
Also, for some reason a little flame sprite was left over on the floor and was unremoavable, it was just there...weird.

This has been happening for ages, before Lua scripting. Every so often, the MOSParticles that the flamethrower shoots decide to become terrain. I know, its dumb. I suppose I could fix it with some script though...

Blackjacktom wrote:
I get a lot of lag when the pyro flames himself. Of course I could just try not shooting straight down.

I think I could probably make that better...

Blackjacktom wrote:
Also occasionally when using the rocket launcher it misfires and blows up the guy holding it.

... that too. Dealing with rockets is kinda tough.

Zerrok wrote:
I'd just like to say i tend to crash alot with this installed which ruins alot of good, long games played multiplayer, although i'll try to find what specifically crashes.

You know, I think this is just what happens when you try to innovate in a mod with script in a game that is still in Beta. As I've discovered, there's some interactions and functionality that are just borked at the moment. I'm sorry, but script errors should NEVER cause segfaults in the game itself.

A major issue seems to be when the game tries to access something that has already been deleted. I try to handle every possible case where I access something that could potentially not be there by first checking if its even a valid object, but stuff still crashes. It's a pain.


Sat Jun 06, 2009 5:01 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Do you know what I really wish we could get?
A Darkstorm medic. Just make it the Kitsune or something.


Sat Jun 06, 2009 5:05 pm
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