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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Diemos Federation
That sounds like a really cool idea! I hope you decide to go with that idea.
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Fri Oct 10, 2008 1:43 am |
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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: Diemos Federation
If anything make it completely human and like the imperial guard, but that's what you're already going for anyway.
Remember they have kasrkin tho... :p.
You can't have great factions without elite units.
Also, for the minigun you might want to have a looping sound instead of a firing sound, it would be less buggy that way.
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Fri Oct 10, 2008 11:40 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Diemos Federation
I'm trying to make a simple activities.. For some reason I get a bad line of code at line 50 according to abortscreen.bmp. Reader has been fed bad Inventory MovableObject in Actor::Create http://pastebin.com/m6b50094eI know it's a stupid mistake somewhere.. Thanks in advance.
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Sat Oct 18, 2008 11:03 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation
Check line 68.
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Sat Oct 18, 2008 11:57 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: Diemos Federation
Can we know if you're going to update it or not?
Personally I like this concept even better than DST.
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Sun Oct 19, 2008 12:13 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Diemos Federation
Awesome job my friend!
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Sun Oct 19, 2008 12:30 am |
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pokemaughan
Joined: Sat Oct 18, 2008 5:27 am Posts: 56 Location: Cornflats, IN
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Re: Diemos Federation
Good stuff. Solid sprites, awesome weapons. That RPG is beastly.
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Sun Oct 19, 2008 12:48 am |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Diemos Federation
DSMK2 wrote: Check line 68. BAHAHAHAHA god I'm an idiot. Ahaaaa, thanks. heh.
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Sun Oct 19, 2008 1:31 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Diemos Federation
Alright, DSMK2, maybe you've read the complaints thus far, but I haven't seen your response to some of them, so:
1. Bullets shouldn't loop around Grasslands TWICE. Heck, they shouldn't even loop around ONCE. If you fire it at a slightly upward angle on Grasslands and it passes back over your head, it's going too far. Tone down the bullet lifetime, please.
2. As noted, some sounds need work. The rifle actually sounds pretty good. It's probably my favorite of these weapons. The MG sounds okay. The heavy MG sounds way too weak and stunted. The firing sound could use a bit more lifetime and decay, like a bit of an echo. A single shot from the minigun sounds like a freaking small cannon, which is terrible when repeated as rapidly as it is. Find a shorter, more concise sound that just sounds like a normal rifle or MG shot. Remember, the point of a minigun isn't powerful shots, it's rapid shots. The individual shots are about the same as what comes out of regular infantry weapons.
And that's all I hafta say.
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Sun Oct 19, 2008 3:19 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation
Bah I feel the minigun sounds right, something like how my DSTech Incinerator sounds differently on my desktop PC then on my laptop...
I'm under the impression that the mini gun sound is a continuous overlapping machine gun sound that's bloody loud. No idea for the heavy MG though.
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Sun Oct 19, 2008 4:07 am |
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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: Diemos Federation
As I said before, using a looping sound is tons less glitchy than using single firing sound.
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Sun Oct 19, 2008 4:18 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Diemos Federation
Darlos9D wrote: Remember, the point of a minigun isn't powerful shots, it's rapid shots. The individual shots are about the same as what comes out of regular infantry weapons. Well, if you're talking about real life miniguns then it really depends. Sure, some are only 5.56mm in caliber, but the vehicle or aircraft mounted ones can be up to .50 cal or 30mm. So it's the author's choice to make it powerful or not. Anything's possible in CC. Though I also think the minigun is overpowered.
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Sun Oct 19, 2008 5:54 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation
Lezzeeee DSTech miniguns, the type you'll see on vehicles... Diemos miniguns, human infrantry type, how powerful should it be then?
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Sun Oct 19, 2008 5:57 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Diemos Federation
Darlos9D wrote: 1. Bullets shouldn't loop around Grasslands TWICE. Heck, they shouldn't even loop around ONCE. If you fire it at a slightly upward angle on Grasslands and it passes back over your head, it's going too far. Tone down the bullet lifetime, please. Dude, the SMG I last remembered flew around the Grasslands X Wrap frequently.
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Sun Oct 19, 2008 6:19 am |
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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: Diemos Federation
Just because that happens doesn't mean it should.
I mean i'm pretty sure data doesn't want us to get killed by our own bullets.
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Sun Oct 19, 2008 6:22 am |
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