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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DSTech Corp (UPDATED: 6/30/08)
Grif wrote: That none of the gibs stack up. But I'm saying no gibs in the game, and it's mods, stack up. He said that only this DS's gibs don't stack up.
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Sun Aug 17, 2008 8:06 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DSTech Corp (UPDATED: 6/30/08)
Um, what?
Have you ever played Cortex Command?
Dropships pile up CONSTANTLY.
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Sun Aug 17, 2008 8:48 pm |
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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: DSTech Corp (UPDATED: 6/30/08)
What im trying to say is that the tantus' gibs seem to take up less space - an hour of blowing tantuses out of the sky and the gibs werent that bad.
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Sun Aug 17, 2008 9:01 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
So should I make them pile up?
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Sun Aug 17, 2008 9:33 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 6/30/08)
No, the main thing you should focus on is making gibs look more mangled, shading sprites, and decreasing the particle count in everything.
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Sun Aug 17, 2008 9:35 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
CandleJack wrote: No, the main thing you should focus on is making gibs look more mangled, shading sprites, and decreasing the particle count in everything. Pretty much what I am doing now. EDIT: And then I think I'm doing it wrong...
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Sun Aug 17, 2008 10:02 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DSTech Corp (UPDATED: 6/30/08)
You think you might ever do something to make the DSAQs more mobile? Like, even a little?
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Sun Aug 17, 2008 10:42 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
Ehrenmann wrote: You think you might ever do something to make the DSAQs more mobile? Like, even a little? Thats the hard part, as I have no idea how to work walkpaths, or I think I made the footgroups too "wide"...
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Sun Aug 17, 2008 11:01 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DSTech Corp (UPDATED: 6/30/08)
DSMK2 wrote: Ehrenmann wrote: You think you might ever do something to make the DSAQs more mobile? Like, even a little? Thats the hard part, as I have no idea how to work walkpaths, or I think I made the footgroups too "wide"... Oh. Hrrm. Maybe just make it steerable in the air? I dunno, I'm just throwing stuff out there. They work awesomely as turrets.
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Sun Aug 17, 2008 11:38 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
Bah it still likes to trip, and steering the jetpack is moot, there aren't many custom dreadnoughts out there anyways. Yea I pretty much do the same as you, punk down a Minigun type, and let er rip.
On the other note, is it a good idea to release a mod with some uncompleted/unrefined elements to it? One of the things I'm looking forward to in b21 is not LUA, but rather the improved memory management, I want to see how much that affects emitter based lag and whatnot.
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Sun Aug 17, 2008 11:55 pm |
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Tea
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Re: DSTech Corp (UPDATED: 6/30/08)
Ehrenmann: Pretty much all Acrabs with jetpacks control like that. I doubt there'll be a solution any time soon.
Last edited by Tea on Mon Aug 18, 2008 1:19 pm, edited 1 time in total.
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Mon Aug 18, 2008 12:06 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DSTech Corp (UPDATED: 6/30/08)
Ah. I'm still new to modding, I'm just saying stuff without knowing what's possible. Should probably stop that.
As long as you make it clear that it's un-refined or un-finished so you don't get a million posts whining about it. Or you could just nab a few select people and send it to them. Beta test it before releasing.
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Mon Aug 18, 2008 9:45 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 6/30/08)
DSMK2 wrote: ...but rather the improved memory management, I want to see how much that affects emitter based lag and whatnot. ...seriously even despite that lower the goddamn rape. >: /
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Mon Aug 18, 2008 12:57 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
But vs Fort Cannons... Hmmmmmmmmmmmm.... Some of the (non - bullet tech) weapons got redesigned or somehow got nerfed. I think. Since they're getting that maiming quality rather then instagibing. The filesize even for a .rar/.zip is pretty huge, I'm gonna have to look to a filehosting service. Gargh.
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Mon Aug 18, 2008 6:56 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 6/30/08)
Quote: drop.io is just awesome. Make sure you check it to view only when uploading there or anyone will be able to modify that upload. Filefront will keep your file forever(atleast it did mine) and drop.io is just awesome. Make sure you check it to view only when uploading there or anyone will be able to modify that upload. Oh and please: NO RAPIDSHARE. Or I'll kill you.
Last edited by numgun on Mon Aug 18, 2008 8:57 pm, edited 2 times in total.
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Mon Aug 18, 2008 8:12 pm |
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