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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Post Re: UniTec (1.0.4)
At least we've established that Lua is not going to fix everything, everywhere.

@Gotcha!:
Perhaps a split mod is a good idea. Doom, C:NR, Real, and UniTec, in separate .rtes.
I kinda enjoy having all those guns in my menu, but I agree that in times of actual conflict that could prove a hassle. Especially when those bugger lunar necromancers keep dropping skellies on my soliders' heads!

Offtopic: You think the Moonies are related to those guys?


Thu Aug 28, 2008 1:48 am
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Post Re: UniTec (1.0.4)
Yeah, I don't actually use the Doom, CNR, or Zeal actors/weapons.


Thu Aug 28, 2008 3:21 am
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Post Re: UniTec (1.0.4)
Duh102 wrote:
At least we've established that Lua is not going to fix everything, everywhere.

@Gotcha!:
Perhaps a split mod is a good idea. Doom, C:NR, Real, and UniTec, in separate .rtes.
I kinda enjoy having all those guns in my menu, but I agree that in times of actual conflict that could prove a hassle. Especially when those bugger lunar necromancers keep dropping skellies on my soliders' heads!

Offtopic: You think the Moonies are related to those guys?



Yeah I know but we defiantly are not as restricted as we have been as far as modding is concerned.


Thu Aug 28, 2008 3:34 am
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Post Re: UniTec (1.0.4)
Requisite wrote:
Yeah, I don't actually use the Doom, CNR, or Zeal actors/weapons.
I really only want to weps, and specific ones at that.


Thu Aug 28, 2008 3:40 am
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Post Re: UniTec (1.0.4)
Maybe just .ini division that's easier to comment out?


Thu Aug 28, 2008 4:55 am
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Post Re: UniTec (1.0.4)
I had that in the last version, but loading all those .ini's took a bit long.
However, as long as you don't use a specific activity you can disable groups of actors and weapons.

I am at work now, so I can't make detailed instructions, but I'll try to anyway;
There are 6 types of activities in the index.ini;
Easy (standard units),
Hard (standard units),
Crusader: No Remorse actors,
Doom actors,
Zealots,
All of them at once (minus Easy).

There are also several separate lines in the index.ini where groups of weapons and actors are loaded.
Any group can be commented out, as long as the associated activity file is commented out as well, e.g. if you only like the 'standard' units you can comment out the doom actors+weapons, WEC(Crusader) actors+weapons and zealots.
If you only want guns then you can disable all the actor files as well, but will have to disable all activity files as well.

So it's more customisable than people think.

I'll make a more detailed explanation in the index.ini in the next update to meet people halfway. If people want to disable guns separately though, then they're on their own. I can't please everyone anyway. :???:

Sidenote:
Quote:
Mods are judged by their criticism, either positive or negative. Not their download counts.


/disagree. Download count certainly reflects how people like a mod, especially when it's not the first version of the mod.
I occasionally make updates + people seem to download them = people seem to like it.
That and the fact that people are sooner to complain about something than give compliments. (Ask your average psychologist.)


Thu Aug 28, 2008 7:22 am
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Post Re: UniTec (1.0.4)
Gotcha! wrote:
(I am no gun expert though; we don't have guns for sale in my country (thankfully))

Alright, fantastic. While perhaps your country "thankfully" has no sale of firearms, I myself have rarely even touched a gun, let alone fired one. And I live in the USA, where people seem to think everybody is packing. My knowledge comes from extensive research on the technical aspects of weapons, not from owning or using them.

Obviously, this doesn't make me an absolute authority on firearms. But it did teach me that you can pretty much look up any weapon on wikipedia - yes, I said wikipedia - and find out their technical specifications. Based off of this, you can make some decent depictions of weapons in this game. And if its a more obscure weapon, you can find out about it SOMEwhere on the net. Gun performance measurements are pretty standard, so its not hard to compare between them.

Normally I'd say "you aren't really held to realistic depictions of guns if you don't want to be," but since you're making this huge pack of supposedly real guns, I'd think you'd attempt to put some level of accuracy into it.

And if I hear any counter-arguments involving "brains in jars controlling robots" in regards to realism, I will... I'll... GET VERY ANGRY.


Thu Aug 28, 2008 3:00 pm
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Post Re: UniTec (1.0.4)
Darlos9D wrote:
Normally I'd say "you aren't really held to realistic depictions of guns if you don't want to be," but since you're making this huge pack of supposedly real guns, I'd think you'd attempt to put some level of accuracy into it
This is the point I apparently failed to make. If you're going to make such a huge conglomeration of weapons, you should be making a point of trying to make them unique.


Thu Aug 28, 2008 3:02 pm
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Post Re: UniTec (1.0.4)
You've lost me entirely. Yes, I use wikipedia too, up to a certain level. Yes, I try to implement some 'realism' into them, like firing rate and probable accuracy loss due to kickback or however you call it, but I never meant to make a sim. :) I never meant to make fantastic weapon effects either, since I lack know-how, but there isn't anything spectacular to add to a normal gun anyway.
That aside, there are doom marines and wec soldiers walking around in there, as well as laser type weapons, so if I went for pure realism I'd have already lost it anyway. :???:

Anyway, don't be angry when there's no reason to.
*gives*Image
*scratches head and gives a good sigh*

ProjektODIN wrote:
This is the point I apparently failed to make. If you're going to make such a huge conglomeration of weapons, you should be making a point of trying to make them unique.


Again, to an extend they are. :???:


Thu Aug 28, 2008 3:11 pm
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Post Re: UniTec (1.0.4)
Gotcha! wrote:
Again, to an extend they are. :???:
No. They aren't. And you didn't even get some of the weapons right.


Thu Aug 28, 2008 3:32 pm
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Post Re: UniTec (1.0.4)
Then fix them your self, THOR (Sorry, *Cough* ODIN *Cough*), And Darlos. Your both complaining a lot and wasting time that could be used to fix what "Mistakes" you find in the mod. Its pretty easy to do.

He has listened to your comments, ODIN, And responded. End this before it results in a flame war. He is not going to change his view, No matter how much you give out.


Thu Aug 28, 2008 3:48 pm
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Post Re: UniTec (1.0.4)
I'm not trying to fix someone else's broken mod. I'm trying to help him make a better mod in the future.

If he doesn't want to take the advice Darlos and I are trying to give, fine--but he's not just ignoring it, he's totally ignorant of it and doesnt understand what were trying to tell him because he's so offended that anyone is being critical.

The fact of the matter is that the mod would be 20x better if it had more unique sounds, more unique performance for each weapon, and that he took a bit more time on the effects.

I can't be any more clear, or any more calm, or any more constructive than that.


Thu Aug 28, 2008 3:52 pm
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Post Re: UniTec (1.0.4)
Orindell wrote:
Then fix them your self, THOR (Sorry, *Cough* ODIN *Cough*), And Darlos. Your both complaining a lot and wasting time that could be used to fix what "Mistakes" you find in the mod. Its pretty easy to do.

He has listened to your comments, ODIN, And responded. End this before it results in a flame war. He is not going to change his view, No matter how much you give out.

THOR is giving contructive criticism and his opinion on a mod so that the creator may improve the mod in that way. That's how the Mod forum works (Back then anyway). A mod isn't a political "view". If you're rallying behind your own mod like a presidential candidate.. then your mod isn't going to improve, ever.

You can either choose to improve your mod using the advice and criticism given, or ignore it. Yes, having someone point out the bad points of your mod kinda sucks, but that comes with creating any new media.


Thu Aug 28, 2008 3:56 pm
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Post Re: UniTec (1.0.4)
Gotcha, I think everyone would like the snipers if they were more like the old darklone snipers.
It just has this really satisfying feel to it.


Thu Aug 28, 2008 4:04 pm
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Post Re: UniTec (1.0.4)
ProjektODIN wrote:
...I'm trying to help him make a better mod in the future.


How are you helping me making a better mod? At the moment you're just pointing out personal dislikes about my mod.

You are also not giving me any tips on how I should make it better, apart from telling me to just toss guns away since 'they are all the same'.
I already explained how you can edit the index.ini and the other files (like you would have needed explanation in the first place... *rolleyes*) and that's all I can say about it to meet you half way.

Now if you would have proper ideas about how to actually improve something without tossing stuff away, then, please, be my guest and advise me, but what can be changed about ordinary guns? They all spit out the same stuff.
And, really, pardon me if I sound annoyed, but it's because most criticism given feels like people criticising LotR because it has elves and dwarves in it.


Thu Aug 28, 2008 4:26 pm
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