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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I didn't know you had that much pull geti, to just say stuff won't happen. I want to test out the mod and throw in a suggestion like i was able to a while ago.


Thu Mar 25, 2010 1:24 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Filesmelt: http://filesmelt.com/dl/DarkStorm.rte_.7z
Rapidshare: http://rapidshare.com/files/367807204/DarkStorm.rte.7z.html

If neither of these work, then suck it up and just download it on your 56k. I can't be arsed to find somewhere that doesn't need any fancy pants stuff to work.


Thu Mar 25, 2010 3:04 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
FuzzyMelon wrote:
I didn't know you had that much pull geti, to just say stuff won't happen. I want to test out the mod and throw in a suggestion like i was able to a while ago.
I was speaking about Foa's hint at a psp release of cortex command, which wont happen. If i misread it, apologies Foa, but I seriously doubt there will ever be a non-PC based cortex command release. No misgivings in your direction FuzzyMelon.


Thu Mar 25, 2010 4:13 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Geti wrote:
FuzzyMelon wrote:
I didn't know you had that much pull geti, to just say stuff won't happen. I want to test out the mod and throw in a suggestion like i was able to a while ago.
I was speaking about Foa's hint at a psp release of cortex command, which wont happen. If i misread it, apologies Foa, but I seriously doubt there will ever be a non-PC based cortex command release. No misgivings in your direction FuzzyMelon.

I was hinting that using the psp was the problem.

Oh and for you mac hats, pc = personal computer, it doesn't default to windows, unless you like butchering old acronyms with slang, and stereotypism.


Thu Mar 25, 2010 7:26 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Apologies then Foa, and Darlos for the derail.
Keen to see more infiltration stuff from these guys. Possibly a teleport would be fitting, one that took a second of suspended motion at both ends of the transit for balance. Also, I miss those badass minimines..


Thu Mar 25, 2010 10:11 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I miss a dash feature on the Tengu...
In other words, I think it needs a dash feature. Or was this already discussed?


Thu Mar 25, 2010 10:51 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
It has not really been discussed. However, the Yuurei originally could jump in any direction from the ground, so that would have been a sort of half-dash, but Darlos decided to change it.


Thu Mar 25, 2010 1:58 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Foa wrote:
Geti wrote:
FuzzyMelon wrote:
I didn't know you had that much pull geti, to just say stuff won't happen. I want to test out the mod and throw in a suggestion like i was able to a while ago.
I was speaking about Foa's hint at a psp release of cortex command, which wont happen. If i misread it, apologies Foa, but I seriously doubt there will ever be a non-PC based cortex command release. No misgivings in your direction FuzzyMelon.

I was hinting that using the psp was the problem.


Felt like a jerk as soon as i submitted the post, my bad Foa and Geti. Yea if CC isn't even planned for a console release that means no lesser handheld would be able to handle the CPU intensive processes without overclocking itself into oblivion. Thanks for the mirrors. I'm testing these guys out soon, half-baked suggestions to follow soon.


Thu Mar 25, 2010 9:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Foa wrote:
Geti wrote:
FuzzyMelon wrote:
I didn't know you had that much pull geti, to just say stuff won't happen. I want to test out the mod and throw in a suggestion like i was able to a while ago.
I was speaking about Foa's hint at a psp release of cortex command, which wont happen. If i misread it, apologies Foa, but I seriously doubt there will ever be a non-PC based cortex command release. No misgivings in your direction FuzzyMelon.

I was hinting that using the psp was the problem.

Oh and for you mac hats, pc = personal computer, it doesn't default to windows, unless you like butchering old acronyms with slang, and stereotypism.

I'd found myself in the same exact argument concerning the term PC.
They burned me at the stake for believing that PC 'doesn't default to Windows'.
--
I'd downloaded and started playing the mod a couple of days ago. Good stuff.
[D45 "Shishi" Defense Drone]: Placed the turret in an L-type corner and after a while of constant fire the turret would get displaced from its base. I assume it was from the mounting piles of revolving laser shells.


Fri Mar 26, 2010 12:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Many things were done here that I was going to try myself, I'm blown away. It's almost too much fun throwing actors into walls, and acting out espionage on scenes with yuurei units. No bugs i can tell from playing the last 9 hours, other than having to drop the ammo packs to equip em when spawned with an actor. I'm sure that can't be helped.


Fri Mar 26, 2010 6:36 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Zylos Xenos wrote:
[D45 "Shishi" Defense Drone]: Placed the turret in an L-type corner and after a while of constant fire the turret would get displaced from its base. I assume it was from the mounting piles of revolving laser shells.

Yeah, that's an annoying problem. I suppose I could get it to just constantly carve out any overlapping terrain though, as well as maybe remember it's building position and constantly reset itself to that position.

I also need to redesign it visually, damn. I have a better idea of what it might look like in my head now, though.


Fri Mar 26, 2010 9:56 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Could someone reupload the previous version of this mod?

Because way to many things that I actually liked have changed with the new mod (weapons, turrets, preequipped actors, dropships etc).


Sat Mar 27, 2010 5:32 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Have you any idea how rude that is to post in the new mod's topic?


Sat Mar 27, 2010 11:23 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Alright, I've read pages 1-6 and skimmed over pages 24 and 25 of this thread, and now I'm just gonna rapid fire my opinion/problems with any topic I've seen that I have an opinion/problem on.

Darlos9D wrote:
... but dear god after spriting the Yatagarasu just about anything else feels like it would just take a minute.


I can imagne. That sprite looks awesome.

Samohan25 wrote:
Another thing, the Yatagarasu's engine speed needs tuning down, it travels up all the time, it stays level with several trooops in but you never drop that many off.


Yeah, that is pretty annoying though.

Areku wrote:
The tengu is great. absolutely awesome. I have to give you an A++ on this one.


I second this.

Darlos9D wrote:
Uh... you can hold left and right as you press the jump button to jump in those directions. You can also quickly tap the jump button to get a shorter jump.


The problem is that you can only jump in three directions: 45 degrees facing left, 45 degrees facing right and straight up. We need a way to jump on a 67.5 degree angle. (Halfway between 45 degrees and 90 degrees) I found it impossible to navigate a bunker/base that consists of any bunker modules beside tunnels.

As for the playstation portable topic, there's already a portable CC playing device, it's called a laptop.
sure, it may be bigger than a PSP, but who cares?

I've currently only used the flamethrower in short bursts and/or on small groups of units, but so far I haven't experienced any lag.

41157ON3 wrote:
How about a compromise? Make the wings smaller and have them extend the remaining length on activation.


This seems like a very good idea IMO.

I find trying to do anything other than walk, stand, and shoot while standing with nothing around me very difficult while invisible. So I second any 'glowing eye/transparent' stealth mode with minimal negative side effects.

Darlos9D wrote:
Actually, so do I. Problem is the way object sprites are layered in CC didn't let me do the whole separate weapons thing and still have one over the turret and one behind it. So I opted for a "both behind it" design.


Does that mean a Shishi can hold...*gulp* TWO GUNS? :shock:

I can't begin to imagine weilding two T-Gatling guns and holding left mouse and secondary fire at the same time. It would be all like:

Areku wrote:
"BOOM YA SUCKAH FEEL MY POWAH IM GONNA FIRE OVER 9000 ROUNDS PER SECOND AND ITS GONNA BE THE ****"


Speaking of the 'overpowered but tedious' Shishi topic, I think they sort of balance out. 'You can have a kick-a** gun, but you gotta' work for it, and take a risk to get it.'

I love the cryogun. It's the only gun that can kill what's IMO the giant humanoid tank of CC, the Amrobotics Panzor, easily. A short spray from the tool sends it crunching down below the map in to the abyss leaving a huge gaping tunnel behind. The sound that follows is nightmare-juice, like the Panzor was sent to the depths of hell itself.

My favourite gun ever has to be the FT-Revolver laser. The combonation of pinpoint accuracy, fast charge-up time and high ammo capacity make the Revolver laser one of the best guns of CC. Adding the area-rape king of CC, the first i've ever seen with a lingering health-drain effect, makes it all the more Awsome, with a capitol 'A'.

And now, my main problem, that as far as I know, only I have:

CC freezes whenever I select certain DS things from the in-battle buy menu. The things that freeze it include, but are not restricted to:
One of the long range weapons. (90% sure it's the electrolaser.)
Two of the three grenade supply shields for the Oni. The bottom two on the buy menu. ( I'll find out the names in a bit.)
Once it froze when I selected the yatagarasu.
Once with the grenade launcher I think. My memory of which things froze CC is vague.

I had to press Ctrl+Alt+Delete to close CC after each freeze.

I use Windows.


Sun Mar 28, 2010 6:22 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
This mod, in all of its renditions has been stellar. I'm amazed at how much it's changed and how you can keep churning out original content. That being said, I have a few things that I think are a bit fiddly. Got through a few pages and didn't see anyone mention this stuff so hopefully I'm not being redundant.

1) The Yuurei's stealth works great, but is a bit difficult to use on a classic keyboard set-up. Perhaps this is already built in (in that case sorry for obliviousness), but a dedicated key (like the melee to be clear) in the configuration menu would be awesome.

2) Another thing about the Yuurei is that while it's pretty easy to move about in wide open spaces I find it a bit difficult to get where I want to go in bunkers. Presently I'm just using Cave's little grappling gun. I'm hoping I'm not the only one having trouble moving it around.

3) Finally, it's kind of irritating to go through the trouble of getting close enough to flamethrower a guy then have him keep shooting at me. Would it be possible to combine the effects of the chaff with the flamethrower?

Again, kick-ass mod.


Mon Mar 29, 2010 4:16 am
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