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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: DSTech Corp (UPDATED: 9/6/08)
Looks like a set for startrek. Nice.

make this mod lessy laggy and over powered (if only that drone cannon didn't lag the game...) and I will be interested. Otherwise it's no fun.


Thu Oct 02, 2008 10:46 am
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Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: DSTech Corp (UPDATED: 9/6/08)
And lil' animoted nanobots rushing around and zapping things!!

I wonder how long it would take CC to load if every bunkermod was a gif.

Exalion, what's your processor speed? This game is pretty CPU intensive so that's where your performance is going to be based.


Thu Oct 02, 2008 9:31 pm
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Joined: Sun Apr 29, 2007 6:11 pm
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Location: The hood
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Post Re: DSTech Corp (UPDATED: 9/6/08)
So when can we expect any updates?


Thu Oct 09, 2008 12:39 am
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Joined: Sun Dec 16, 2007 12:09 am
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Location: Being The Great Juju
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Post Re: DSTech Corp (UPDATED: 9/6/08)
When the updates happen? Good lord, this mod was epic enough during its first release, now it's arguably one of the best mods around- it took him a bit to get in all of these goodies, and he's making some fudge gargantuan mechs now; it's hard enough to make a mech the size of a Shogun, or an MPAM, but those... those are the beastly titans that gave birth to the Gods.

TL;DR: Patience.


Thu Oct 09, 2008 1:05 am
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Post Re: DSTech Corp (UPDATED: 9/6/08)
Slightly hit with a dilemma. How should I do this... Robot grade and human grade weapons.

DSTech Weapons:
1) Anti-Machine -> armor piercing, rip other robots and machines apart.
2) Not made by humans -> Precise, squeezes all the power out of "normal" weapons.
3) Semi-Self Powered -> Just need to rip out magazine and slap a new one in, and it'll load itself.
And recently I've been upping its power.

Diemos Weapons:
1) Anti-Organic-> Mainly for blasting other humans and organic beings, a bit funky to use on tanks, unless its a rocket launcher that is....
2) Made by humans -> Some imperfections in it.
3) Not self powered -> Rip out magazine, lift it up to gun, then load it. <How do real world weapons work?>

I'm thinking of making weapons heavier, it will be for DSTech robots, like a coalition soldier carrying a AK-47, pistol, shotgun and a heavy digger. But then how do I make it bearable to play against? Increasing robot weight as well.

////////////////////
Working on a new actor that basically uses attachables for armor, falls in the DSA8 category as a entry-level command type. Last DSA8 type. Then there's the DSA1, school work is delaying my spriting of its internals. I need to make new booster flame sprites, maybe work on some more bunker bits. Hrm...


Thu Oct 09, 2008 1:25 am
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Joined: Wed Apr 30, 2008 10:10 am
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Location: Seattle, WA
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Post Re: DSTech Corp (UPDATED: 9/6/08)
So, since i lurked for such a long time i'm sort of retro-actively reviewing all of these mods. This is one of the first ones that i downloaded.

Watching these weapons tear through the landscape and the opposition is more satisfying than any other mod's. The actors all look really good and i enjoy how different the scale of this mod is from all the others. The detail that is able to come out as a result is above and beyond most of what i've seen.

however, that detail doesn't carry over into the bunker modules. It's a glaring hole in the fabric of an otherwise beautiful mod. If the basebuilding facet of this mod were amazing for the same reasons the weapons/actors were, this would be in a league of its own. The same rules don't apply to this as they do to other mods. That means higher standards, and the only thing that doesn't meet them is the group of modules you've released so far.

I'm not just idly complaining here, i really think that this would be among the best mods produced if the modules looked better and were as nuanced as the other parts of this mod. I look forward to the day when they are.


Thu Oct 09, 2008 2:38 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: DSTech Corp (UPDATED: 9/6/08)
I like this mod too. My favorite part is the actors.

However, one thing I don't like is the mod's really over-powered. I mean, your standard CC actors won't survive a second on the battlefield battling these things. Though sometimes when you simply want to beat the crap out of something, an over-powered mod comes in handy :D

And I agree that it needs better bunker parts.


Thu Oct 09, 2008 1:14 pm
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Post Re: DSTech Corp (UPDATED: 9/6/08)
I really like the BModules. Especially the thick outer walls.

One problem though. The modules backgrounds are a bit messy, you should add more contrast between the BG's and the foreground.


Thu Oct 09, 2008 1:31 pm
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Post Re: DSTech Corp (UPDATED: 9/6/08)
DSMK2 wrote:
Slightly hit with a dilemma. How should I do this... Robot grade and human grade weapons.
////////////////////
Working on a new actor that basically uses attachables for armor, falls in the DSA8 category as a entry-level command type. Last DSA8 type. Then there's the DSA1, school work is delaying my spriting of its internals. I need to make new booster flame sprites, maybe work on some more bunker bits. Hrm...


Well basically robot weapons must be faster, heavier, more powerful and contain more ammunition than any usual human made gun. As in more powerful, please try to concentrate the power output on the mass of the projectiles and keep the sharpness to a reasonably low level. But these weapons cost ALOT and the DSTech should probably rely on quality than quantity. Unlike Diemos which looks suitable to bring truckloads of soldiers with their cheap and slow mgs, these guys operate in small squads than armies like Diemos.

Human weapons contain less ammunition, are much more simple, require much more
time to reload and the rate of fire is also slow. The firepower ,however, can be anything you want. Depends on their tech level. In Diemos' case, it should be much lower than the DSTech since they are like from year 2030 and their weapons still resemble the old ballistic tech and energy weapons dont seem to be much common among the Diemos Feds. And as I said, in Diemos, the main point is the quantity of the troops and their cheap guns through which they can fight again DSTech.


Also the bunker modules are quite confusing at first. Especially the thick walls. There seem to be all sorts of corner walls and alike but alot of them resemble the other and they are quite bland. Maybe a very light metal/concrete texture over them would make it look better.

Also for initial bunker walls you should only have 9 modules. That means the 8 directions and a center solid wall without corners. There are those "junction walls" that seem somewhat confusing and useless within the modules.


Also please make those bunker cleaners destroyable by gunfire and set them to HitsMOs = 0 and GetsHitByMOs = 1 so that units can pass through them, but still be able to shoot at them.


And btw: MOSParticles that are intended to animate CANNOT be pinned.
If they are, they will not animate.


And the Activities.ini are down due to overhaul/outdating in names and so on.


Thu Oct 09, 2008 6:47 pm
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Joined: Mon Feb 11, 2008 3:42 pm
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Post Re: DSTech Corp (UPDATED: 9/6/08)
numgun wrote:
Also please make those bunker cleaners destroyable by gunfire and set them to HitsMOs = 0 and GetsHitByMOs = 1 so that units can pass through them, but still be able to shoot at them.


I concur, though the big outdoor ones shouldn't be destroyed by, say, falling dropship gibs. Just try giving it a high GIL and a tough, though not invincible, GWL (maybe around 100?)


Thu Oct 09, 2008 7:12 pm
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Post Re: DSTech Corp (UPDATED: 9/6/08)
Thoughtprocess wrote:
numgun wrote:
Also please make those bunker cleaners destroyable by gunfire and set them to HitsMOs = 0 and GetsHitByMOs = 1 so that units can pass through them, but still be able to shoot at them.


I concur, though the big outdoor ones shouldn't be destroyed by, say, falling dropship gibs. Just try giving it a high GIL and a tough, though not invincible, GWL (maybe around 100?)


Yeah absolutely, this thing is ment to clean those dropship wrecks out of the way, but it still should be destroyable. A falling dropship should not be able brake it. Maybe a overpowered nuke's blastwave could brake it, but not a ds.


Thu Oct 09, 2008 8:32 pm
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Bit of an update:
Adds the DSTech brain, overall weapon power increased for some, I'll be playing around with them for a while. Robot weight increased. Added some bunker bits, barrier and triangle pieces. The cleaners for now are getsHitByMOS = 0.

Time to hide somewhere...


Fri Oct 10, 2008 3:32 am
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Location: Hopefully in front of a gaming platform of some kind
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Post Re: DSTech Corp (UPDATED: 10/9/08)
i love you


Fri Oct 10, 2008 4:45 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Epic win. The brain unit and its vault is just screaming epic out loud!
I love it, although, you need to guess where you will fire that laser each time when youre manually using the brain's weapon. Maybe a visible turret or something could do it. Also it'd be great if the 4 things around the brain would do something or be an actual part of the brain or a shield generator that you must destroy first in order to uncover the brain.

The new antimatter mini rocket launcher is pretty devastating too. I love it.

I didnt get to test the bombs you included since my CC crashed unexpectedly before they showed up, but I'll try again sometime.


Could you remove the AddToGroups from the gibs and attachables and other parts. They clutter the menu quite alot.


Otherwise this keeps getting more epic after each update. The mod is missing a craft that can land btw, do you have any plans for that? Like a rocket or a lander?


Fri Oct 10, 2008 6:04 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Love the mod, but that chain sword causes some stupid lag sometimes with all those concentrated pixels on a kill.


Fri Oct 10, 2008 11:07 pm
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