DarkStorm Military Technologies - Updated 6/11/09
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 7/11/08
CaveCricket48 wrote: I've noticed that since the Shoten runs faster than the average clone, their feet don't have as well traction. Maybe you could make a new material for their feet and raise the friction. You also need to lower the PushForce in thier normal WalkPaths, they sometimes seem a bit "jumpy" i think fixing the push would work well enough, i dont think youd need anymore friction.. and you wouldnt need to make a new material even if you did want more friction, youd just need to add a friction = 1 or whatever into the atom material line. i cant wait for more units.. *drools*.
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Sat Jul 19, 2008 4:42 am |
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ccjav
Joined: Tue Apr 17, 2007 11:10 pm Posts: 55
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Re: DarkStorm Military Technologies - Updated 7/11/08
Amazing mod...... one problem... in my DS folder i can see the flamethrower mod, but it doesnt show up in game.... its not listed in index so that might be problem? i'm uneducated to modding (mostly re-spriting and value changing), but does anyone know the problem
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Sun Jul 20, 2008 4:30 pm |
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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: DarkStorm Military Technologies - Updated 7/11/08
It's not in the index? That would be the problem. If you want it, you'll have to add it to the index.
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Sun Jul 20, 2008 4:51 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DarkStorm Military Technologies - Updated 7/11/08
ccjav wrote: Amazing mod...... one problem... in my DS folder i can see the flamethrower mod, but it doesnt show up in game.... its not listed in index so that might be problem? i'm uneducated to modding (mostly re-spriting and value changing), but does anyone know the problem Darlos isn't done with the flame thrower yet.
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Sun Jul 20, 2008 7:44 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 7/11/08
Roon3 wrote: ccjav wrote: Amazing mod...... one problem... in my DS folder i can see the flamethrower mod, but it doesnt show up in game.... its not listed in index so that might be problem? i'm uneducated to modding (mostly re-spriting and value changing), but does anyone know the problem Darlos isn't done with the flame thrower yet. And he won't be done with the Flamethrower until Lua comes out.
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Sun Jul 20, 2008 8:23 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/11/08
I've now updated the descriptions to actually mark what is available and what isn't.
Also, I'm hoping to have some redesigns and possibly the Shogun armor done soon.
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Mon Jul 21, 2008 2:55 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 7/11/08
So, no more updates until build 21?
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Mon Jul 21, 2008 3:14 am |
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ccjav
Joined: Tue Apr 17, 2007 11:10 pm Posts: 55
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Re: DarkStorm Military Technologies - Updated 7/11/08
if the flamethrower isnt done then why is it in the mod folder???
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Mon Jul 21, 2008 3:58 am |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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Re: DarkStorm Military Technologies - Updated 7/11/08
ccjav wrote: if the flamethrower isnt done then why is it in the mod folder??? Don't you keep your unfinished works at your work bench?
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Mon Jul 21, 2008 5:16 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 7/11/08
ccjav wrote: if the flamethrower isnt done then why is it in the mod folder??? It still works, it just doesn't work right.
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Mon Jul 21, 2008 5:19 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: DarkStorm Military Technologies - Updated 7/11/08
The new explosion is a bit repetitive.
*for the nade launcher, you really only need one of the small explosions, i hate it when there are walls of the same sprite playing the same thing at the exact same time.
Yeah, i don't like the new explosion at all, it's just a wall of the same sprite playing...
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Mon Jul 21, 2008 7:32 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/11/08
NeoSeeker wrote: The new explosion is a bit repetitive.
*for the nade launcher, you really only need one of the small explosions, i hate it when there are walls of the same sprite playing the same thing at the exact same time.
Yeah, i don't like the new explosion at all, it's just a wall of the same sprite playing... First of all, the grenade launcher and the rocket launcher are equally powerful. They have the exact same output, as far as the explosion goes. So the explosions should look the same. And the animated sprite I had before, though I thought it looked nice on its own, didn't match up with the rest of CC. It also had a habit of not staying put, in the location where the explosion was supposed to be. Though perhaps my explosion still needs work, I'm probably not going back to anything like that. ccjav wrote: if the flamethrower isnt done then why is it in the mod folder??? Because, honestly, I don't just toss my mod out there for other modders to screw with. I release it carefully, as if I was releasing it unto people who couldn't mod their way out of a cardboard box. Basically, for your average player. Of course, in CC's current state, maybe your average player IS a modder. Still, that doesn't change my way of handling things. I don't release things with the expectation of anybody altering it in any way. If you do, the ball is in your court.
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Mon Jul 21, 2008 2:02 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: DarkStorm Military Technologies - Updated 7/11/08
Darlos9D wrote: NeoSeeker wrote: The new explosion is a bit repetitive.
*for the nade launcher, you really only need one of the small explosions, i hate it when there are walls of the same sprite playing the same thing at the exact same time.
Yeah, i don't like the new explosion at all, it's just a wall of the same sprite playing... First of all, the grenade launcher and the rocket launcher are equally powerful. They have the exact same output, as far as the explosion goes. So the explosions should look the same. No, what i'm saying is for every weapon that uses the small explosion sprite, it's like 4 or 5 of the same sprite playing the same animation, i don't care about weapons sharing explosion animations.
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Mon Jul 21, 2008 6:30 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/11/08
NeoSeeker wrote: *for the nade launcher, you really only need one of the small explosions When you said this, I assumed you meant that the grenade launcher should look different in its explosion, since you didn't mention the rockets. NeoSeeker wrote: No, what i'm saying is for every weapon that uses the small explosion sprite, it's like 4 or 5 of the same sprite playing the same animation Dude, welcome to particle effects. Tons of video games do this, both 2D and 3D. You can't tell me this is the first time you've noticed it.
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Mon Jul 21, 2008 7:46 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: DarkStorm Military Technologies - Updated 7/11/08
Well your older effects didn't look as bad, the ones before the one you had last.
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Tue Jul 22, 2008 4:03 am |
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