DarkStorm Military Technologies - Updated 6/11/09
Author |
Message |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: DarkStorm Military Technologies - Updated 7/11/08
yes but they did shift. maybe just tweak the animation, or make a few more anims for some variation. then everyones happy.
|
Tue Jul 22, 2008 9:31 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Geti wrote: yes but they did shift. maybe just tweak the animation, or make a few more anims for some variation. then everyones happy. Thats not really the issue. The issue is that they used the Base.rte sprites, which I don't really want to do for some of the more major graphics. This includes explosions.
|
Tue Jul 22, 2008 12:55 pm |
|
|
ccjav
Joined: Tue Apr 17, 2007 11:10 pm Posts: 55
|
Re: DarkStorm Military Technologies - Updated 7/11/08
[quote="The Cling Clang"][quote="ccjav"]if the flamethrower isnt done then why is it in the mod folder???[/quote]
Don't you keep your unfinished works at your work bench?[/quote]
Sure, but i also dont put my unfinished work to market...
|
Tue Jul 22, 2008 2:39 pm |
|
|
ccjav
Joined: Tue Apr 17, 2007 11:10 pm Posts: 55
|
Re: DarkStorm Military Technologies - Updated 7/11/08
(as my quotes thing isnt working.... "Dont you keep your unfinished works at your work bench?" -The Clin Clan
Sure, but i also dont put my unfinished work to market...
|
Tue Jul 22, 2008 2:41 pm |
|
|
The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
|
Re: DarkStorm Military Technologies - Updated 7/11/08
ccjav wrote: (as my quotes thing isnt working.... "Dont you keep your unfinished works at your work bench?" -The Clin Clan
Sure, but i also dont put my unfinished work to market... No, but you would show it to your fellow inventors. (You... You DOUBLE POSTER)
|
Tue Jul 22, 2008 5:30 pm |
|
|
Pax Of Core
Joined: Mon Mar 05, 2007 2:33 am Posts: 15 Location: Somewhere...Someplace...
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Hey Darlos.... Really nice mod!!! Offtopic: Does anyone remember me???... I was on like a year ago or something like that.... :3
|
Thu Jul 24, 2008 5:43 pm |
|
|
Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
|
Re: DarkStorm Military Technologies - Updated 7/11/08
With only seven posts, I doubt it.
Welcome back anyway!
|
Thu Jul 24, 2008 5:45 pm |
|
|
Caelas
Joined: Mon Dec 25, 2006 12:04 am Posts: 336
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Yeah, I remember you pax. The post count went down when THOR attacked. He's from a while back, so all of those topics are gone.
|
Fri Jul 25, 2008 1:05 am |
|
|
Pax Of Core
Joined: Mon Mar 05, 2007 2:33 am Posts: 15 Location: Somewhere...Someplace...
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Thanks for the warm welcome guys :3!
|
Fri Jul 25, 2008 5:53 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: DarkStorm Military Technologies - Updated 7/11/08
no, i meant with the new anims, making modified versions of them so it doesnt look like a "wall of sprites" or whatever the unhappy guy said. itd just provide variation without making the explosion work any differently, as i like the way it works now, though itd be better if it cut a more even shape, not a star. i know it isnt really do-able with the current modding system though, so dont worry
|
Sat Jul 26, 2008 3:49 am |
|
|
Vanakra
Joined: Wed Sep 19, 2007 9:25 pm Posts: 47 Location: UK
|
Re: DarkStorm Military Technologies - Updated 7/11/08
i think it would be cool to fight the Darklones but i can't figure my activities.ini, would it be possible to have a Darklone activities.ini? Great mod btw .
|
Sun Jul 27, 2008 12:57 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Alright, time to talk about my plans for the immediate future.
I've recently gotten inspiration for the Shogun Armor. I think it's going to turn into a power suit, rather than just some heavier armor. So, one wearing it will be able to do more than just take more hits. I can't implement all of the desired functionality in this current build, but it should still be pretty awesome. Instead of having a combat knife, it might just haul off and punch things for melee. And those things explode.
As for everything else, there's been some overhauling going on. (what else is new, right?) I'm adding a more normal pistol, as well as keeping the big revolver. The PDW has been transformed into a full-blown carbine assault rifle. The battle rifle is now only capable of three-round bursts and is more of a sniping weapon. Since this is pretty much how the old sniper rifle worked, (if you didn't know the old sniper rifle fired three overlapping "bullets" to make it seem powerful) that's still staying removed until B21.
The shotgun is different. Instead of being more powerful, it has the same power as the vanilla shotgun, but can fire 12 rounds in full auto. (It's slow full auto, but still full auto) Also, once B21 rolls around, its gonna be able to be loaded with two different types of ammo at once, and you'll be able to switch between the two like fire modes. It should be an interesting utility weapon.
The machine gun now fires much more slowly. BUT, again once B21 rolls around, I want to make it so you can deploy a bipod and fire it at a much higher rate.
Besides the revolver, all of the above-mentioned weapons have been re-designed visually. Also, I'm re-designing the grenade launcher to match the look of the rest of them. Its functionality will remain the same though.
Oh yeah, I'll make more varied explosion sprites.
|
Mon Jul 28, 2008 3:19 pm |
|
|
dale181
Joined: Tue May 27, 2008 4:54 pm Posts: 19
|
Re: DarkStorm Military Technologies - Updated 7/11/08
You should keep the knife but have punch as an option somehow. Infact, try something like the Impact Hammer from Unreal Tournament games.
As for the battle rifle is it literally 3 round burst or is it trickery, (sound effect for firing 3 rounds and then shooting out 3 particles)
|
Mon Jul 28, 2008 5:24 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 7/11/08
dale181 wrote: You should keep the knife but have punch as an option somehow. Infact, try something like the Impact Hammer from Unreal Tournament games.
As for the battle rifle is it literally 3 round burst or is it trickery, (sound effect for firing 3 rounds and then shooting out 3 particles) The latter. The first is impossible at the moment. As for the knife, I'm not removing it. And a guy in the Shogun armor could certainly use one. But he'll come standard with a punch "weapon" that can't be purchased and can't be picked up by other units. At least, if I decide to make this punch in the first place.
|
Mon Jul 28, 2008 7:04 pm |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: DarkStorm Military Technologies - Updated 7/11/08
Maybe you can give them a sort of claw attached to their hand instead of the punch. It would (in Build 21) have an emitter attached to do damage, but when you press fire the arm would slash forward, looking like a real melee weapon.(or just give the claw sharpness)
|
Mon Jul 28, 2008 8:04 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|