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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Are you gonna pull a numgun on us and make the old weapons permanently dissappear unless you get your hands on an older version?
(No offense to numgun, please don't send MPAMs after me)


Thu Jan 08, 2009 6:09 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote:
Are you gonna pull a numgun on us and make the old weapons permanently dissappear unless you get your hands on an older version?
(No offense to numgun, please don't send MPAMs after me)


Huh...

Resprited, and recoded weapons... And mostly changes.


Thu Jan 08, 2009 6:38 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
There are 52 pages of replies here, so I'm going to post this, sorry if someone has duplicated my sentiments.

There are a few issues that should be dealt with. Some of the round lifetimes are absolutely off. The shotguns wrap around just about every map. I can't not shoot myself in the ass with them. Slightly related to this is the sharp aim. The weapons that need long sharp-aim wrap around the maps form time to time, making aiming difficult--on the other hand, some of them are too short. Play with SharpAim length and Lifetimes, please

Secondly, most of these weapons absolutely rape the terrain. It'd be nice if there was a way to avoid having an unplayable map after 10-15 rounds from some of the weapons.

The grenade launchers have wayyyyy too high of a firevelocity to be useful. A good GL should be used to fire over cover. With this weapon, its impossible to fire at things that aren't in line of sight, the round just moves too fast.

Lastly, and this is probably just personal preference but, the actors seem too cookie-cutter to me. There isn't much difference between the units. Maybe consider cutting it down to a discrete set of light, medium, and heavy units?

I know that sounds like a laundry list, but to me they are gameplay issues that are keeping it at "cool mod" instead of "awesome mod."

To cushion the blow, your drones are fantastic, most of the energy weapons are fantastic, your craft are some of the best (and only) unique crafts in the game, and your actors and weapons are well-sprited and diverse, and everything else is just stellar! :]


Thu Jan 08, 2009 8:47 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
DSMK2 wrote:
DSTech Corp: LINK
DSTech Theme: Ultimate Brute Force.
Status: Possibly spiraling down the wrong path, working on his mod like crazy

*Ahem*
Terrain Rape is assumed...
Though the grenade launcher sentiment is sorta true... it doesn't mean that he has to make it a conventional grenade launcher - I myself use the drone launcher if I need to fire out of cover.
Though the thing with the shotguns is a bit annoying.


Fri Jan 09, 2009 12:10 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Um, DSMK? What does the .gal file do? I'm thinking it's the culprit behind the mac-incompatibility. But I might be wrong. I DO remember seeing one when mucking about trying to fix the .ini errors.


Fri Jan 09, 2009 10:20 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Orglar wrote:
Um, DSMK? What does the .gal file do? I'm thinking it's the culprit behind the mac-incompatibility. But I might be wrong. I DO remember seeing one when mucking about trying to fix the .ini errors.


It doesn't do anything, leftovers from sprite work I forgot to delete -_-;

They're used by GraphicsGale, a program I primarily use for spriting.


Fri Jan 09, 2009 11:14 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote:
*Ahem*
Terrain Rape is assumed...
There are plenty of overpowered mods that don't destroy the landscape. It's just finding a different solution than a high-mass, high-velocity round.

Maintaining a playable map and having strong weapons are not mutually exclusive. Look at most of AAL, the Bear Fed, or Crobos. Most of those weapons decimate units both fleshy and mechanical, but only start impacting the landscape after a long time.

This is mostly speaking from my own personal preference, but guns shouldn't destroy a finite landscape. Leave that to the explosives.

Just another dose of my $0.02


Fri Jan 09, 2009 11:39 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
They shouldn't destroy landscape with normal use.


But with actual intent you should be able to use your actor's feet, the crouch ability and an AK to build a trench in a pinch.


Fri Jan 09, 2009 11:50 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Orglar wrote:
Hey DSMK2 This is important so read it

I fixed every single .rte abortion and every \ that was supposed to be / now but It has the same problem as Pelain Army. It hangs on a black screen whenever I try to start it up. The Mac Build hates this one too.

Sorry Folks. I was looking forward to using this as well ;_;
Where did you find the mistakes i would like to correct mine as well and see if the screen goes black. This is a build 21 and so is PA and i have had the black screen problem. In fact, I was the one to report the error and let shook know what to fix on it. I have the feeling that us Mac users might have to hunker down until build 22 =(


Sun Jan 11, 2009 3:55 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
the same crash happened with this on a PPC mac, no idea why. it loaded fine, but then broke. ohwell. hopefully its temporary, or josh wont get to play some mods. i will though :)


Sun Jan 11, 2009 4:00 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I FIXED IT!

It was DS08A that caused the problems!

Tomorrow, I will upload the fixed version.

:DDDDDDDDDDDDD


Mon Jan 12, 2009 1:23 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
i like to mess with the variables of this mod. the SS cannon now fires 46 rounds at once, and fires them at an insane velocity. it kills the user.


Mon Jan 12, 2009 3:17 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote:
Are you gonna pull a numgun on us and make the old weapons permanently dissappear unless you get your hands on an older version?
(No offense to numgun, please don't send MPAMs after me)


What weapons? Can you tell which you are talking about?

And btw dont worry about the MPAMs coming after you, the best they'll do is sink into the ground because of horrible walkpaths. x_x


Mon Jan 12, 2009 11:14 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
numgun wrote:
And btw dont worry about the MPAMs coming after you, the best they'll do is sink into the ground because of horrible walkpaths. x_x

ahahahhaha that made me laugh. good show. i do hate how them and the strikeraven can jet up though the ground as an epic digger, aswell.
icanhazepicmecha?


Mon Jan 12, 2009 11:25 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
numgun wrote:
411570N3 wrote:
Are you gonna pull a numgun on us and make the old weapons permanently dissappear unless you get your hands on an older version?
(No offense to numgun, please don't send MPAMs after me)


What weapons? Can you tell which you are talking about?

And btw dont worry about the MPAMs coming after you, the best they'll do is sink into the ground because of horrible walkpaths. x_x


I think it was some bow, a random thingo that made weapons float towards you, the grav hammer, the chaingun and the homing rocket launcher. I just downloaded an old version and integrated it though so whatever...
And I don't need to walk using an MPAM, why would you need to walk when you can safely wield the VHSC?

Back OT: What changes are you planning specifically on this? Or are you doing more with Deimos for now?


Mon Jan 12, 2009 11:51 pm
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