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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 1/18/09)
I just reinstalled CC due to a certain mod that modified a base.rte... Anyways, I've noticed the game speed seems suddenly fast forwarded... This rewrites a lot of things. And made walking viable for me.


Wed Feb 04, 2009 1:45 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
:shock: this mod is great you need to put more turrets and bunker modules :grin:


Wed Feb 04, 2009 2:17 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Abortion in file .\System\Reader.cpp, line 530, because:
Referring to an instance ('DSWB06 MRL')to copy from that hasn't been defined! in DSTech.rte/Activities.ini at line 264!

This is after I uncommented the Activities.ini thing.


Wed Feb 04, 2009 11:46 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Great job. Now work on the following:
Giant human actors
Doors
A nanodrone hive that doesn't generate 10 losses every second.
A brain on legs
A dropship with a gun, it doesn't even have to deliver stuff, maybe you just order it in for support fire. Or make an actor that looks like a chopter copter with unlimited jetpack. I don't care. Just make it auto-equipped with godly weapons.
And a brain vault with entrances:
A)Pointing the other way
B)Pointing both ways,
C)Pointing up/down as well as both ways
or D)Pointing all 4 ways.
And turrets that mount sideways.
And a peephole thing with a window-type crack, for coverfiring but not paying the cost of those metal doorway cover bits. This and lots of other stuff I would use anyway if your bunker mods weren't so HUGE are in the bunkermod compilation pack. Also, make an elevator. Try making it a craft that, when selected and doors opened, would go down/up. Remove the scuttle function if you can plz.


Thu Feb 05, 2009 7:02 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Bladecat4 wrote:
Great job. Now work on the following: SAY PLEASE
Giant human actors He's already doing it.
Doors Perhaps
A nanodrone hive that doesn't generate 10 losses every second. AGREED AGREED
A brain on legs No, don't.
A dropship with a gun, it doesn't even have to deliver stuff, maybe you just order it in for support fire. Or make an actor that looks like a chopter copter with unlimited jetpack. I don't care. Just make it auto-equipped with godly weapons. Are you insane? Do we need more huge super-powered things and now a gunship? Don't. It'll take up more space.
And a brain vault with entrances:
A)Pointing the other way right
B)Pointing both ways, Don't. Just, don't.
C)Pointing up/down as well as both ways The brain would be overpowered.
or D)Pointing all 4 ways. See my above comment.
And turrets that mount sideways. YES
And a peephole thing with a window-type crack, for coverfiring but not paying the cost of those metal doorway cover bits. Use the guard posts. Making a module out of it would be useless.
This and lots of other stuff I would use anyway if your bunker mods weren't so HUGE are in the bunkermod compilation pack. Perhaps you haven't noticed. The actors are MECHS and are bigger than coalition soldiers.
Also, make an elevator. Try making it a craft that, when selected and doors opened, would go down/up. And now you're asking for something that's both impossible, and, if it were doable, would be a first.
Remove the scuttle function if you can plz. Excuse me while I laugh.

Several good ideas, but some which just plain don't make sense.
Sorry if I was a little harsh.


Thu Feb 05, 2009 7:41 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Ultric wrote:
Bladecat4 wrote:
Also, make an elevator. Try making it a craft that, when selected and doors opened, would go down/up. And now you're asking for something that's both impossible, and, if it were doable, would be a first.

Actually, I think one of those was done. The door open animation looked like an elevator car (a green box since no sprite work was done) that moved up when you closed the doors. It only looked right going up from down though, down from up looked like you were being sucked into nothingness and coming out of nothingness magically.


Thu Feb 05, 2009 9:59 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
but what purpose would an elevator serve for fatigueless robots with jetpacks?
srsly?
for me, rather than a bunch of new stuff, i'd love some balancing and a cull of similar weapons, and a general quality upgrade. give them some more interesting features rather than stomping power. make the exitwounds have cool effects on them, with bits of wire and metal and all sorts of robot innards being flung, as well as arcing electricity. heck, make the larger robots have drawn out, ♥♥♥♥ of spriting, sex with my eyes effects. as cool as they look, they feel kinda generic, and i think the lack of balance is why..


Thu Feb 05, 2009 11:10 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Geti wrote:
but what purpose would an elevator serve for fatigueless robots with jetpacks?
srsly?
for me, rather than a bunch of new stuff, i'd love some balancing and a cull of similar weapons, and a general quality upgrade. give them some more interesting features rather than stomping power. make the exitwounds have cool effects on them, with bits of wire and metal and all sorts of robot innards being flung, as well as arcing electricity. heck, make the larger robots have drawn out, ♥♥♥♥ of spriting, sex with my eyes effects. as cool as they look, they feel kinda generic, and i think the lack of balance is why..

Sorta this. Take what you have now, cut out half of it, and parse what's left into a few separate mods.


Thu Feb 05, 2009 11:36 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
And no comment on the II versions? Since those are going to replace the... Its going to be attachables, (for the robots) once you break through the shell, you start ripping up its organs, but the shells have varying quality and design.

Why do people complain about my bunker mod's sizes? I wonder. Could make small wall (not ceiling) mounted turrets. If I'm going to do it for the bigger turrets I'm going to have to follow the Front Mission: Gun Hazard style :P

I'm kinda miffed that not much people noticed that I updated my mod -_-;


Fri Feb 06, 2009 5:57 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Um, what's the updated version, regular or lazy? And which things are we supposed to be comparing, I don't see stuff labeled "II"...

EDIT: Nevermind, found the post, checking...

DSMK2 wrote:
I'm kinda miffed that not much people noticed that I updated my mod -_-;

Well, you're mod's really bit and a lot of it is rather similar... honestly I'm not 100% sure what's been changed. But, about the two weapons you wanted comments on...

Minigun- Seems to be a prettier version of the original, so I support replacing it.
Shotgun- Nice, but surprisingly little spread for a shotgun. With a longer sharp length it could just as easily be a sniper. :P


Fri Feb 06, 2009 6:48 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Duh102 wrote:
Actually, I think one of those was done. The door open animation looked like an elevator car (a green box since no sprite work was done) that moved up when you closed the doors. It only looked right going up from down though, down from up looked like you were being sucked into nothingness and coming out of nothingness magically.

Yeah, I had that. It actually worked before B22, I was pretty impressed. However, now it's bugged, so actors basically skate against the bottom of it. It's rather funny, especially since nothing can kill it.


Fri Feb 06, 2009 2:31 pm
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Post Re: DSTech Corp (UPDATED: 1/18/09)
owo....

Minigun II - AWESOME. Love the new minigun. The last one was too unwieldy imo.

Shotgun II and the Dolens shotty - Love them. Standard issue on my troops now. oOo

Ferratus C - Love this as well. Squads of them are deadly.

Also: I've noticed the drop-box gibs fly off like speeding bullets when it auto-asplodes.


Sat Feb 07, 2009 1:22 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
seriously, if you condensed your arsenal quite a bit and made all the actors with attachables, then this mod would be awesome. also, whoever complained about the large bunkermodules, i like them. you just need a big map, and also if you made some more intricate modules (think ambiance here, grand entrances to your bunker for example, with a turret in the middle, like this:
Code:
   +-------------------
   |    
   +-------------------

       X
   +-------+
   |       |   
   +-------+   +---
         | 
   Y   Y   |  +
+-----------------------+  |
|            |
+--------------------------+

turret at X, troops can walk through at Y. make the background interesting, and i'd use it just for the bunkermodules. try to do what numgun is doing, make your mod more balanced and therefore fun to play with normal CC.


Sat Feb 07, 2009 10:58 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Ultric wrote:
Bladecat4 wrote:
Great job. Now work on the following: SAY PLEASE
Giant human actors He's already doing it.
Doors Perhaps
A nanodrone hive that doesn't generate 10 losses every second. AGREED AGREED
A brain on legs No, don't.
A dropship with a gun, it doesn't even have to deliver stuff, maybe you just order it in for support fire. Or make an actor that looks like a chopter copter with unlimited jetpack. I don't care. Just make it auto-equipped with godly weapons. Are you insane? Do we need more huge super-powered things and now a gunship? Don't. It'll take up more space.
And a brain vault with entrances:
A)Pointing the other way right
B)Pointing both ways, Don't. Just, don't.
C)Pointing up/down as well as both ways The brain would be overpowered.
or D)Pointing all 4 ways. See my above comment.
And turrets that mount sideways. YES
And a peephole thing with a window-type crack, for coverfiring but not paying the cost of those metal doorway cover bits. Use the guard posts. Making a module out of it would be useless.
This and lots of other stuff I would use anyway if your bunker mods weren't so HUGE are in the bunkermod compilation pack. Perhaps you haven't noticed. The actors are MECHS and are bigger than coalition soldiers.
Also, make an elevator. Try making it a craft that, when selected and doors opened, would go down/up. And now you're asking for something that's both impossible, and, if it were doable, would be a first.
Remove the scuttle function if you can plz. Excuse me while I laugh.

Several good ideas, but some which just plain don't make sense.
Sorry if I was a little harsh.

OK, PLEASE. And the elevator has been done before. It was a craft, but it didn't fly, it was for going up/down only. but you had to scuttle it to get anything out of it. And I think you were a tad harsh, considering this is my first major post, but OK...
And also, guard posts? Say wha?


Sat Feb 07, 2009 11:23 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
ugh, just relealised the ascii failed. open up notepad and paste it if you want an idea of the bunker.
also, bladecat, people on these forums like to tear apart whatever you say, dont worry about it. if anything you should be mildly flattered at the time spent answering each of your points, even if it was to shoot some of them down. also, note that he did acknowledge he may have been harsh.
anyway, i like the sound of smashing apart robots into their circuity cores. wiring sticking out on the breakwounds for armour would be so sweet..


Sat Feb 07, 2009 1:05 pm
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