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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Ragdollmaster wrote:
Do you have any intentions of updating the SS Cannon, DSMK? Because currently standing, it's one of the funnest weapons to use in CC. It's more or less a giant explosive penetrating artillery round, and let's face it, who doesn't love artillery rounds?



Most likely, but gonna do a full resprite...

Though right now I wanna attempt at making some type of support equipment using Lua...

Mind if anyone give me pricing suggestions? I need to be able to have at least 1 unit with three basic weapons attached with normal money.


Thu May 14, 2009 5:20 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
In normal terms, that would be around about 200-300. In your terms, that's 1000+. Try giving the tantus your famous autocannon turrets on the underside and top to make it a SUPAH GUNSHIIIIP. Ask piipu for code.


Thu May 14, 2009 11:41 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Ragdollmaster wrote:
Do you have any intentions of updating the SS Cannon, DSMK? Because currently standing, it's one of the funnest weapons to use in CC. It's more or less a giant explosive penetrating artillery round, and let's face it, who doesn't love artillery rounds?


i can actually say that the SS cannon was my most loved weapon from all of the B22 mods...PLEASE convert DSTech to B23, i just cant defend against the klovestan opressors without my beloved handheld high explosive penetrating shell flinger... :cry:

and the Tantus never got shot down either lol
i dont remember any mechs though, are you thinking of creating any?


Sun May 17, 2009 1:34 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
I know this isn't optimized for B23, but I'd just like to note that trying DSTech with B23 results in a crash for me when I try to start a mission or a skirmish. Which is a shame, I really liked it and its uberpoweredness.


Wed May 20, 2009 1:31 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
So DSMK2 will the b23 version of this include the HUGE mech we've been promised? Perhaps a mission with it?


Wed May 20, 2009 1:48 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
DSMK2 wrote:
Most likely, but gonna do a full resprite...

Though right now I wanna attempt at making some type of support equipment using Lua...

Mind if anyone give me pricing suggestions? I need to be able to have at least 1 unit with three basic weapons attached with normal money.


For pricings on basic units, 75-150g is the norm it seems, units pre-equipped with weapons would be more.

But, just so I can maul the hell out of everyone and everything again when I'm bored, I don't suppose you can make a quick patched version of the B22 DSTech to make it compatible with B23?


Fri May 22, 2009 2:07 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
A lot of stuff has been cut out in this version, should I just upload then?


Fri May 22, 2009 2:56 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
You're the modder - if you're happy with it and want to release then go right ahead. =D


Fri May 22, 2009 3:03 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
DSMK2 wrote:
A lot of stuff has been cut out in this version, should I just upload then?


Go ahead. We're all curious, aren't we :) ?


Fri May 22, 2009 3:21 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Bah updated then, go ahead and test :P

[EDIT]: Need to clean up for the mac-version...


Fri May 22, 2009 5:03 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I'll download again, I've been doing some heavy duty updates to AAL so they should be able to rip your robots to shreds this time >: D

And then I'll do the opposite. Rip my own AAL into shreads with your robots! xD


Fri May 22, 2009 5:10 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
numgun wrote:
I'll download again, I've been doing some heavy duty updates to AAL so they should be able to rip your robots to shreds this time >: D

And then I'll do the opposite. Rip my own AAL into shreads with your robots! xD


I'm practically doing the same as you! Though I'm bouncing between being just lazy, actually working on something, or distracted by something else.

Anyways, what was the Mac problem? "/" or "\"?

CC-Lua based question: Is there any function to check how close a moveable object is close to the "ground"? Not only that whats the Lua equivalent of "!=" (Not Equal) ?


Fri May 22, 2009 5:14 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Anyways, what was the Mac problem? "/" or "\"?


Always use "/".

Also certain sound effects have failed to load in mac. This happened to my Slayer actor. I ripped the sounds from Oni directly, so I think theres a connection with that.


Fri May 22, 2009 5:26 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Teleport is very nice, and a lot of the clutter in the buy menu has been cleaned out. But what's the reason for cutting out the shields? Also, could you fix some spriting inconsistencies? i.e. lighter outlines on, say, the PAIN that contrast with the black outlines on the bottom half of the erratus C.


Sat May 23, 2009 12:14 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Bloody hell, this mod has really advanced since the last time I played it.
It does however have lots of small bugs and things undone:

-Descriptions lacking on various items
-Some weapons abuse glows to an extent that it slows down the game considerably, mainly the flamer and plasma cannon. But damn, they look amazing.
-Teleport eats terrain quite easily and with rapid teleport orders, you can dig all the way to china with great efficiency.
-Jet sounds on ferratus sound too loud and kinda nasty.
-Jet effects are godlike.
-In bunker building, DS makes alot of categories. Consider removing some categories and merging stuff like the robots to be in the "Actors" group only.
-I think I saw a "dummy parts" category appear with the mod. Remove that, since theres no use with it.
-Drone hive drones not destroyable, I tried shooting them with laser, but it seems they are immortal, it would be cool if you could fight them off. Making them move much slower would be also really good and give a fighting chance for the ones that encounter the hive.
-MRL might be better if you reduced the amount of particles by 10-20% and added an explosion glow to the middle.
-Maybe make robots gib if their HP goes below 1? Would be cool if they are shot and they go 0 hp and then explode.
-robot gibs could look better with more fire effects. Or if not fire, then some energy explosions to make their deaths look impressive.
-I love the new laser weapons and the new force looks so BADASS. : 3
-New robots look really good. I really like the new legs, very good looking.
-Revolver cannon might look better if it shot larger slugs and at a faster rate and had 6 shots and a small reload in between and some more fiery and more dramatic and larger explosion.
-The ceiling brain seems to have slightly buggy horizontal offset, try making half pixel offset coordinates for it so it wouldnt twitch at all. Right now if you observe real hard, you'll notice it keeps flipping out by a pixel or so.
-MRL keeps getting better. It starts to feel like the missiles in armored core.
Very cool.
-I could suggest a repair bay bunker module. Its always ready to use and when you use it by moving a damaged actor into it, the module will then become inactive and "repair" the actor for 20 seconds after what it will spawn a new actor in the place of the old one and allow another customer to use the repair module again. Make a thread in Lua section and check the Reconstructor's code in my BW mod.


Thats probably not all, but I gotta go to bed now. But this mod just keeps getting more awesome. I love the effects you make ALOT. Best effects ever. And best laser weapons too. :smile:


Sat May 23, 2009 12:20 am
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