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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Sun Apr 29, 2007 6:11 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Read a thread before you post, dude. DSMK2 aint 'round and you would've know this had you read...


Sun Aug 09, 2009 5:01 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Just downloaded this.
It's pretty awesome.
I find all the pre-Skirmish menus a bit overkill, but good once you find out where all the stuff is.
And the Blade Digger is what every digger wishes it was. I love it. You can dig a tunnel from falling, and not lose any speed.

Also, the Mediafire link, my WinRAR gave errors.


Sun Aug 09, 2009 6:28 pm
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Location: In the middle of a giant mitten
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I have been toying around with this mod recently, and I was wondering about something...

Would anyone know how to stop the Plagiarius from dumping out its little invisible waterfall of death that tends to cause a little lag and damage/destroy stuff beneath it?
Or perhaps someone knows which of the 60+ pages in this thread might have the answer to above question?
Searching for Plagarius turned up nothing of interest when trying to find an answer to the above.

Also relating to this mod.
I do recall there being 'smaller' scale versions of the DSTech walls someplace, but I don't recall if it was an older version of DSTech, or some bunker type mod that had them.
Anyone know where to find them, if possible?


Sun Sep 27, 2009 6:37 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote:
I have been toying around with this mod recently, and I was wondering about something...

Would anyone know how to stop the Plagiarius from dumping out its little invisible waterfall of death that tends to cause a little lag and damage/destroy stuff beneath it?
Or perhaps someone knows which of the 60+ pages in this thread might have the answer to above question?
Searching for Plagarius turned up nothing of interest when trying to find an answer to the above.

Also relating to this mod.
I do recall there being 'smaller' scale versions of the DSTech walls someplace, but I don't recall if it was an older version of DSTech, or some bunker type mod that had them.
Anyone know where to find them, if possible?


I think that would be some bunker module compilation pack... Sashi right? Can't recall. I'm going to be reworking the Plagiarius anyways, it's current movement is too clunky, and for some reason it sinks after it collects a lot of actors... And that waterfall of death is due to the Plagiarius shooting it's content downwards, as strong as it sucks up its victims.


Sun Sep 27, 2009 6:52 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
And that waterfall of death is due to the Plagiarius shooting it's content downwards, as strong as it sucks up its victims.


I think that this is due to the particles emitted by the main engines having insane velocity and HitMOs to 1, I changed that to 0 and it works. Not sure about the stability, it wobbles a bit. Also the menus need a declutter, maby put similar items like grenades into weapons? There are only 2.

Anyway, amazing to see you'r back DSMK2, hope this mod continues to get better.


Sun Sep 27, 2009 8:04 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
So the Plagiarius is not exactly supposed to be putting out an invisible shower of 'downward death particles' the moment it arrives on the map?
(holy smokes when seen on the radar/map screen of piipu's Combat Control Room)

At least it is presently handy to wipe out an attacking army simply by hovering the Plagiarius above them, driving actors into the ground until they die, knocking them off balance, grounding or flipping drop ships, etc, even if it does tend to drive weapons/tools into the ground until they gib. It's terrain rape free at least, except for stuff driven into the ground a bit before it gibs.

Until I figure out where that engine particle variable thingy is, I guess I will have to stick with the bigger Crumens for item/troop recovery, even if it is hard to squeeze it into smaller spaces...


As for 'sinking', don't drop ships in general have that problem if they are carrying to much stuff?

I think I did have a bunker mod from Sashi at one time, I will have to check. I do recall that at one time there were 'doubles' of the DSTech walls due to some sort of bunker mod. I will have to check if I still have it.

On a side note, the Assault Machine Gun is overkill... please don't change it. :twisted:
*goes back to mowing the lawn and eliminate trespassers at the same time*


Sun Sep 27, 2009 8:11 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSTech.rte\DSCrafts\DSAoa\DSAoc.ini is the place to look.

Also I did de-clutter a version, it's good that the different objects are seperate but some gibs and the blue ball are visible and there's a whole group with every item in. Would you be interested in this?


Sun Sep 27, 2009 11:58 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
My modding skills with CC are a little on the limited side at this time.
I did find the file on my own, but I have no clue what exactly to tweak, as search in the file turns up over a dozen matches for HitsMOs. :???:

What AddEffect or InstanceName or whatever should I look for?

I'm guessing it's one of the few with 'engine' in the InstanceName.


Sun Sep 27, 2009 1:19 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
At the bottom is
InstanceName = DSCS01 Plagiarius
this is the actual ship itself, scroll down to-

LThruster = AEmitter
CopyOf = NullDOOR A DSAo L
This and RThruster are the left/right thrusters,
Search "NullDOOR A DSAo L" since this is the emitter-

AddEffect = AEmitter
InstanceName = NullDOOR A DSAo L
here is the emitter, further down there is an AddEmision entry-

EmittedParticle = MOPixel
CopyOf = DSAo Engine Part 1
Search DSAo Engine Part 1 and you find the actual pixel emitted and in this item's properties there is HitMOs = 1, change this to 0
Both left and right seem to use the same pixel so this fixes it.

Learnt just from looking at it for several days,


Sun Sep 27, 2009 1:41 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Go figure, the DSAo Engine Part 1 bit since that was the first match when searching for engines (and where I left the file open at)...
I am going to go facepalm at my self right now...

First battle with the changes, it seems to not be damaging stuff, no knocking stuff over, etc, and it no longer seems to be dumping out a shower of 'invisible' particles.

Thanks for the help.


Sun Sep 27, 2009 4:26 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote:
Go figure, the DSAo Engine Part 1 bit since that was the first match when searching for engines (and where I left the file open at)...
I am going to go facepalm at my self right now...

First battle with the changes, it seems to not be damaging stuff, no knocking stuff over, etc, and it no longer seems to be dumping out a shower of 'invisible' particles.

Thanks for the help.


Ah that, I actually replaced the Plagiarius with Lua based movement, a modified version of the one used for my VTOL, so the wobbling and engine kill isn't an issue anymore.


Sun Sep 27, 2009 4:33 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Is this on the download?
I just wonder because I have a version I went through and took items from most of the bunker menu entrys.
It sounds great otherwise, I tried to fix the wobble; and failed horribly.
Edit:
Forgot to mention, the drop pod isn't in the current version and the salvage ship is. This needs editing on the 1st post.


Sun Sep 27, 2009 6:43 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Samohan25 wrote:
Is this on the download?
I just wonder because I have a version I went through and took items from most of the bunker menu entrys.
It sounds great otherwise, I tried to fix the wobble; and failed horribly.
Edit:
Forgot to mention, the drop pod isn't in the current version and the salvage ship is. This needs editing on the 1st post.


Which means completely wiping the first post <everything has changed>, and there is no new download.


Sun Sep 27, 2009 6:48 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Oh, what was/is planned now then? Any new ideas or fixing up other content?


Sun Sep 27, 2009 7:11 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Samohan25 wrote:
Oh, what was/is planned now then? Any new ideas or fixing up other content?


What I'm doing now:
DSA8 Oculus:
-Redo soldier type
-Create Command Ver
Code:
-> Additional armor to the soldier type
-> Command weapon DSWBXX Piercing

-Retire the first Oculus
Code:
-> Replace with scout drone

-Reclassify Oculus C
Code:
->DSA10 Iaculum


Redo Basis design to match current designs

Redo FORCE fort cannon
Code:
-> Bigger, less blowing self up


Create "doors" for my fort parts


Sun Sep 27, 2009 7:31 pm
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