Author |
Message |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
 Re: DarKlone Technologies - Updated 4/6/08
C-tron wrote: It'd be cool if you made the rotors be like
__________________ |---------------------------| .|________________|
.........|||||||||||||.........<---air coming out the bottom
so like, it's implied they're in there, you don't have to animate except a little wavy glow if you'd like, and they're accessible from the top, that means that if any actor were unlucky enough to fall directly on top of them, it'd be instantly gibbed. But not from the bottom. Kinda like the opposite of what happens now. Probably very low (zero if possible) mass + high sharpness particles emitted from the top.
adds a little realism while still doing what you want, don't harm clones that come from the bottom and protects the top. Hm. I could maybe even have the particles coming from the bottom be blunt and slightly forceful to force down anything that gets under them. It might even help alleviate the "flying away actor" problem you have when actors drop. My dropship won't just be tough, it'll be economical!
|
Tue Apr 08, 2008 7:05 am |
|
 |
Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
|
 Re: DarKlone Technologies - Updated 4/6/08
Tea wrote: I absolutely love the voices on the darklones, the new swords and throwing knives. But I hate the new inaccuracy of the automations, plus the fact that you made the heavy Darklones weaker. That really was one of the greatest feature of the darklones, along with the wide range of weapons.
You can now do a reasonable amount of damage to a darklone with the smg. I haven't seen the effect of a shotgun on it yet. Before the bullets would bounce off.
This is what made them better to fight with the enemy using them, because they were the only things that actually posed to a challenge to kill to those of us in the modding community, unlike coalition clones, dummies and skeletons.
You really should have left them as they was in the last update. They were perfect then. There are so many things wrong about this post. Heavy Darklones were absurdly broken, only able to be killed by Uber weapons and precision strikes of delivery craft. They're still too tough, but considering their cost it might be acceptable, if he tones down the armour a little tiny bit and just increases their health a bunch. Swords aren't exactly precision weapons, the main point is to hit them, not draw art on them. As they were, you swung it with the muzzle flash, and stabbed with the projectiles.
|
Tue Apr 08, 2008 7:51 am |
|
 |
FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
|
 Re: DarKlone Technologies - Updated 4/6/08
The heavies were simple to kill when they were uber... Snipe the blue slit on the helmet (The visor) i freaken killed the heavy with its own shotgun... I shot the legs... (I KNOW i did this one)
If you looked you woulda noticed it being pretty simple to kill them... (atleast i tihnk i did this when it was uber)
Either way... They are good now aswell...
|
Tue Apr 08, 2008 1:34 pm |
|
 |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
 Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote: The heavies were simple to kill when they were uber... Snipe the blue slit on the helmet (The visor) i freaken killed the heavy with its own shotgun... I shot the legs... (I KNOW i did this one)
If you looked you woulda noticed it being pretty simple to kill them... (atleast i tihnk i did this when it was uber)
Either way... They are good now aswell... Hitting their vizor shouldn't give you any advantage. Its just another part of the head/helmet. And don't say "well it does." You're just fooling yourself. I would have to explicitly program that somehow. SOMEhow...
|
Tue Apr 08, 2008 11:40 pm |
|
 |
Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
|
 Re: DarKlone Technologies - Updated 4/6/08
numgun wrote: It lags, it eats terrain with each pod, some pods remain and some klones get stuck in them and your bunker isnt safe if they happen to land in that area. To fix that you could just lower the velocity at which the pods fall. It's actually really easy. "lower velocity"="less terrain rape"
|
Wed Apr 09, 2008 12:46 am |
|
 |
FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
|
 Re: DarKlone Technologies - Updated 4/6/08
I wasnt gonna say "Well it does" (Its just wierd cuz when i shot there... it did bout 10dmg and they started bleeding abit)
Oh well...
What were ALL the weak points on them anyways ?_?
|
Wed Apr 09, 2008 12:49 am |
|
 |
Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
|
 Re: DarKlone Technologies - Updated 4/6/08
OH NOES!!! I just tried loading this file and it gave me an error that read: Quote: Abortion in file .\System\Reader.ccp, line 493, because:
Could not match properly in DarKloneTech.rte/sounds.ini at line 1!
The last frame has been dumped to "abortscreen.bmp" Help? Please? In the meantime I'll just try reDLing the pack to try to fix it. EDIT: T_T it didn't work. I need more 'helps' to beat this problem.
|
Wed Apr 09, 2008 2:24 am |
|
 |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
 Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote: I wasnt gonna say "Well it does" (Its just wierd cuz when i shot there... it did bout 10dmg and they started bleeding abit)
Oh well...
What were ALL the weak points on them anyways ?_? It's actually really bizarre. Weak points on any actor are places where there are only a few pixels to penetrate through. It seems that when something strikes an actor, the number of pixels between the entry wound and the potential point of exit is determined, and the more there are the harder it is to penetrate through. This results in some odd bugs where if you just graze the end of an arm or the top of a head/helmet where there's just a few pixels sticking out, you'll end up doing full damage with both an entry and an exit wound. Basically, any point on the body that has a few pixels sticking out is a potential weak point. Thats why the horns on my heavies are separate, unshootable attachments. If they were part of the head, you could kill them by shooting at their thin little horns! Kigali wrote: OH NOES!!! I just tried loading this file and it gave me an error that read: Quote: Abortion in file .\System\Reader.ccp, line 493, because:
Could not match properly in DarKloneTech.rte/sounds.ini at line 1!
The last frame has been dumped to "abortscreen.bmp" Help? Please? In the meantime I'll just try reDLing the pack to try to fix it. EDIT: T_T it didn't work. I need more 'helps' to beat this problem. Hm. I downloaded the .rar and tested it and it worked. I'm not sure whats wrong. Look in sounds.ini at line 1 in DarKloneTech.rte (just open it with notepad). It should look like this: AddSound = Sound If it doesn't look like that, then something is wrong. Also, I dig your avatar... sort of. I prefer Lucy...
|
Wed Apr 09, 2008 5:16 am |
|
 |
FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
|
 Re: DarKlone Technologies - Updated 4/6/08
That show was great =3 (Though i was forced to wathc it all in "japanese")
On-Topic: Well the only thing i would like to see (other then the dropship atm) would be a couple of crab actors =3 (sorta like 4 legged walkers for the DKs)
|
Wed Apr 09, 2008 11:25 am |
|
 |
Maeus
Joined: Fri Mar 14, 2008 4:04 pm Posts: 3
|
 Re: DarKlone Technologies - Updated 4/6/08
It doesn't work for me, I'm afraid. It just skips it whilst loading.
|
Wed Apr 09, 2008 1:46 pm |
|
 |
Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
|
 Re: DarKlone Technologies - Updated 4/6/08
Maeus wrote: It doesn't work for me, I'm afraid. It just skips it whilst loading. Solution: Make a new folder, name it to whatever you please. Cut&Paste everything from the DarKlones folder to your new folder. Delete the old DarKlone folder, and rename the new one to DarKloneTech.rte Done and done!
|
Wed Apr 09, 2008 1:57 pm |
|
 |
Maeus
Joined: Fri Mar 14, 2008 4:04 pm Posts: 3
|
 Re: DarKlone Technologies - Updated 4/6/08
Still nothing. It's really weird, actually. I reinstalled the game and whatnot, but it completely skips it. I tried hiding the files in other mod folders, but nothing worked.
I don't have to buy the game to use this, right?
|
Wed Apr 09, 2008 10:59 pm |
|
 |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
 Re: DarKlone Technologies - Updated 4/6/08
Maeus wrote: Still nothing. It's really weird, actually. I reinstalled the game and whatnot, but it completely skips it. I tried hiding the files in other mod folders, but nothing worked.
I don't have to buy the game to use this, right? Oh wait... I know exactly whats wrong. I'm a ♥♥♥♥♥♥♥. Re-uploading... ... uploaded.
|
Thu Apr 10, 2008 2:24 am |
|
 |
Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
|
 Re: DarKlone Technologies - Updated 4/6/08
Darlos9D wrote: I'm a ♥♥♥♥♥♥♥. Sig'd
|
Thu Apr 10, 2008 5:31 am |
|
 |
Rider
Joined: Wed Apr 09, 2008 11:43 am Posts: 9
|
 Re: DarKlone Technologies - Updated 4/6/08
Maeus wrote: It doesn't work for me, I'm afraid. It just skips it whilst loading. I'm having the same thing at a friends place too. It works fine at my own place, PC and laptop (WinXP and 2K respectively), but here (XP) it just skips it entirely... very strange...
|
Thu Apr 10, 2008 10:20 pm |
|
 |
|