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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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 Re: DSTech Corp (UPDATED: 8/23/08)
What happened to the giant robot?
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Thu Sep 04, 2008 4:33 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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 Re: DSTech Corp (UPDATED: 8/23/08)
wutangfan1990 wrote: What happened to the giant robot? Ahhh due to the revised spriting rules (for me), I have to redo the entire thing. And I'm still settling into my college, blah.
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Thu Sep 04, 2008 5:29 pm |
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teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
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 Re: DSTech Corp (UPDATED: 8/23/08)
can somebody tell me why it won't open the dstech.rte folder. there is no errors, it ust won't open. can anybody help please? i want so badly to get playing whit these awensome robots and uber guns 
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Thu Sep 04, 2008 7:33 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: DSTech Corp (UPDATED: 8/23/08)
1st post and didn't even use search... Seriously, when will they learn? Alright, so this is most likely due to the strange unzip problem. CUT all the files in dstech.rte to a newly created folder called dstech2.rte. Then, delete the dstech.rte folder. Lastly, rename dstech2.rte to dstech.rte. That should fix it, unless you did something to it to make it not work, like mess with the index.
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Thu Sep 04, 2008 8:25 pm |
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teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
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 Re: DSTech Corp (UPDATED: 8/23/08)
ok thanks.. hope that works. i will use search more next time
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Thu Sep 04, 2008 8:30 pm |
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maddog321
Joined: Sun Aug 31, 2008 5:10 am Posts: 106
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 Re: DSTech Corp (UPDATED: 8/23/08)
I like this mod and just got the update with activities.ini and i did what you said for playing letting the cpu use them and when i load it up i get a error that says: Referring to an instance ('DS09 MAC') to copy from that hasn't been defined! in DSTech.rte/Activities.inin at line 80! the last frame has been dumped to 'abortscreen.bmp
Please help as i would like to combat these powerful robots.
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Fri Sep 05, 2008 2:30 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: DSTech Corp (UPDATED: 8/23/08)
Here, have a cookie. Attachment:
File comment: COOKIE
Activities.rar [756 Bytes]
Downloaded 158 times
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Fri Sep 05, 2008 2:40 am |
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maddog321
Joined: Sun Aug 31, 2008 5:10 am Posts: 106
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 Re: DSTech Corp (UPDATED: 8/23/08)
Thank you very much! 
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Fri Sep 05, 2008 2:48 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: DSTech Corp (UPDATED: 8/23/08)
Just a thought for the longer ranged weapons (the Rifle S and Hi-Laser Rifle) - have you considered adding any kind of additional aiming guide to them? They have enough range that the three-dot sight starts to lose it's use, and I think a simple red-line laser sight would be perfect for them.
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Fri Sep 05, 2008 10:45 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: DSTech Corp (UPDATED: 8/23/08)
Or maybe a crosshair as an attachable? *hint hint*
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Fri Sep 05, 2008 11:24 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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 Re: DSTech Corp (UPDATED: 8/23/08)
I would rather have the cross hair follow your sight... For the Hi-Laser rifle, should I just make it shoot a tracer shot of red glows while charging?
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Fri Sep 05, 2008 11:32 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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 Re: DSTech Corp (UPDATED: 8/23/08)
I like that idea. or you could always make an invisible round that shows a single reg pixel on detonation.
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Fri Sep 05, 2008 11:39 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: DSTech Corp (UPDATED: 8/23/08)
attached lazer sight emmitter maybe? with a harmless lazer of course.
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Sat Sep 06, 2008 12:21 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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 Re: DSTech Corp (UPDATED: 8/23/08)
Geti wrote: attached lazer sight emmitter maybe? with a harmless lazer of course. Then again. Emitter pile up.
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Sat Sep 06, 2008 12:36 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: DSTech Corp (UPDATED: 8/23/08)
Duh102 wrote: Here, have a cookie.
Omnomnom, activities, do want :3 Mod is going nice, but I think the one thing that could be changed is making the Blade Digger affect only terrain; the CHAIN SAWD already does a good job as a melee weapon (as does the lance) and a third OMGRAPESGIANTROBOTSAT2FEETAWAY weapon is quite unneeded O:
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Sat Sep 06, 2008 12:38 am |
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