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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DSTech Corp (UPDATED: 10/9/08)
before you run off
make sure to make support offsets that actually work.
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Fri Oct 24, 2008 3:09 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: 10/9/08)
DSMK2 wrote: The massive types are slow closing, and are usually base entrance ways, when destroyed, they are beyond a pain to get though, no not like the blast doors now, they're too small for my purposes. You just made my week. Perhaps my month. Are you thinking, width wise, two 1x1 tunnel pieces stuck together? That would be beyond awesome.
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Fri Oct 24, 2008 5:59 am |
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: DSTech Corp (UPDATED: 10/9/08)
DSMK2, you make me happy in the pants. Oh so very happy.
Screw your friends, there's no such thing as overkill. NO SUCH THING!
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Fri Oct 24, 2008 11:34 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DSTech Corp (UPDATED: 10/9/08)
Idiot, overpowered mods mean everything else in the game is useless. YEAH THAT'S SO COOL LOL! *sigh*, young people today. Just want to be really really good at every game they play. No respect for a good challenge.
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Fri Oct 24, 2008 11:51 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 10/9/08)
Liek woa. You know, you could do a bunker module that has an anti-capitalship missile dispenser in it. And a door that opens when there's a missile inside. Heres a super-quick sketch how I meant it: The dispenser spawns an ACRocket that you can fly and ram into whatever you want. Plus GIANT explosions. But damn, this is exciting. Cant wait what's gonna be next.
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Fri Oct 24, 2008 11:53 am |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: DSTech Corp (UPDATED: 10/9/08)
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Fri Oct 24, 2008 12:38 pm |
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Teemperor
Joined: Thu Oct 16, 2008 5:37 pm Posts: 52 Location: GERMANY
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Re: DSTech Corp (UPDATED: 10/9/08)
@ Exalion: Thats right. As i show a friend of my CC and the mods, he aks first: "Which mod have the most unfair unit". But wich so unfair units CC isn´t funny. You can kill the enemy without loses, thats stupid-.-
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Fri Oct 24, 2008 12:53 pm |
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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: 10/9/08)
numgun wrote: Liek woa. You know, you could do a bunker module that has an anti-capitalship missile dispenser in it. And a door that opens when there's a missile inside. Heres a super-quick sketch how I meant it: The dispenser spawns an ACRocket that you can fly and ram into whatever you want. Plus GIANT explosions. But damn, this is exciting. Cant wait what's gonna be next. Numgun, you're at it again. The rocket resembles a pen0r Overpowered this mod may be, but it just wouldn't work if it was balanced. Everything would have to be toned down but still be proportionally powerful, so the weaker weapons would do less damage then vanilla. Plus, it's fun having these guys as the enemy in a 1v1 match (Bastarf of a friend would always just spam JUDGEMENT and MRLQ fire that would horribly raep my large mechs, but I somehow killed his brain O;)
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Fri Oct 24, 2008 2:05 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 10/9/08)
Hrm... A rocket made for hard landings and high-speed takeoffs... Since when a ARocket takes off, it always automatically closes, its frames reverse <not player controlled!>. I'm going to animate it... Engines flip upwards, doors slide down and flip outwards, inner doors open up... This mod wouldn't feel right, if it was less then "overpowered". So ergh...
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Thu Oct 30, 2008 4:51 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DSTech Corp (UPDATED: 10/9/08)
DSMK2 wrote: Hrm... [img|Rocket] A rocket made for hard landings and high-speed takeoffs... Since when a ARocket takes off, it always automatically closes, its frames reverse <not player controlled!>. I'm going to animate it... Engines flip upwards, doors slide down and flip outwards, inner doors open up...
This mod wouldn't feel right, if it was less then "overpowered". So ergh... *Boing! * Please make it, the way you drew it.
Last edited by Foa on Thu Oct 30, 2008 6:37 am, edited 1 time in total.
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Thu Oct 30, 2008 6:29 am |
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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: 10/9/08)
yes please.
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Thu Oct 30, 2008 6:35 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DSTech Corp (UPDATED: 10/9/08)
That looks like a NICE rocket. and also, I'd tolerate the overpowered-ness if it was less laggy. you still have a lot of weapons in there that shouldn't be as laggy as they are.
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Thu Oct 30, 2008 6:47 am |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: DSTech Corp (UPDATED: 10/9/08)
ZOMG SO COOL LOLSEr... anyways, when I start up the game (with the Techcorp as my enemies) I get this error: Abortion in file ./System/Reader.cpp, line 530, because: Referring to an instance ('DSWB03 Shotgun') to copy from that hasn't been defined! in DSTech.rte/Activities.ini at line 208! The last frame has been dumped to BLAH BLAH BLAH ...Anyways, I made an account just for this purpose (Check out the post count Mah Honkey) Any feedback would be appreciated. ...Or else I will be forced to drink your blood
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Sat Nov 01, 2008 4:44 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 10/9/08)
OK fixed. Another case where the Compiler hates my naming...
Having fun with a new Fist based weapon... Nothing really changed, but hrm...
Attachments:
File comment: rwar.
patch000.rar [1.85 KiB]
Downloaded 113 times
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Sat Nov 01, 2008 8:22 am |
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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: 10/9/08)
Exalion wrote: That looks like a NICE rocket. and also, I'd tolerate the overpowered-ness if it was less laggy. you still have a lot of weapons in there that shouldn't be as laggy as they are. agreed. everything big makes for a crapload of lag for anyone on an older machine. and likely people on newer machines. optimise!
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Sat Nov 01, 2008 9:27 am |
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