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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I've gotta say, in B22, loose dirt and such (including the ice from the cryo gun) sort of 'collapse' when shot at, dirt above the point of impact disappears.
I think that you should make the ice denser, so that it can actually stand up to some punishment.


Mon Nov 10, 2008 12:36 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I really dig the new electro laser and it seems you nerfed the shock mortar alot too. They feel much less glitchy than before. As for the railgun, it rapes terrain quite alot. I would even say too much, but I guess thats your style. Otherwise its pretty damn awesome.

Also fix the topic title. (The date is wrong)

And could you make more pre-equipped dudes to the list? Like the tengu's with some weapons?

And finally that buy menu icon for DS looks pretty horrible imo.


Mon Nov 10, 2008 2:47 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
My gripe with the railgun is that it has too big of an explosion. At least, the little lines it cuts in terrain. Maybe just a deeper, smaller concentrated explosion.

That said, the new explosion for the grenade launcher is BEAUTIFUL.


Mon Nov 10, 2008 3:55 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Winterous wrote:
I've gotta say, in B22, loose dirt and such (including the ice from the cryo gun) sort of 'collapse' when shot at, dirt above the point of impact disappears.
I think that you should make the ice denser, so that it can actually stand up to some punishment.

Ah yes, the plants do that, which I noticed on grasslands. I didn't realize my ice does too. I need to figure out how to fix that.

numgun wrote:
As for the railgun, it rapes terrain quite alot. I would even say too much, but I guess thats your style.

... it is? I hope we aren't complaining about thing's being overpowered there Numgun. My ability to balance against vanilla content is being somewhat hampered by the fact that the vanilla content itself is now in need of some balancing. I can see you've been hard at work with your style.

numgun wrote:
And finally that buy menu icon for DS looks pretty horrible imo.

It's a reference to something. Here: http://www.japnuts.com/images/japanese_flag.gif
It's the old Japanese military flag, which they used before WWII ended. I think it looks pretty good myself.

dracura wrote:
My gripe with the railgun is that it has too big of an explosion. At least, the little lines it cuts in terrain. Maybe just a deeper, smaller concentrated explosion.

That said, the new explosion for the grenade launcher is BEAUTIFUL.

Alright, I'll make the explosion smaller. And as for the explosion animations, I basically just ripped the new vanilla stuff. I have the feeling we can ultimately thank CapnBubs...


Mon Nov 10, 2008 4:28 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Here are some more suggestions for you (already pretty damn awesome) mod:

I think the rockets fired by your rocket launchers would look even better if the emitter for the smoke trail had a "muzzle flash" or whatever these thingies are called for emitters. Look at the stock bazooka and you'll know what I mean.

You could also make your flamer leave the ground burning (like the stock light flamer does iirc), although the red color of capnbups's fire sprites might not really fit.

It'd be extremely awesome if you could make your silenced weapons and possibly also jetpacks unrecognisable by the new AI, although I have no idae of how to do that. :sad:


Mon Nov 10, 2008 5:49 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Well, I suppose I have to join the ceaselessly praisegiving masses on this one. This is a highly polished mod with a fair amount of variety.

Aside from what everyone else is badgering you to do, I'd also like to ask you to tweak the aiming range on the railgun. As soon as I place one it looks directly down through its own base, which is all kinds of wrong.


Mon Nov 10, 2008 5:53 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Darlos9D wrote:

numgun wrote:
As for the railgun, it rapes terrain quite alot. I would even say too much, but I guess thats your style.

... it is? I hope we aren't complaining about thing's being overpowered there Numgun. My ability to balance against vanilla content is being somewhat hampered by the fact that the vanilla content itself is now in need of some balancing. I can see you've been hard at work with your style.


Hehe, no I'm not saying overpowered. I'm saying it rapes terrain and it looks horrible ugly. Read dude. And with that said, it leaves an ugly mark on its point of explosion. And it just doesnt seem right like that.

Also will you ignore my past mods already? If youve actually tried the new B22 content you should be aware that they dont eat the terrain much at all.
None of the bullets create those amazing 1-mile holes in the terrain. Not even the explosives. I've set a standard to avoid such things in my future mods.
The TER prototype is a good example what I'm going after.

I also learned that explosions will be much more cooler when they leave something behind. Something that stays at the point of explosion for a while.
In explosives case, smoke. In energy based, some glows to show the "radiation" or some particles that make it look like there are remains of some substance there. I dont know how to explain it properly, but I hope you get the point.

Darlos9D wrote:
numgun wrote:
And finally that buy menu icon for DS looks pretty horrible imo.

It's a reference to something. Here: http://www.japnuts.com/images/japanese_flag.gif
It's the old Japanese military flag, which they used before WWII ended. I think it looks pretty good myself.


I know what it is and it is indeed good in its original colors, but the darkstorm's blue and black colors on it look terribly bad and it just doesnt look so good in the menu when browsing through.


Mon Nov 10, 2008 6:04 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
numgun wrote:
Also will you ignore my past mods already? If youve actually tried the new B22 content you should be aware that they dont eat the terrain much at all.
None of the bullets create those amazing 1-mile holes in the terrain. Not even the explosives. I've set a standard to avoid such things in my future mods.
The TER prototype is a good example what I'm going after.

Actually, I WAS referring to the B22 content. You're right, they're not terrain raping at all. I'm going to mess with my mod further, probably using the coalition as a basis. But some things like the Auto Cannon just seem a tad excessive as far as firepower goes. Though I suppose the longer reload times and the weight causing a massive reduction in flight ability might make up for it. I need to go through and tweak the reload times in my mod as well...

I'll make the railgun impact hole smaller. The main point of the thing is to blow up large things, which is still feasible with a smaller blast radius. Its just a really big anti tank/aircraft weapon.

Comment wrote:
Aside from what everyone else is badgering you to do, I'd also like to ask you to tweak the aiming range on the railgun. As soon as I place one it looks directly down through its own base, which is all kinds of wrong.

It's just twitchy like that. It has nothing to do with my own modding efforts. Same for any aiming woes with any other turret, or actor, or anything.

Demnevanni wrote:
I think the rockets fired by your rocket launchers would look even better if the emitter for the smoke trail had a "muzzle flash" or whatever these thingies are called for emitters. Look at the stock bazooka and you'll know what I mean.

I actually emulated the stock bazooka. There is a muzzle flash, though it only appears while it is emitting.

Demnevanni wrote:
It'd be extremely awesome if you could make your silenced weapons and possibly also jetpacks unrecognisable by the new AI, although I have no idae of how to do that. :sad:

Indeed it would be awesome. I've thought about it but haven't looked into the issue. I'm not certain what things "alert" the current AI, or if we have any control over it.


Mon Nov 10, 2008 7:37 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
So have you thought about the samurai-ish banner idea?


Mon Nov 10, 2008 8:00 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Oh heh, dont mind the coalition auto cannon, that one (along with the flamers and the laser guns) was still under heavy work. Data released this version so suddenly while the auto cannon and a few others were still in this horrible shape. Apologies on those. :)


Have you though of limiting the range of aiming for the turrets?
Since I can make the railgun blow up itself by firing straight down.


Mon Nov 10, 2008 9:07 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I'm kinda disappointed that I can no longer 1 shot the MARS with the electrolaser. On the other hand, I can now kill tons of enemies by shooting a dropship right before it leaves the map.


Mon Nov 10, 2008 9:20 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I love the railgun, works perfectly.

Interesting move making the Electrolaser only available in the kitted-out guy. It's a bit frustrating though, because the little guy is much more practical, but he gets all the crappy weapons.


Mon Nov 10, 2008 9:35 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I just discovered that the electrolaser crawls along walls.


Mon Nov 10, 2008 10:09 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
The buy menu logo should look a bit more like this. (IMO)
Image
Just vaguely, because that's terrible.
But I just think it would look a bit better if it maybe showed a clones helmet or lightning wih 'DStech' to its left or stuff like that.

EDIT: I've always wondered why you don't make your turrets AHumans.
I know it's to dual wield, but cant you just have one gun that fires two bullets/rockets?


Mon Nov 10, 2008 10:45 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I think I just thought of a way to make the silenced guns not trigger the AI's defense. If you make the bullets into TDExplosives and make them explode a single particle into the direction it was shot, it might not set off the AI.


Tue Nov 11, 2008 12:05 am
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