View unanswered posts | View active topics It is currently Sat Jan 11, 2025 4:08 pm



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 68, 69, 70, 71, 72, 73, 74 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/9/08
In case anyone hasn't noticed, the download for the mod is currently unavailable. I'm having trouble with uploads and am asking here about a solution: http://www.datarealms.com/forum/viewtopic.php?f=1&t=12696


Sun Nov 16, 2008 7:20 am
Profile YIM
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Maybe the cryo gun should fire ice slugs that expand after being exposed to the air. The beam it shoots now just doesn't look right. Besides, we already have a mingun which basically does the same thing.


Sun Nov 16, 2008 7:38 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Alright, crisis averted. There's a download link in the first post now.

Well folks, this is a big one. There's many new things to play with. I'll run down the list:

-The D7 sniper rifle has finally returned. It basically fires exploding bullets, but the explosions are directed into whatever it hits. Have fun shooting down drop ships.
-On a similar note (due to similar funcitonality), the railgun is a lot less terrain raping
-Same with are the elecrolaser and shock mortar
-I made the D61 chaff grenade. It's kinda laggy, though I think I fixed the game freezing problem. It's an odd item, you'll just have to try it out yourself and see what happens.
-The Shogun has a fun new weapon: the D52 grenade machine gun. This can be used just by firing directly at enemies, or you can point it up and rain explosives down on some unlucky foes. It's quite fun. The bullets look like they fly up too far on the zombie map, but they actually don't. Get those crater zombies!
-The Cryo Gun makes ice formations MUCH more effectively now. It also kills enemies by crushing them with the loose ice particles, rather than gibbing into sharp gibs... which had the habit of damaging and messing up the ice formations. Also, I changed the projectile animation. It'll do for now until I figure out what to actually do with it.
-The regular grenade launcher, besides being re-designed visually (along with the rocket launcher a bit), now fires timed bouncing grenades, rather than impact grenades. They're proximity grenades also, so they'll usually blow up earlier on if an enemy is right near them.
-The rocket launcher turret has less rounds, and fires slower. It was a bit too spammy before.
-The Shogun armor has a full-blown jet pack now. But it has a very short lifetime. Don't cheat with the burst trick...
-All shogun heavy weapons have a distinctive backpack thats actually attached to the shogun's back, below the jetpack.
-After learning some tricks while doing other things, I figured out how to make the flamethrower fire stream look a lot nicer.

And that's most everything I can think of. Enjoy.


Sun Nov 16, 2008 8:01 am
Profile YIM
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 11/9/08
The jet pack on the shogun definitely needs fine tuning and the new sniper rifle acts weird against certain things. I love the new cryo gun and the new sprites for the rocket launcher and grenade launcher.


Sun Nov 16, 2008 8:14 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/9/08
if you dont want people abusing a jetpack's burst put some BurstSpacing = 2000 in the code.
testing now.


Sun Nov 16, 2008 8:26 am
Profile WWW
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
if you dont want people abusing a jetpack's burst put some BurstSpacing = 2000 in the code.
testing now.

Was actually about to say that.
Anyway, ♥♥♥♥ cool man, the GMG is very interesting.

But the D7 is weird, it looks like it's firing a bullet, and doesn't seem to do much more than a bullet. (except make the AI go NUTS when it hits something)


Sun Nov 16, 2008 8:31 am
Profile
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 11/9/08
The sniper rifle seems to have a critical hit that kills things instantly while the other shots don't do much. I've also noticed the weaker the unit the higher the critical hit chance. I guess that's why it's called the lucky 7. Also, if you do make a digger, make it mass based so it doesn't leave dust everywhere.


Sun Nov 16, 2008 8:32 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Yeah. I've been using the sniper and it is an oddity. See, the thing I'm trying to do with it is set it up so it gets in multiple hits per shot, sends all of those hits at the enemy, but doesn't rape terrain too much. I'll try to fine-tune its, uh... terminal ballistics a bit more. I have some ideas.

Also, I didn't know that about jetpacks. Though you'd still have to wait for the BurstSpacing time to be up even after you've landed on the ground in order to get another burst, right? That might be annoying.


Sun Nov 16, 2008 8:52 am
Profile YIM
User avatar

Joined: Mon Nov 06, 2006 10:56 am
Posts: 56
Location: My command bunker
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Glad you finally implemented the idea my HMG gave ya :D


Sun Nov 16, 2008 9:20 am
Profile WWW
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/9/08
ahh the particles from that auto-cannon dont fall fast enough. its like the revolver cannon, and that bugs me.
also, the jets on the shoguns are a little large arent they?

and pleh, if you just want to slow down how much you can cheat with the burst use a smaller number, like.. 700.

fine tuning is necessary, and i still dont like the cryo gun (it feels like it should spray icy mist, but thats just me.. like MOSP blue smoke that gibs a few smaller MOSP blue smokes and some ice particles.). oh, and the RPG bounces off rockets a lot of the time. which is odd, the missile i made didnt..
twas a big update though, good job. even if everything is getting a tad fragile ;)

oh yes, that brings me around to: the weapons the shogun are holding, and most of you weapons in general seem to fall apart or be knocked out of the actors hands way to easily. like, a lot more than vanilla, agains vanilla kind of easy.

im loving the carbine again though, and how the grenades & their launcher feel is awesome.
chaff is a tad laggy if more than one go off XD


Sun Nov 16, 2008 9:39 am
Profile WWW
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Post Re: DarkStorm Military Technologies - Updated 11/9/08
Darlos9D wrote:
Yeah. I've been using the sniper and it is an oddity. See, the thing I'm trying to do with it is set it up so it gets in multiple hits per shot, sends all of those hits at the enemy, but doesn't rape terrain too much. I'll try to fine-tune its, uh... terminal ballistics a bit more. I have some ideas.


Recent fiddling with one of my own mods found a good combination for you to work with.
Standard MOPixel Bullet. firing speed 500, mass 1, sharpness 1. Hardly damages terrain: explodes heads. Muck around with that if you're interested, I figured it was a useful thing to know.

(also, I sent a pm exactly like this, don't think it worked...)


Sun Nov 16, 2008 10:22 am
Profile
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 11/16/08
Maybe the sniper should use electric rounds instead of armor piercing rounds. The critical hit thing would make more sense that way, unless you've figured out how to fix it.


Sun Nov 16, 2008 7:50 pm
Profile
User avatar

Joined: Sat Mar 01, 2008 10:12 pm
Posts: 202
Location: Elsewhere
Post Re: DarkStorm Military Technologies - Updated 11/16/08
Autocannon feels perfect. Chaff grenade is also great and shiny. Cryo gun is a liiittle weird, in that if you hold it steady, it adds on ice very, very slowly and doesn't make the mist of particles. You have to wave it around a little to get that effect. Sniper rifle is okay against actors, I'm okay with non-terrain rape, but I find it odd that it can't pierce bombs. Either it goes right through without making wounds or skips off somehow.


Sun Nov 16, 2008 8:17 pm
Profile WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Alright, re-released with some updates and fixes. Primarily, the D7 is much more effective now. Also, the chaff grenade is less laggy, and I made the Shogun's jet pack flame thing a bit shorter coming out from the back. Also, I adjusted some prices to match with the vanilla stuff better. The DMR is 60 instead of 70, and the shogun heavy weapons are generally cheaper.


Sun Nov 16, 2008 11:00 pm
Profile YIM
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
lol... and i just installed it.


Sun Nov 16, 2008 11:23 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 68, 69, 70, 71, 72, 73, 74 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.043s | 14 Queries | GZIP : Off ]