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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I dont like that some of the guns have grey outlines opposed to the black outlines. I'd suggest making them all black so they wouldnt look out of place.

If a weapon is intended for BG arm use, just use black outlines and make the gun itself darker.


Now I understand why you dont change the sharpness of most of your weapons and I guess its ok. But still, reduce lag if possible, its no fun playing when after each shot from particular guns the game starts to hang horribly.

I dont remember if you had this yet, but you could use special MOSR for explosive type weapons to eat the terrain rather than knocking it loose. Terrain is usually the main reason why there is lag apart from the effects that the weapons use. Normally weapons knock the terrain loose. The MOSR that I will show below eats the terrain like it was never there and the game wont even bother with it. And thus: zero lag.

Heres the code, make a projectile gib this at 0 velocity. As for the sprite, it can be any shape you want, but I use a plain circle in white. It gives a cool visual appeal to explosions:

Code:
AddEffect = MOSRotating
   InstanceName = Explosion Terrain Erase 1   //small
   LifeTime = 10
   Mass = 5000000
   Sharpness = 9001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = AAL.rte/Common/Gfx/Effects/Explosion1.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -20
      Y = -20
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 0
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 4
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Mega Metal
      Resolution = 4
      Depth = 2
   DeepCheck = 1


Mon Nov 24, 2008 5:32 pm
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Hm... you used this for your terrain bomb, didn't you? I was kinda wondering about that.


Mon Nov 24, 2008 8:17 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Darlos9D wrote:
Hm... you used this for your terrain bomb, didn't you? I was kinda wondering about that.


Nah, back then I never knew about this was possible. Its still launches about 1200 particles that have negative mass. Negative mass was the trend for reducing lag back then. Not as effective as this thing though.
Infact, I tried to use doors in the first place but then shook got inspired by my nuke that had the terrain erasing doors and then he made a terrain erasing MOSR that was used in the Planetkiller bomb. Sneaky guy.


Mon Nov 24, 2008 8:31 pm
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Joined: Sat Nov 01, 2008 4:34 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Wow... physics....

Anywho, great stuff, although I do not like how it chokes my CC game to death with it's frequent lag spikes....

I don't know...

Is it possible to release a "toned down" version of the mod? I mean some mods work fine with my pc, but some do the exact same thing; and Im talking about an ARES nvidia 8800 w/th dual core 3 g's each. It's not TAAT problem.

Anybody got a solution?

(I suppose I could post it in the support section....)


Tue Nov 25, 2008 1:25 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
comment out lines in DSTech.rte/index.ini that correspond with some of the raping weapons (their codes are in the first post). you'll also need to comment out activities.ini, because it might reference weapons that dont exist anymore. that or unload some of your other mods, having too many mods makes for lag.
also, your graphics cards will do jack all for CC, it isnt GPU intensive at all.


Tue Nov 25, 2008 2:13 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
That's exactly it.

It gets SUHPAR laggy when I have bunker modual pack, Darklones, and DS tech.

I have seen plent people with more mods than tat.


Tue Nov 25, 2008 2:21 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
dstech is a massive mod, so taking out all the weapons you dont use might do you a lot of good.


Tue Nov 25, 2008 2:37 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
You know, I've been messing with this mod, and I just have to rant.

There are quite a few functionally equivalent weapons in this mod. Like, whats the difference between the different automatic bullet weapons anyway? Or between the laser guns and the force guns? They all annihilate dropships - as well as anything else - almost immediately. And the same can be said for most of the other weapons. I get the sense that some are supposed to be stronger than others, but when the weakest weapon is uber-raping, that pretty much doesn't matter at all. Then with your actors who just have bullets bounce off of them, I wonder what the point of all of it is. I can buy the cheapest gun and the cheapest unit and pretty much go hog-wild on the AI. Is this mod only balanced against itself? Do I have to change the activities to use this mod if I want to use it too, and have any sort of a challenge?

I've watched this mod for over a year. It still has content that is too powerful and overly deep and bass-y sound effects that make my speakers crackle. It looks nice, but thats about it when you get right down to it. And even then, the weapons are laggy. And you've been called out on many occasions on these facts, and have yet to do anything about it. Maybe you are trying to do something about it as we speak, but I have no indication of it.

Your mod is like a hot model: nice to look at, good for a quickie, but boring in the long run. I seriously suggest you quit increasing your already overblown list of weapons and maybe go back and re-evaluate the ones you already have. Others may argue with me, but I think it would ultimately be for the best.

And as cool as that huge robot I'm sure will look, I have no clue what I would ever actually use it for.


Tue Nov 25, 2008 5:32 am
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Joined: Tue Nov 11, 2008 8:26 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
You summed up my feelings perfectly. It'd be really exciting to be able to go against these guys with any of the other released factions, but even the most "unbalanced" factions out there pretty much have no chance against (very mobile I might add) heavy armor with guns that shoot through half the map.
If they had really heavy armor, maybe they should have a weakness in firepower and/or mobility. Or vice versa. Pretty much all good games have compromises like this to make things interesting. It'd be like an RPG with only so many points you can assign to attributes.
===============================================
What would be cool is if somebody wrote a program that would let you control the strengths of actors/weapons by a GUI. That way you wouldn't have to wade through 1000s of lines of .ini files and also you could adjust parameters relative to other mods easier. (hmm, maybe I could...)


Tue Nov 25, 2008 5:55 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
balance isnt just about firepower and strength you know, right? so a program that insta-balanced stuff wouldnt exactly work.. unless it took into account everything we can do to weapons.
you can take down these guys with both heavy explosives and high mass stuff (drop ships, for example) but that is about it. the idea of this mod is that they are uber in every way, and DSMK2 has achieved this, the only problem is it isnt that fun to play after about 5 minutes, when you realise the only way you're going to die is from MO-MO collision errors, large metal plates raining from the sky, or some noob with a revolver cannon (does that work? havnt tried it really, but it should, the slug weighs bloody 55 kilos!). at least they arent as indestructible as AAL products though. the marines survive drop ship gibbings without a blink :roll:


Tue Nov 25, 2008 6:17 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
So if it's uber why have 6 variants of the same weapon?


Tue Nov 25, 2008 6:20 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
that question remains unanswered.


Tue Nov 25, 2008 7:06 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Im pretty sure everyone agrees its an uber mod (unless they found one or more that matches this one)

But I dont think everyone agrees it needs to be changed...

I believe that it should be balanced but, thats just my opinion and I do think its fun being able to brutalize half the game with my 1st guy before he falls up the sky XD

(But it does get boring after a lil while)


Tue Nov 25, 2008 12:31 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I bet DSMK2 designed this mod with games like Armored Core, Mechwarrior and such games where you get to customize your mech with the best equipment you get and then head out for single player mission or the multi player battlefield and kick arse with the same sort of enemies or weaker small grunts or stronger gigantic boss type monsters.

Weapons are powerful, armor is really tough, and mobility is at its highest. The thing is, the weapons in these games are ment to kill as well as possible no matter what the gun is. It just inflicts damage of some sort and behaves somehow differently. The only thing is that there are some more powerful guns and some weaker guns and they are spread and seperated by price, availability, drawbacks and so on.

DSMK2 wanted to create the perfect army of total annihiliation that would be a really hard opponent or an unstoppable force for the player to use himself. He did it well except for few issues.

Lag - some weapons need to be either toned done in effects or power or use a replacing style that would allow the gun/item function with less or no lag.

Variation - As Darlos stated, you should reconsider and probably redesing how some of the weapons function or even remove some or do something that would make each gun stand out.
There are just way too many guns that do the same thing, just with different effects and sauce.

Rape - This is optional, but I always put it like this: Gameplay before realism. You can replace some of the weapons to be more mass centered rather than sharpness. This applies to explosions too. If you want it to look satisfying, use more effects and rape only as much as it is necesary and balanced with everything else.



EDIT: I've downloaded and played this mod many times already but I always keep deleting it just because of its issues.

And btw, could you remove those parts and gibs from the bunker building menu? They clutter it and arent used otherwise unless you want decorations around your map.


Tue Nov 25, 2008 1:31 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Darlos9D wrote:
It still has content that is too powerful and overly deep and bass-y sound effects that make my speakers crackle.


I am gonna hafta agree with this point particularly. None of the weapon sounds are particularly pleasing bar some of the kinetic weapons. Weapon sounds like the lasers and some of the missile launcher sounds are just... good lord man, missile launchers do not make godawful loud KSCHING noises when they're done reloading.


Tue Nov 25, 2008 1:54 pm
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