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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I wonder if there's a way to make every reload count for money, then.. perhaps the magazine, when dropped, gibs a null craft containing an object with negative gold value, which instantly returns and thus subtracts money from your supply. I don't know the specifics of how you'd get it to return, but didn't that happen with your old droppod, when it returned when you scuttled it? But, then again, there'd have to be a viable explanation for TradeStar instantly teleporting ammo to your actors mid-battle.


Mon Nov 24, 2008 7:05 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
That would only be viable if we had to purchase ammo.


Right now, as is, the game is fine with infinite ammo.

Darlos9D wrote:
I didn't think everyone cared so much about the disintegrating magazines. But, isn't there some CC concept of regenerating magazines? Like, we could just assume that the actors are switching off between a few magazines, using one while the others regenerate their ammo.

It's kinda weird, but I swear I saw the concept somewhere. It wouldn't really explain why the base actors drop their mags, though.

But really, regardless of dropping mags or keeping mags, it still doesn't answer the question where all these magazines come from in the first place. Every actor seems to come with an infinite supply, for whatever gun they happen to have, whether they came with it or they just randomly picked it up in the battlefield.


Personally dar dar i don't think you have to worry bout the details, or if it's lingering in the back of your head, bringing back disintegration. While the effect of disintegrating magazines was cool, right now with them keeping their magazines and presumably some automation reloading them with ammo that gets teleported/made by nanites is a satisfying concept that completes this even more satisfying image of the darkstorm clone as their own self contained, hyper efficient unit. Well, and an explanation of why since its the future they don't just have giant magazines for their heavy weapons

I could probably phrase that so much better but hopefully you get what i'm saying.


Mon Nov 24, 2008 7:21 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
NeoSeeker wrote:
Personally dar dar i don't think you have to worry. While the effect of disintegrating magazines was cool, right now with them keeping their magazines and presumably some automation reloading them with ammo that gets teleported/made by nanites is a satisfying concept that completes this even more satisfying image of the darkstorm clone as their own self contained, hyper efficient unit.

I could probably phrase that so much better but hopefully you get what i'm saying.

Yeah, I think I do. The fact that they don't drop anything ever gives the sense that they're... very precautious and tight with their belongings. So yes, hyper efficient. I like that.

Someday, once we can go crazy with firing and loading animations, I'd like to give my guys these really involved animations where you actually watch them take out magazines, stow them somewhere, pull out another, load it, and pump/cock it if necessary. They'd actually tilt the weapons around to get at the magazines. There'd also be certain instances where the gun looks different when its out of ammo until they reload it, such as the slide being stuck in the "back" position on the pistol.

Actually, I guess I'd be applying the animations more to the guns themselves than to my actors, so even coalition guys would do it. Aside from weapons though, I'd like to give my actors more convincing movements overall. They need a more fluid running animation, and also they need to straighten their torsos up when they go to climb or crawl, because as of now their hunched-over torsos and widely separated shoulders kinda get in the way of both of these things. Though I recently fixed climbing a bit. They still suck at ladders, but they're much better at hoisting themselves up to ledges now. I had to fiddle with the climbing limp paths for an hour or two. This is actually important, as climbing is silent, while jetpack flying catches AI attention.

And I just realized you called me "dar dar." How... cute.


Mon Nov 24, 2008 7:33 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
It's not really even being cautious, i like to think it's just instinct to them, second nature kinda ♥♥♥♥. Like they're these ominous automatons of flesh and blood, they don't give it a second though, there's no such thing as discarding a magazine to them.


Mon Nov 24, 2008 8:01 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
with the Sci-fi behind the infinite magazines, I think Data put gameplay before realism here; no matter how many theories I try, none make sense.

Also, Darlos, how did you do the mag disintergrating trick?


Mon Nov 24, 2008 8:25 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Exalion wrote:
with the Sci-fi behind the infinite magazines, I think Data put gameplay before realism here; no matter how many theories I try, none make sense.

Also, Darlos, how did you do the mag disintergrating trick?

Not much of a trick. I just had it hit the ground and gib into animated MOSParticles. The disintegration was just an animation.


Mon Nov 24, 2008 9:01 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i think the could look better with some white details on it. too bad its the japanese flag, or you could do something similar to this without wreaking it. the solid black just looks a tad too.. solid in the buy menus.


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Mon Nov 24, 2008 11:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Good day.
As a representative of your customer, I would like to express my superiors' concern about your decision to equip "Shogun" Power Exoskeletons with normal jets instead of actual jump packs. Of course, I can't tell you what kind of job we specialize at - that's a company secret, I am sure you'll understand. But in short, when the battle moves from the outside to the bunker, or some other kind of building with narrow corridors, turrets and enemy soldiers in cover the last thing your troops need is the ability to hover slowly - especially on low-powered jetpack which struggle to lift the Shogun Tengu even without equipment, while the ability of quickly make way for some heavy ordnance, or charge into melee can really save life of a clone - and, much more importantly, the mission itself.
While I understand you are working day and night to improve the quality of things you supply, I would like to ask you to continue to produce the jump-pack equipped "Shogun" Power Exoskeletons.
With best regards, Arnkh Ghash.


Tue Nov 25, 2008 7:02 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Hey, just popping in to say great work, this is my most used mod.


Tue Nov 25, 2008 8:30 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Arnkh wrote:
Good day.
As a representative of your customer, I would like to express my superiors' concern about your decision to equip "Shogun" Power Exoskeletons with normal jets instead of actual jump packs. Of course, I can't tell you what kind of job we specialize at - that's a company secret, I am sure you'll understand. But in short, when the battle moves from the outside to the bunker, or some other kind of building with narrow corridors, turrets and enemy soldiers in cover the last thing your troops need is the ability to hover slowly - especially on low-powered jetpack which struggle to lift the Shogun Tengu even without equipment, while the ability of quickly make way for some heavy ordnance, or charge into melee can really save life of a clone - and, much more importantly, the mission itself.
While I understand you are working day and night to improve the quality of things you supply, I would like to ask you to continue to produce the jump-pack equipped "Shogun" Power Exoskeletons.
With best regards, Arnkh Ghash.

Uhm... duly noted, dear customer. You have to understand, though, that the result would be some menu bloat, with two versions of every shogun. Also, I have to ask: how exactly is the "jump" ability any better in cramped corridors?

Sigh, once full lua comes around I can come up with a decent customization system, where you just pick "D22 Tengu" and then select armor, equipment, and armaments from there in a series of drop-down menus. The ability to save certain configurations would be good to add too.


Tue Nov 25, 2008 9:08 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I'm starting to think CC will never meet your expectations


Tue Nov 25, 2008 9:19 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
ppiksmada wrote:
I'm starting to think CC will never meet your expectations

nah, he'll just have to code his butt of only to get people stealing his customisation lua for UBERK00L ACTOR LOLOLOLOL type mods.

darlos, maybe you could have a shogun tengu with jumps?
or the old .ini commented out by default..


Tue Nov 25, 2008 9:50 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
If you do make a stronger unit then the shogun, could you give it an ice minigun?


Tue Nov 25, 2008 10:05 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
Uhm... duly noted, dear customer. You have to understand, though, that the result would be some menu bloat, with two versions of every shogun. Also, I have to ask: how exactly is the "jump" ability any better in cramped corridors?


Well... yes, surely the menu will bloat, and that's not really good - it will take more time to choose what you need when time is of the essence.
Maybe it is possible to make 2 "factions" in the body selection menu - one for jet-equipped troops, and one for jump-pack-equipped? This way the menu won't be a mess at least.

And about how it is better... I've asked our veteran clones, and they said that all depends on the layout of the bunker your forces are trying to assault. Sure, if they are trying to march through the long narrow corridor with some large-caliber turret on the other end, there is almost no difference, and they will most likely die. However, they may be able to launch a rocket into the corridor in an attempt to hit the turret, and then jump away from the entrance before automatic sensors detect an assaulting troop.
Even on the open ground, jump pack gives an advantage to those equipped with it, because they are capable of dodging pieces of exploding craft. Escaping from massive enemy forces is also much faster.


Tue Nov 25, 2008 10:07 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Try using burst fire on the jets, by tapping [jump] repeatedly. much, much faster.
its funny how now we have people who want the jumpjets back :-o


Tue Nov 25, 2008 10:17 pm
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