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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: DSTech Corp (UPDATED: 1/18/09)
Yes, you are indeed taking the course of action that may be objectively described as correct.


Thu Apr 23, 2009 6:27 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Erm....
When I upload it, this happens.
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/ContentFile.cpp, line 549, because:

Failed to load datafile object with following path and name:

DSTech.rte\Wounds\DSCwound\DSCwound000

The last frame has been dumped to 'abortscreen.bmp'
I'm on a mac, by the way.


Sun Apr 26, 2009 6:39 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
replace your \ with / and it should work. DSMK2 shouldn't be using \ in his mod anymore, but apparently he is.. sigh.


Sun Apr 26, 2009 6:51 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
How do I go from \ to /?
Sorry for noobness, this is the first mod I've downloaded.


Sun Apr 26, 2009 6:56 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
1. Open the folder you downloaded
2. Open the file you downloaded in a text editor
3. Replace as if it's a normal text file, which it is
4. Save
5. Try again, repeating for each similar error that appears


Sun Apr 26, 2009 7:28 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
if you're on mac and new to the whole.. computers and coding thing, you'll need to go into your resources folder and find the file specified (look at the bottom of abortscreen.bmp, but its probably in DSTech.rte/effects/wounds.ini or something like that. could be some silly folder though, so check), then open in with textedit. use the replace function (it should be in the edit menu).


Sun Apr 26, 2009 7:40 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Wait, did you download the apparently Mac compatible version in the OP?
Like, this one?


Sun Apr 26, 2009 7:45 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
No, I didn't.
Downloading now.
Thanks for the help.


Sun Apr 26, 2009 3:53 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Don't forget to use 7zip to open it.


Sun Apr 26, 2009 4:01 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Design questions:
So I replaced the gun to my light sentry guns with sphere shaped mini-gatlings. They fire near-pistol strength rounds, so when I'm fighting against a mod based faction, they futilely spray bullets into the armored target until their ammo runs out, and my ears bleed. Up the power? Or change the sound to a more "soft" tone.

Weapons I've been using a lot lately:

DSWB01 Assault Railgun:
Medium fire-rate <Slightly faster then the Coalition heavy sniper>, powerful 1 hit punch, equipment destroyer. Playing with them kinda told me they're good for long/med range attacks.
20 round magazine
Reload speed: 1000

DSWB02 Assault Shotgun:
Medium fire-rate <Slightly faster then the Coalition heavy sniper>, large bullet spread, very effective at a certain distance, otherwise strong. Spammy...
20 round magazine
Reload speed 1000

DSWB03 Assault Machinegun:
High fire-rate, medium/high accuracy, strong, but doesn't have the firing rate of the miniguns, finding them generally reliable when dealing with a small group of normal units or a single armored target.
150 round magazine
Reload speed 1000

Do missiles count as ballistic weapons?

Working on it... I've put a lot of stuff into the "deprecated" folder as older idea s begin to go stale. Lots of repriting and re-working...


Tue Apr 28, 2009 3:51 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Assault heavy weapons... interesting.
Also, I believe missiles do count as ballistic weapons, wait I'll get a definition.
EDIT: Hmm... most of the definitions I found describe ballistic weapons as projectile weapons... I'm not sure that's right...


Tue Apr 28, 2009 7:53 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
on the light sentries make the sound softer, almost "silenced" (more pew pew than bang bang), because they are light they shouldnt be that much more powerful. however, maybe make some terminal ballistics for the round, like darlos9D's AMSR round. soft nosed gattling gun = anti fleshy destructive power. if you do make terminal ballistics for it though, make sure to make the fragments quite blunt.

i still think you need to balance it more. and make the exit wounds on the actors (or at least the breakwounds) nice and wirey. and i hope you're still cutting down the numbers of everything, and merging simmilar concepts..


Tue Apr 28, 2009 10:47 am
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Not bad. This was one of the first of my DL's and it was great. I like the creative names and all but it made it harder to predict what the weapon would do making it harder to find the weapon i want to use. I just dont know why it took me so long to finnaly post. :pipe:

(@)
$
I have an exelent soulution for the terrain rape. Make an indestructible field. PWEEEEEEASE


Tue Apr 28, 2009 1:35 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
This mod is overpowered. It just takes the fun out of things.


Tue Apr 28, 2009 6:57 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Then don't download it. :???:


Tue Apr 28, 2009 8:43 pm
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