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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Game crashing with DSTech
To fight against a faction of choice: 1. Comment out current activities 2. Copy that activities and paste it into the faction folder you want to fight 3. Find the activity "GABaseDefense" and edit that to have the names of the faction's contents 4. Go into the faction folder's "Index.ini" and type in at the very last line: Code: IncludeFile = Faction.rte/ActivitieName.ini Change the names to match the folders and ini's of course. 5. Start up CC and enjoy.
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Sat May 30, 2009 5:40 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: Game crashing with DSTech
I'll see if I can figure it out but some reason this seems REALLY confusing
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Sun May 31, 2009 10:07 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: Game crashing with DSTech
I tried it but the game's ragequitting with this message Attachment:
Cortex Ragequit.bmp [ 267.15 KiB | Viewed 5324 times ]
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Sun May 31, 2009 10:38 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Game crashing with DSTech
You need to do CopyOf = DSTech.rte/whateverpresetname when referencing other .rtes
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Sun May 31, 2009 11:29 am |
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dnm
Joined: Sat Mar 03, 2007 11:43 pm Posts: 1
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Re: DarkStorm Military Technologies - Updated 5/27/09
Ever considered some crab units, perhaps like this?
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Sun May 31, 2009 5:49 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/27/09
Speaking of crabs, HERES A FUN EXPERIMENT! 1. Go to First Signs 2. Buy a Shogun (Any type) 3. Get the mother crab out there 4. PUNCH IT 5. Enjoy. EXTREME AMUSEMENT! Seriously, the thing will fly across the screen like a Rocket Propelled Crab! It is AWESOME to uppercut it into high atmosphere and watch it impact right next to you.
Last edited by TorrentHKU on Mon Jun 01, 2009 2:26 am, edited 1 time in total.
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Sun May 31, 2009 9:10 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: DarkStorm Military Technologies - Updated 5/27/09
The stealth Tengu lags alot. So does the point defense system. Please fix. Other than that, great new content. This is currently the best faction mod right now in terms of sprites, balancing, and sounds.
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Sun May 31, 2009 11:19 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: DarkStorm Military Technologies - Updated 5/27/09
It doesn't lag for me but I do have a complaint to make concerning that camo tengu. The thing is, there's no way to turn off the camouflage and when it is disturbed, only your torso shows, not your legs, arms or head.
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Sun May 31, 2009 11:44 pm |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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Re: DarkStorm Military Technologies - Updated 5/27/09
Brainwashed wrote: It doesn't lag for me but I do have a complaint to make concerning that camo tengu. The thing is, there's no way to turn off the camouflage and when it is disturbed, only your torso shows, not your legs, arms or head. Darlos9D wrote: -Active Camo Shinobi added (WIP, should be better once I get full attachable control in Lua) Darlos9D wrote: Some things, such as the Active Camo and turret targeting will work a lot better once I can run Lua directly on attachments. As for now, the camo looks weird and the turrets only fire if they can see an enemy's torso or main body.
Also: Any plans on reviving the old D143? I loved that thing...
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Mon Jun 01, 2009 12:00 am |
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Ghastly Sniper
Joined: Sat Apr 18, 2009 5:03 am Posts: 12
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Re: DarkStorm Military Technologies - Updated 5/27/09
Shoguns are really durable, not necessarily that they can soak up that many bullets, but they are really hard to dismember. I Like the new point defense units. I also depend on the Yatamaratzu for a stable dropship. Great job, cant wait to see more!
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Mon Jun 01, 2009 12:09 am |
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Tzsak
Joined: Sun Dec 07, 2008 10:29 pm Posts: 34 Location: Engrand
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Re: DarkStorm Military Technologies - Updated 5/27/09
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Mon Jun 01, 2009 12:32 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 5/27/09
I thought Darlos was making a Tachikoma-Like machine? Oh well.
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Mon Jun 01, 2009 2:12 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/27/09
CaveCricket48 wrote: The stealth Tengu lags alot. So does the point defense system. Please fix. Other than that, great new content. This is currently the best faction mod right now in terms of sprites, balancing, and sounds. Can't really fix the lag. Unless Lord Tim or numgun could think of some godly way to do it. Either that, or upgrade.
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Mon Jun 01, 2009 2:30 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 5/27/09
The Cling Clang wrote: Any plans on reviving the old D143? I loved that thing... The what? I don't remember everything I've made... Roy-G-Biv wrote: I thought Darlos was making a Tachikoma-Like machine? Oh well. Well, this WOULD give me an excuse to slap my turret weapons on something mobile. I'll have to think about it though, since the logistics would be considerable. You might be thinking of the Kitsune, which will probably be an ACrab, but I want to wait for attachment control before I tackle that one. Regardless, that WON'T be like a Tachikoma. More like an angry dog. Oh, by the way, I released an update. I worked out some earlier issues, so the changes should be... acceptable.
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Mon Jun 01, 2009 4:32 am |
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ConquestStreak
Joined: Tue May 26, 2009 3:04 am Posts: 11
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Re: DarkStorm Military Technologies - Updated 5/31/09
Eh... I've always been a fan of this, but...
The one dropship "helicopter" thing always seemed nice.
Would this new wormhole be able to suck things back up to the Tradestar for refunds or the completion of the Zombie cave mission?
Curious.
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Mon Jun 01, 2009 4:41 am |
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