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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
ConquestStreak wrote:
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.

Hey, there's, like, this huge first post that describes things like this. Maybe you should check it out.


Mon Jun 01, 2009 4:47 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Done. I was just confirming with you.


Mon Jun 01, 2009 4:48 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Darlos9D wrote:
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...
Darklone weapon. Grenade launcher of some sort. Named the PML for some reason.
EDIT: Current mod iteration. So much win... the flamethrower, the cryogun, the EMP, stealth, turret dropship, scout drone... Oh yeah and body ladder + Pyro Shogun = so much win.


Mon Jun 01, 2009 5:06 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
You should add a "smart" flechette grenade launcher that, when fired, detonates within a certain proximity of a foe and shoots flechettes in their direction.


Mon Jun 01, 2009 5:52 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I have an idea: some sort of more directed cryo thing for anti-air usage. It's awesomely fun trying to take down air units using the cryo shogun.


Mon Jun 01, 2009 5:58 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
-snip-
just noticed the new update. grabbing.


Last edited by Geti on Mon Jun 01, 2009 9:57 am, edited 1 time in total.



Mon Jun 01, 2009 6:07 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Love the recoloring on the pyro/cryo Shoguns. New wormholes also look nice and shiny, as well as the Yosei. Yosei also now tilts. Win.
The new boxes look rather flat, although you didn't seem to waste much time in getting this update out, so that's rather expected. Most of your other sprites are round and dithered/shaded, while I can only see pixel-wide lines of shading on these. Are these placeholder sprites? I know they're boxes and I'm not a spriting expert, either, but they don't fit in with the high quality in the rest of the mod.
Holy holy crap people catch on fire now. This is epic, Darlos. On the flamethrower, though, why does point defense not react to it at all?
Bug 1: when the point defense Shishi dies without gibbing, as with the flamethrower, the point defense still works and regenerates. Fix?
Bug 2: flamethrower kills doors. Uh. Overpowered a tad? Used to need bullets for doors.
Bug 3: terrain rape on MG Shishi still exists. I don't believe this was addressed or explained, but if it has been excuse me.
Bug 4: console gives error about line 19 of ShockScript.lua; attempt to index field 'target' (a nil value)


Last edited by Subiw on Mon Jun 01, 2009 6:48 am, edited 4 times in total.



Mon Jun 01, 2009 6:18 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
the only problem with this mod in my eyes is a lack of a uniquely diverse arsenal


Mon Jun 01, 2009 6:22 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I agree with the seeker of neos. On a different note, I've been playing around with an ye olde darklones recently and find myself missing the inclusion of their drop pod very much. It was perfect for smashing into bunkers and just wrecking house. Please consider adding that again. As far as the diversity of this arsenal goes, it feels too realistic to me to actually enjoy. In a game where I can use a disembodied brain attached to a robot with a jetpack to travel through space and kill crabs/rouge dummies, I don't think realism should be a focus. Do whatever ya want, however; YOU are the artist after all (still think about toning the realism down though to up the fun factor).


Mon Jun 01, 2009 6:35 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Updated so soon?
Yosei looks even better, I'll keep a file on the previous version incase someone wants it.
BTW, when I was using the old Yosei, it could fly through walls, let's see if this one does the same.


Last edited by Shard on Mon Jun 01, 2009 4:13 pm, edited 1 time in total.



Mon Jun 01, 2009 3:51 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
This looks absolutly amazing, Darlos. I didn't think you'd update so soon, but im no one to complain.

One thing though is that im still confused on how some of the defense systems work?


Mon Jun 01, 2009 3:56 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Hi there. Darlos, just love your mod, very well-balanced and sprites are just beautiful. Love new Yosei drone, cool that you can leave it somewhere and its not gonna wander off somewhere and stuff. But I have some problems with Akateko turret. Is it just me, or something wrong with it? Coz now its firing area covers angle, like, 240 degrees (or so) above it, whats kinda strange. Akateko just cant fire below itself.
P.S. Too bad that in new version you need to warm up minigun before you can fire it, but at least it's balanced now, so whatever.


Mon Jun 01, 2009 4:24 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Subiw wrote:
Bug 1: when the point defense Shishi dies without gibbing, as with the flamethrower, the point defense still works and regenerates. Fix?

Uh, weird. I'll check that out. Actually, I think I know what the problem might be...

Subiw wrote:
Bug 2: flamethrower kills doors. Uh. Overpowered a tad? Used to need bullets for doors.

Didn't think about that, I'll change it. But I have to address this a bit: right now, materials can't be accessed in Lua (if you try it, the game crashes). If they could, I'd have it set up so only wood, flesh, cloth, and other such things could be set on fire. Instead right now, I have a weight limit on what can be ignited. I didn't think about doors though.

Subiw wrote:
Bug 3: terrain rape on MG Shishi still exists. I don't believe this was addressed or explained, but if it has been excuse me.

Damn, I dropped its sharpness way down too. Hm...

Subiw wrote:
Bug 4: console gives error about line 19 of ShockScript.lua; attempt to index field 'target' (a nil value)

Whoops, fixing that...

Subiw wrote:
The new boxes look rather flat, although you didn't seem to waste much time in getting this update out, so that's rather expected. Most of your other sprites are round and dithered/shaded, while I can only see pixel-wide lines of shading on these. Are these placeholder sprites? I know they're boxes and I'm not a spriting expert, either, but they don't fit in with the high quality in the rest of the mod.

Actually, I'm not a spriting expert either. I should probably look into how to make flat surfaces that don't suck.

Subiw wrote:
On the flamethrower, though, why does point defense not react to it at all?

The PDS stops the momentum of flying objects. Clouds of fire don't really have momentum.

Hachimitsu Boy wrote:
But I have some problems with Akateko turret. Is it just me, or something wrong with it? Coz now its firing area covers angle, like, 240 degrees (or so) above it, whats kinda strange. Akateko just cant fire below itself.

Haha, whoops. I copied over the machine gun script and forgot to switch its firing radius appropriately.

NeoSeeker wrote:
the only problem with this mod in my eyes is a lack of a uniquely diverse arsenal

You know what man? Go to hell. Seriously, my arsenal isn't unique enough? I have a flamethrower that actually sets people on fire, a sprayer that freezes people, electrical weapons that actually stun and electrocute, grenades with unique functions, explosives scripted to explode in the most efficient way possible, missiles that track targets through complex trigonometry, and several other things that I have spent days feverishly slaving over. So where is the disappointment coming from? Because I have a handful of regular guns too? SO DOES EVERY OTHER FACTION. Why is it a crime that I do too?

wutangfan1990 wrote:
n a different note, I've been playing around with an ye olde darklones recently and find myself missing the inclusion of their drop pod very much. It was perfect for smashing into bunkers and just wrecking house. Please consider adding that again.

No, that ♥♥♥♥ was unbalanced. Find another way into the enemy bunker like everyone else.

wutangfan1990 wrote:
As far as the diversity of this arsenal goes, it feels too realistic to me to actually enjoy. In a game where I can use a disembodied brain attached to a robot with a jetpack to travel through space and kill crabs/rouge dummies, I don't think realism should be a focus. Do whatever ya want, however; YOU are the artist after all (still think about toning the realism down though to up the fun factor).

OH

MY

GOD

You did not just go there. I've been over this several times in other threads, but everyone still loves to pull out this retarded argument on me, so now I get to strike it down yet again.

I have some news for you: disembodied brains, robots, jetpacks, and space travel in the distant future? Guess what? THAT'S NOT UNREALISTIC AT ALL. Modern neuroscience has come a long way. Data himself occasionally posts on the dev log about modern scientific breakthroughs that seem to be moving towards a possibly similar future. I wouldn't be surprised if we see some degree of remote brain operation within our lifetimes. Perhaps it wouldn't be a disembodied brain in a jar, but it's only really a matter of time. And I think we can assume that CC takes place far enough into the future to where enough time has passed. In the face of all that, the rest of the things seem pretty reasonable as well. So saying "CC is basically unrealistic why do you care in your mod" is a completely empty argument.

And really, what realism in my mod is stifling your fun, anyway? ZOMG HIS RIFLE IS DESCRIBED AS FIRING 5.56MM BULLETS THIS ISN'T FUN ANYMORE. Seriously, shut up. And if you don't like it, just leave, because it isn't changing.


Last edited by Darlos9D on Mon Jun 01, 2009 4:42 pm, edited 1 time in total.



Mon Jun 01, 2009 4:39 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I want the old dropship back :(


Mon Jun 01, 2009 4:41 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Morbo!!! wrote:
I want the old dropship back :(

The new one works exactly the same way. It just looks different. And if its really a cosmetics complaint, then... did you REALLY like the old Yatagarasu sprite? I always hated it.


Mon Jun 01, 2009 4:45 pm
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