View unanswered posts | View active topics It is currently Fri Jan 10, 2025 9:12 am



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 117, 118, 119, 120, 121, 122, 123 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:
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.




i'm sorry, but realism is dull and boring, we play video games to escape.

it's never about the realism, the realism is a facade, it's always about the fun factor.

do whatever you want, i really don't care cause i can mod your mod


Tue Jun 02, 2009 2:39 am
Profile

Joined: Sun May 18, 2008 5:02 pm
Posts: 380
Location: Florida
Post Re: DarkStorm Military Technologies - Updated 5/31/09
Plus the fact that if we did it in IRL we would die or be imprisoned.
Realism in a mod doesn't change the fact that you can still blow the brains... meat out of their heads.


Last edited by Shard on Tue Jun 02, 2009 3:11 am, edited 1 time in total.



Tue Jun 02, 2009 2:49 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post Re: DarkStorm Military Technologies - Updated 5/31/09
NeoSeeker wrote:
i really don't care
NEITHER DO WE

It's a good mod, with diverse weapons.


Tue Jun 02, 2009 2:51 am
Profile WWW
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Post Re: DarkStorm Military Technologies - Updated 5/31/09
411570N3 wrote:
NeoSeeker wrote:
i really don't care
NEITHER DO WE

It's a good mod, with diverse weapons.

Well said. Let's all just let it die and be happy we even have this wunderful mod in the first place. :)


Tue Jun 02, 2009 2:58 am
Profile WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 5/31/09
10050 wrote:
Hi all, haven't been posting for a while.

Darklos, FREAKIN EPIC WIN! The art direction and the function of this mod is killer man! Of all the awesomeness present i have only one complaint. Does it really have to be a ''flying saucer''? I agree with the old sprite being a little off, but at the same time, the concept was good. Eagerly awaiting next update :grin:


Hey, I wanted to make something with a big single rotor. It just happened to wind up looking like a flying saucer. It wasn't really my initial intent.

And don't worry, the old Yatagarasu will make a return. This time in the form of something with side-doors, I'm thinking. You could even just land it on the ground that way, but it'd still be a dropship, not a rocket.


Tue Jun 02, 2009 5:10 am
Profile YIM
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 5/31/09
the flamer flames look un-flamey.
also, with the wormhole dropship, maybe make it more compact, almost higo sized, and more platey. i still much prefer it to its predecessor. loving the fact that it has gibs ;)


Tue Jun 02, 2009 5:32 am
Profile WWW
User avatar

Joined: Mon Jun 01, 2009 3:56 pm
Posts: 15
Post Re: DarkStorm Military Technologies - Updated 5/31/09
Quote:
And don't worry, the old Yatagarasu will make a return. This time in the form of something with side-doors, I'm thinking. You could even just land it on the ground that way, but it'd still be a dropship, not a rocket.

Side-doors will be nice. Something like this?
Image


Tue Jun 02, 2009 5:35 am
Profile
User avatar

Joined: Wed Apr 30, 2008 10:10 am
Posts: 214
Location: Seattle, WA
Post Re: DarkStorm Military Technologies - Updated 5/31/09
it needs a bigger mustache.


Tue Jun 02, 2009 6:05 am
Profile WWW

Joined: Sun Feb 10, 2008 11:38 am
Posts: 13
Post Re: DarkStorm Military Technologies - Updated 5/31/09
Quote:
the flamer flames look un-flamey.


Are you kidding?! I really like the flamer effects, they could use a bit of diversity though.


Tue Jun 02, 2009 6:22 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 5/31/09
no, i arent. feels more like disintergrating molten dust bunnies than jet fuel.
the AMSR feels a lot better, but you might want to tweak it a little more
    the shakerange is waaaay too high. i shot myself in the face while jumping over another clone. make other means of screwing up your aim whilst moving, like make the aiming reticle jump about when
    • the user is moving (this one is a sort of subtle sliding around of the reticle, rather than a jump)
    • the user fires the weapon (if the user is moving, the amount of "recoil" should be rather large, especially if in the air)
it would be a much better take on unreliability when moving than the bullet coming out at almost literally 180degrees to the barrel.
the particles could also stand to come out at a lower speed on impact, because sometimes they phase into terrain.[list]
i love the huge kick of mass based particles though, really makes a hit feel like it hurt.


Tue Jun 02, 2009 6:30 am
Profile WWW
User avatar

Joined: Tue Jan 13, 2009 10:05 am
Posts: 5
Post Re: DarkStorm Military Technologies - Updated 5/31/09
I think the flamethrower looks fine. Fire has always been a hard thing to emulate on a computer. Plus, the low particle count helps those with less than stellar computers.

Anyways, for reference (liquid):
http://www.youtube.com/watch?v=GgYpRpiZmf0

Different kind of flamethrower (gas):
http://www.youtube.com/watch?v=7dmE-emr ... re=related


Tue Jun 02, 2009 7:57 am
Profile
User avatar

Joined: Wed Dec 26, 2007 4:25 am
Posts: 167
Location: Hopefully in front of a gaming platform of some kind
Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:
10050 wrote:
Hi all, haven't been posting for a while.

Darklos, FREAKIN EPIC WIN! The art direction and the function of this mod is killer man! Of all the awesomeness present i have only one complaint. Does it really have to be a ''flying saucer''? I agree with the old sprite being a little off, but at the same time, the concept was good. Eagerly awaiting next update :grin:


Hey, I wanted to make something with a big single rotor. It just happened to wind up looking like a flying saucer. It wasn't really my initial intent.

And don't worry, the old Yatagarasu will make a return. This time in the form of something with side-doors, I'm thinking. You could even just land it on the ground that way, but it'd still be a dropship, not a rocket.


Hurrah! :bow:


Tue Jun 02, 2009 11:49 am
Profile
User avatar

Joined: Sat May 05, 2007 6:04 pm
Posts: 2901
Post Re: DarkStorm Military Technologies - Updated 5/31/09
I wish dropships had legs so that you actually could land them on the ground, at which point their engines would turn off until you pressed up again.
You can't give them legs but if you just add some non-moving landing gear attachments to the body you can probably get someone to lua it to stop the engines when you are on the ground (or if that fails, when you press a button)


Tue Jun 02, 2009 11:51 am
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Post Re: DarkStorm Military Technologies - Updated 5/31/09
I think I remember someone saying there's a "CanLand = 1" variable for dropships, but it sounds kinda odd.

Edit:
Found it:
Geti wrote:
there is a drop-ship variable "CanLand = 0/1" which allows them to touch down. if you made it so the legs were just parts of the main sprite, they would still interact with the terrain, but not bend like normal legs.. if you want legs you need to use an ACRocket, but you cant have doors. i think the drop-ship will work better in this case..


Tue Jun 02, 2009 12:42 pm
Profile WWW
User avatar

Joined: Tue Jun 02, 2009 3:12 pm
Posts: 5
Post Re: DarkStorm Military Technologies - Updated 5/31/09
I've just registered, and downloaded this mod. i think its truly great, especially sprites of soldiers


Tue Jun 02, 2009 3:20 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 117, 118, 119, 120, 121, 122, 123 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.075s | 14 Queries | GZIP : Off ]