DarkStorm Military Technologies - Updated 6/11/09
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: DarkStorm Military Technologies - Updated 5/31/09
whitty wrote: Melee button: spacebar. cant use spacebar from my knowledge (which really means nothing in that case)
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Fri Jun 05, 2009 2:13 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 5/31/09
whitty wrote: Melee button: spacebar. Sadly, I have no idea how to register that key. Or shift, ctrl, or alt for that matter.
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Fri Jun 05, 2009 2:14 am |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: DarkStorm Military Technologies - Updated 5/31/09
I don't know if anyone else has said this, and I'm sorry for not checking all 120 pages, but I can't pick up the weapons released by the gun cases.
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Fri Jun 05, 2009 2:31 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 5/31/09
Sixteen wrote: I don't know if anyone else has said this, and I'm sorry for not checking all 120 pages, but I can't pick up the weapons released by the gun cases. Only shoguns made for certain weapons can pick up those weapons. Like electrolaser Shogun can only pick up Electrolaser, likewise with the Cryo shogun.
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Fri Jun 05, 2009 2:48 am |
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Twad
Joined: Sat Feb 16, 2008 5:35 pm Posts: 21
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Re: DarkStorm Military Technologies - Updated 5/31/09
I love the new update!
Electro laser leave clean corpses.. invisible actor, visible when moving/shooting. The small flying turret is perfect for base infiltration (IMHO) since it is so agile. Very good vertical control. Good range too. Seen it clip though thin floors in the last campaing map; assault (under the bridge) The deployable turrets are a lot of fun, construction is animated too! VERY usefull. The sniper rifle is good as always, eat up dummmies like a charm, and is decent against soft targets. The defensive field seems interesting, dont deplete too fast, didnt play with it enough. Still exploring the update.
Good work!!
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Fri Jun 05, 2009 3:16 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 5/31/09
New update guys.
The main thing is the new Melee functionality. Go and actually read the updates part of the first post to get some idea of what they're about. Also, like the updates suggest, go look in the Settings folder in DarkStorm.rte. Particularly you want to look at keyconfig.ini and readme.txt.
Everything else in the update is pretty much bug fixes and cosmetic upgrades.
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Fri Jun 05, 2009 4:39 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote: whitty wrote: Melee button: spacebar. Sadly, I have no idea how to register that key. Or shift, ctrl, or alt for that matter. Just go into CC and configure the controls. Use the spacebar as something, and go into Settings.ini and see what the ID is.
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Fri Jun 05, 2009 4:56 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 6/4/09
They're not the same, CC is weird.
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Fri Jun 05, 2009 5:13 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: DarkStorm Military Technologies - Updated 6/4/09
But that would be what CC registers it as, which would be the right thing, right? It doesn't matter if it uses a different ID than usual, as long as the game knows that its the right button.
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Fri Jun 05, 2009 5:16 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 6/4/09
But CC DOESN'T use the right numbers which means that it WOULDN'T necessarily be the right thing.
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Fri Jun 05, 2009 5:38 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: DarkStorm Military Technologies - Updated 6/4/09
But that's what I'm trying to say. The wrong number, in this case, would be right.
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Fri Jun 05, 2009 5:49 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: DarkStorm Military Technologies - Updated 6/4/09
Some weapon descriptions still mention the combat knife. The new melee thing is cool, especially with the stick-to-walls and charging systems. Very nice, Darlos.
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Fri Jun 05, 2009 6:58 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/4/09
It says it can't connect to mediafire... EDIT: Wait, it worked this time. Testing... EDIT 2: Mass value? Seems kinda like it'd ♥♥♥♥ up the gameplay... EDIT 3: Oh wait, change the config actors mass. That makes sense.
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Fri Jun 05, 2009 7:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/4/09
The new melee thing is awesome.
You are truly a pioneer.
Also, I love the shinobi hanging thing with their melee; it puts that awesome ninja feel into it. Naw if only the AI looked up less... My only suggestion is that you tweak the turret aiming things so that you can fire closer to the body. At the moment they stop firing quite a bit clear - whilst safe it presents a problem when situate on a hill or around a corner.
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Fri Jun 05, 2009 8:09 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 6/4/09
for melee why dont you have it as pressing a combo of body movement keys. like up+down+[direction for melee] or something. that would be nicer than a static button (which, when you have two players, clashes) Code: # 26 = HOLD_RIGHT # 27 = HOLD_LEFT # 28 = HOLD_UP # 29 = HOLD_DOWN # 30 = PRESS_PRIMARY # 31 = PRESS_SECONDARY # 32 = PRESS_RIGHT # 33 = PRESS_LEFT # 34 = PRESS_UP # 35 = PRESS_DOWN # 36 = RELEASE_PRIMARY # 37 = RELEASE_SECONDARY # 38 = PRESS_FACEBUTTON # 39 = SCROLL_UP # 40 = SCROLL_DOWN maybe helpful. testing now.
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Fri Jun 05, 2009 8:30 am |
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