DarkStorm Military Technologies - Updated 6/11/09
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/4/09
Thanks for update, Darlos, melee system is perfect! Can't wait for Kitsune.
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Fri Jun 05, 2009 9:37 am |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: DarkStorm Military Technologies - Updated 6/4/09
TYPO: correct Higo description, change Yatagarashi to Kimon
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Fri Jun 05, 2009 9:40 am |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: DarkStorm Military Technologies - Updated 6/4/09
Something bad I noticed. As soon as you order or place a unit (Tried with shogun and tengu), your turrets will start shooting at the sky. No idea why.
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Fri Jun 05, 2009 10:57 am |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/4/09
Kallemort wrote: Something bad I noticed. As soon as you order or place a unit (Tried with shogun and tengu), your turrets will start shooting at the sky. No idea why. I just noticed this too. At least something wrong with missile Shishi's targeting.
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Fri Jun 05, 2009 12:23 pm |
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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 6/4/09
Hachimitsu Boy wrote: Kallemort wrote: Something bad I noticed. As soon as you order or place a unit (Tried with shogun and tengu), your turrets will start shooting at the sky. No idea why. I just noticed this too. At least something wrong with missile Shishi's targeting. That's a pretty nice base you made.
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Fri Jun 05, 2009 12:37 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 6/4/09
all my turrets did it too. they weren't very useful.
ALSO. melee system is EXCELLENT, and pyro shogun rocks my socks.
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Fri Jun 05, 2009 1:21 pm |
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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
im fairly sure that is due to the keypress system being based on a spawned actor. i dont see why you couldnt either do it with a mopixel, or just make the invisible thing follow your actors around and be on your team.. other cosmetic comments. new ice is nice the raiju gibs are nice, but the parts that have a heated tinge could stand to have some heated gibs. also, offsetting some of the MOSPs wouldnt go astray, it looks a little funky. still very cool though. large craft gibs could use sub gibs, and a little more grit. kimon could use some detailing for interesting. i dont know what; seams in the panels or something, its finely shaded but just kinda boring to look at after a bit. thats what makes your clones (especially the shinobi) so fun to use, how good they look in all their armour. as a side note, the tengu heads need some kind of tweaking. i understand its pretty hard to do something with "kay skin suit over head" but it does need something, its boring and almost overshaded, and makes me instantly sell my tengus when their helmets get destroyed. all the sishi guns are lovely though. maybe add aerials or something to the PDS? its still a boring shape. attached is something i whipped up in 5 min to illustrate some slightly more interesting variants, none of them particularly good. just ideas.. oh, RPG also does some bouncing off rockets and drones. maybe have it explode just before it impacts? fire is cool, but as i said, it feels like it needs more variation. and im tempted to say eye watering glow, but probably not
Attachments:
File comment: PDS mockup. obviously more detail would need to be added to final products.
D45PDShishiBody.png [1.44 KiB]
Not downloaded yet
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Fri Jun 05, 2009 1:30 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DarkStorm Military Technologies - Updated 6/4/09
Darlos, let me congratulate you for having made the most awesome melee system i've ever seen in CC. It's a bit annoying that you can't move while charging a punch, but i assume that this is due to either balancing or Lua issues? Either way, it's awesome. The PDS is also quite cool, but as you've mentioned, the incredibly high mass of the vanilla bullets kind of renders it ineffective in many cases. Nevertheless, it's great when it works, and gives one a feeling of temporary invincibility. Until a rocket smashes ones face in, that is. All in all, this is probably the most well-made mod currently available.
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Fri Jun 05, 2009 2:11 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: DarkStorm Military Technologies - Updated 6/4/09
Roy-G-Biv wrote: Hachimitsu Boy wrote: Kallemort wrote: Something bad I noticed. As soon as you order or place a unit (Tried with shogun and tengu), your turrets will start shooting at the sky. No idea why. I just noticed this too. At least something wrong with missile Shishi's targeting. That's a pretty nice base you made. It's part of the Darkstorm Mappack. Too lazy to find it...
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Fri Jun 05, 2009 4:09 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/4/09
Crashed when i punched my own shogun in the head with a fully charged punch from a pyro Otherwise great update I wonder what you're going to do to the stealthy shogun in later updates.. Edit: Just crashed after a shield shogun was flying through the air with its limbs ripped off bleeding, as soon as it's health hit 0 and died, i crashed
Last edited by Zerrok on Fri Jun 05, 2009 5:34 pm, edited 1 time in total.
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Fri Jun 05, 2009 4:49 pm |
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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 6/4/09
Ugh, so many stupid problems already. Time to fix them... 411570N3 wrote: 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. This is because the turret finds targets by finding actors within its range, then ray tracing to see if it can actually see the target before it starts firing, so it doesn't just start blasting through terrain. Problem is, I can only check an actors torso/body position, so if that gets hidden behind something the turret thinks the actor isn't there. I could potentially do a bunch of ray tracing to find targets instead of just looking through the actor list, but I think that'd result in lag and other problems. I think I'd rather wait until I'm able to access limbs and attachments and work with that.
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Fri Jun 05, 2009 4:51 pm |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/4/09
Scope0 wrote: It's part of the Darkstorm Mappack. Too lazy to find it... Nope, totally mine. But don't know how to share it.
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Fri Jun 05, 2009 5:22 pm |
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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
Make it in scene editor with DarkStorm.rte and upload it here. Make sure there's a folder called scenes in DarkStorm.rte, or your hard work will be lost. If you're using map pack objects (And you are) Then get it from MP3 and upload that as well.
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Fri Jun 05, 2009 6:04 pm |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/4/09
Flammablezombie wrote: Make it in scene editor with DarkStorm.rte and upload it here. Make sure there's a folder called scenes in DarkStorm.rte, or your hard work will be lost. If you're using map pack objects (And you are) Then get it from MP3 and upload that as well. WHA? Like all over again? Is there any thread with FAQ about this, I really don't want to ask any more stupid off-top questions here.
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Fri Jun 05, 2009 6:25 pm |
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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
Purty much. Sometime in the next build there'll be a way to save skirmish maps to be playable later.
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Fri Jun 05, 2009 6:40 pm |
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