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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote:
What sort of theme do you want with them?
I'm assuming some sort of great force but with better efficiency than the larger robots, so I suppose you could do a whole bunch of stuff.
Suggestions:
-Some sort of electricity-based weapon? Arcing or electro-laser or other type?
-Some sort of short-ranged thermal spike?
-An air-mine system?
-Some kind of concussive wave type weapon?


Hrm, might as well go along with a impact explosive/machine gun combo for the drones. As well as a <short range> tractor beam, since the drones also function as utility units wonder what kinda of use would I have for those though, would be interesting to have nonetheless. Is it good to reason that they have less "armor" to compensate for the weight limits on the anti-grav generators? Heck the "head" is pretty much the entire front of the drone.

Should I completely resprite the Ferratus to match up with the redone Oculus units?


Mon Nov 02, 2009 3:01 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote:
Doesn't the shockwave grenade launcher basically have what could be considered a concussion effect?
I mean a direct concussion effect. So you get up close to an enemy a blast them away, possibly crushing them up against a wall. It would also work to deflect grenades, missiles, etc.
rditto48801 wrote:
Isn't the Lance already along the lines of a 'short range' thermal spike?
Yeah, porbably. What I mean is, basically it fires a small directionalised explosion.
DSMK2 wrote:
Is it good to reason that they have less "armor" to compensate for the weight limits on the anti-grav generators?
I think so. Though you could also say power source limits.
DSMK2 wrote:
Should I completely resprite the Ferratus to match up with the redone Oculus units?
If you like, it's your mod. They look pretty good as is, but if you're not satisfied with them or think they don't fit then go ahead.


Mon Nov 02, 2009 3:45 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
DSWB05 MAC: terrain rape
so do some raycasts when it gets into the ground or hits something to simulate piercing. if setting it to settle when it comes close enough to the terrain activates destroy() then you could do the raycasts then and give it a terminal ballistic effect as well. basically, ripping up the map as much as that does is unacceptable in a mod as good as this.


Mon Nov 02, 2009 4:37 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I don't think I've actually seen these new Oculus sprites. Can you post some of them?


Mon Nov 02, 2009 5:05 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hrm, right.

Image

The new Oculus, soldier and command <brain>, versions are on the right.


Mon Nov 02, 2009 6:44 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Hrm, right.

Image

The new Oculus, soldier and command <brain>, versions are on the right.

What's that big thing in the middle? :D


Mon Nov 02, 2009 12:54 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Jon wrote:
What's that big thing in the middle? :D

The new Ferratus C. It reminds me of the Nod Confessors.


Last edited by Metal Meltdown on Mon Nov 02, 2009 1:36 pm, edited 1 time in total.



Mon Nov 02, 2009 1:10 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hmm... yeah, maybe respriting them is an alright idea. Whilst the differences aren't terribly conspicuous, they're noticeable if looked for.


Mon Nov 02, 2009 1:28 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Reminds me of this guy:
Image
IGNORE ME!!!!!!


Mon Nov 02, 2009 9:32 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DS, by Thor's mighty Iron Gauntlets, thou shalt give it a red eye beam! Now!


Mon Nov 02, 2009 9:33 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
wait, so can we ever expect that enormous behemoth of a mech you made? or is that you're private plaything forever and ever? i need more things to explode and make terrain with.


Sun Nov 08, 2009 2:24 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
TomThom wrote:
wait, so can we ever expect that enormous behemoth of a mech you made? or is that you're private plaything forever and ever? i need more things to explode and make terrain with.


When I get around to respriting it, new design concepts makes me shun it, though I'm keeping the head. In any case, working on a "true" DSA10 Imperator, but it feels like I shouldn't really say much more than that, cept that its going to be very different than the Oculus/Ferratus series, as it follows a mecha design I once found wierd...


Mon Nov 09, 2009 6:49 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
weird is good :) that's the glory of robots, no anatomical map to follow.


Tue Nov 10, 2009 3:24 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Has This Been Happening to any 1 else.

Once I boot up Cortex Command it runs like usual, But once it starts to load DSTech it crashes and delvers this error message

RTE Aborted! (x_x)
Abortion in file /Users/admin/Development//CortexCommand/cortex/Managers/presetMan.cpp, Line 162, Because:
Failed it find the DSTech.rte data Module!
Last frame has been dumped to 'abortscreen.bmp'

And yes, I am a Mac user but I can easily convert the .rar files into .rte .So any 1 know whats going on?


Sun Nov 15, 2009 4:14 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
The problem is that there is a DsTech.rte inside the .rar:
CC folder/Dstech/Dstech/Stuff
and the dat module is in the 2nd datamodule, so you need to get the Dstech inside the renamed rar out. if you can't do this I could either attach the rte or ask DSMK2.


Sun Nov 15, 2009 7:15 pm
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