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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Samohan25 wrote:
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.


Which link? And I'm not sure what you're talking about...


Mon Nov 16, 2009 3:44 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Make sure that the folder inside the Cortex Command folder is called DSTech.rte and looks like this inside. Also check that the first line of Index.ini is 'DataModule'.


Attachments:
DSTech.rte.bmp
DSTech.rte.bmp [ 787.49 KiB | Viewed 5480 times ]
Mon Nov 16, 2009 6:31 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Samohan25 wrote:
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.


Which link? And I'm not sure what you're talking about...


I think I see the problem.
The problem appears to be relating to the Mac version, as stated in LtLAWLZ's post.

Checking the link for the Mac version of DSTech out of curiosity, I see the file is named DSTech.rte.7z.
7-zip (assuming Mac version works the same as the Windows version), using the 'extract files...' option, is going to create a folder named after the compressed file, and then put the contents of said compressed file in said folder.

DSTech.rte.7z is going to get unzipped into 'DSTech.rte/DSTech.rte/rte contents'.
If the DSTech.rte.7z was in the Cortex Command directory, then I can see why Cortex Command can't load DSTech, because there is a 'fake' DSTech.rte folder that contains the 'real' DSTech.rte.

The Windows version, for comparison, DSTechStuff8a.rar, is unzipped into 'DSTechStuff8a/DSTech.rte/rte contents' when using 'extract files...' with 7-zip.

Basically, it would seem that the root of the problem with the Mac version is the name of the 7z file for the Mac version, and how 7-zip works when using the 'extract files...' option.


Tue Nov 17, 2009 2:01 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Alright reworked my DSWE01 Laser Beam Rifle using a modified version of Duh102's scripting.
http://www.youtube.com/watch?v=egvM8MUsthg
Should this be on another weapon?


Wed Nov 18, 2009 4:28 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Should this be on another weapon?
I think you should make like, 10 weapons total, gluing together the functionality of some, and making sure they are all completely different. that beam looks awesome, it should be unique to that weapon. If you feel like reusing the asset, make a laser grenade.


Wed Nov 18, 2009 6:16 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
A continuous beam weapon would be nice using that script.


Wed Nov 18, 2009 6:30 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote:
A continuous beam weapon would be nice using that script.

This would be cool. It would be difficult with the way I made the script though...


Wed Nov 18, 2009 6:31 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Couldn't you just make it rapid-fire, lower particle spawnage and set the glow duration really low?


Wed Nov 18, 2009 6:38 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
You could try that I guess. I thought that might look uncool when you release the trigger, but it would look great in firing.


Wed Nov 18, 2009 6:55 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
You could try that I guess. I thought that might look uncool when you release the trigger, but it would look great in firing.


Here:
http://www.youtube.com/watch?v=uPMZmHGuJg0

Might look nice if I tweak the particles a bit.


Wed Nov 18, 2009 6:58 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Might look better if you made the particles much more localised, to get rid of that spiky terrain damage.


Wed Nov 18, 2009 7:03 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
[tube video]

How does it look when rotating it?


Wed Nov 18, 2009 7:11 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
cut down on your terrain rape a little. i know it makes it look more impressive, but you should find better ways to do that, like a shower of sparks or an arcing bolt of superkill or something along those lines, and then tone down the raep a lot on all of the shredding particles. maybe give them a lower velocity as well, and use the sparks/whatever effect for splash damage.
beam looks pretty good though.


Wed Nov 18, 2009 11:01 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Sigh, everyone is doing solid laser beams.

Also, firing in quick bursts is probably the more rational route anyway. A continuous beam is like the laser equivalent of a Gatling gun. Awesome and powerful, yes, but also very taxing on resources.

And is that beam laggy by any chance? I try to make beams out of the smallest glows and end up with brief moments of lag whenever they're fired. I have to "dilute" the beam a bit and spread the particles out, which unfortunately makes it look more like a dotted line.


Wed Nov 18, 2009 3:21 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
DSMK2 wrote:
[tube video]

How does it look when rotating it?


Image

I think I "fixed" the problem when the CastObstacleRay returns no value, by having it set to a defined value. It only doesn't work when the gun is fired at close ranges.

Darlos9D wrote:
And is that beam laggy by any chance? I try to make beams out of the smallest glows and end up with brief moments of lag whenever they're fired. I have to "dilute" the beam a bit and spread the particles out, which unfortunately makes it look more like a dotted line.


Not very surprisingly, it seems to be more laggy when I spam the regular beam rifle, which uses particles with longer lifetime, but tolerable in the sense the framerate drops to 40fps momentary.


Wed Nov 18, 2009 3:52 pm
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