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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Sun Feb 15, 2009 4:59 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Sweet, new toys. :)

Just been testing, and I'm reporting what seems to be a bug. I ordered a standard Oni with a gatling gun + underslung missile launcher, as well as the ammo pack. Figured out that you drop the pack to equip it, and managed to fire the gun for about a minute, then it quit during firing. I thought that it might have been as a a result of switching to another actor, but further testing revealed that the gun could fail at any time. The same thing happened with a different Oni, kitted out to fire the grenade machine gun. I only tested the HE grenades, and have not tested the revolver laser yet. I'm betting that I will get the same results. Only with the Oni weapons, though. Secondary fire was still possible after primary failed. There was no break sound or any cue.

Good luck! :)

Edit: I also tried dropping and re-equipping both the weapon and the pack. No improvement.


Tue Dec 22, 2009 4:41 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
When me and my friend play multiplayer and he uses any character from this mod, he can't move left or right. He can fire and jetpack, but his character's legs won't move. Sorry if this has been mentioned before.

I played with the Mouse & Keyboard, and he tried with both a controller and the classic keyboard setting. And yes, we configured the controls both times to ensure that we were using the correct button/key/analog stick to move the character.


Tue Dec 22, 2009 5:34 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
it's a whole lot less stable in general since this patch. Check your code for leaks.


Tue Dec 22, 2009 6:40 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Anyone else get a never-ending reload sound loop if they try firing the missile launcher while it's empty?
While I still think the D72 should act more like the Coalition Flamers in flame appearance (Because having one thing shoot streams of napalm and another barfing sprites is a nagging inconsistency in my eyes) these weapons are absolute perfection.


Last edited by Spoot Knight on Tue Dec 22, 2009 3:08 pm, edited 2 times in total.



Tue Dec 22, 2009 3:03 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ok, just finished testing. First of all, I have to say that the secondary fire modes and the multiple ammo for the grenade launcher are some of the best ideas to ever appear in CC, and have permanently won you a place in my modding shrine.

Second, ditch the jumping. Seriously, from modder to modder, I can tell you that it is not working. The yuurei's one is ok, specially with wall kicks, but in the oni and tengu... either it catapults you to the skies or does a teeny-tiny hop. It is clumsy to unbelievable extents. Give us back the jetpacks. Please. (But keep the oni's jet effects, they are awesome.)


Tue Dec 22, 2009 3:06 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Exalion wrote:
it's a whole lot less stable in general since this patch. Check your code for leaks.
Thank you for the completely pointless comment.

Mirefrost00 wrote:
Sweet, new toys. :)

Just been testing, and I'm reporting what seems to be a bug. I ordered a standard Oni with a gatling gun + underslung missile launcher, as well as the ammo pack. Figured out that you drop the pack to equip it, and managed to fire the gun for about a minute, then it quit during firing. I thought that it might have been as a a result of switching to another actor, but further testing revealed that the gun could fail at any time. The same thing happened with a different Oni, kitted out to fire the grenade machine gun. I only tested the HE grenades, and have not tested the revolver laser yet. I'm betting that I will get the same results. Only with the Oni weapons, though. Secondary fire was still possible after primary failed. There was no break sound or any cue.

Good luck! :)

Edit: I also tried dropping and re-equipping both the weapon and the pack. No improvement.
I'm not really sure I follow this entirely. Are you saying the weapons can keep firing after you drop the ammo pack? Or that they don't fire when you have the proper pack equipped?

TheValiant wrote:
When me and my friend play multiplayer and he uses any character from this mod, he can't move left or right. He can fire and jetpack, but his character's legs won't move. Sorry if this has been mentioned before.

I played with the Mouse & Keyboard, and he tried with both a controller and the classic keyboard setting. And yes, we configured the controls both times to ensure that we were using the correct button/key/analog stick to move the character.
Uh... I have no idea what could be causing this. The only things that involve left and right button presses are the double-taps for special moves, and that shouldn't ever STOP them.

Spoot Knight wrote:
Anyone else get a never-ending reload sound loop if they try firing the missile launcher while it's empty?
While I still think the D72 should act more like the Coalition Flamers in flame appearance (Because having one thing shoot streams of napalm and another barfing sprites is a nagging inconsistency in my eyes) these weapons are absolute perfection.
Which missile launcher? The underslung one? Also, sorry for trying to make a convincing flamethrower in a non-lazy manner.

Areku wrote:
Second, ditch the jumping. Seriously, from modder to modder, I can tell you that it is not working. The yuurei's one is ok, specially with wall kicks, but in the oni and tengu... either it catapults you to the skies or does a teeny-tiny hop. It is clumsy to unbelievable extents. Give us back the jetpacks. Please. (But keep the oni's jet effects, they are awesome.)
Yeah, I'll work on it.


Tue Dec 22, 2009 4:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I've only used the underslung but if it makes the same sounds as the original missile launcher I'd assume it does it with that too.

The problem with your flamethrower happened from the time you changed it to function like it does now. Back when these were DarKlones the flamethrower used to be a weapon of absolute terror, spraying napalm across the battlefield scorching everyone that dared to tread the burning ground (I believe at this time the flamethrower was also destroyable resulting in a violent explosion killing the user), but then it became the way it is now and it's never been the same.


Tue Dec 22, 2009 4:25 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Spoot Knight wrote:
The problem with your flamethrower happened from the time you changed it to function like it does now. Back when these were DarKlones the flamethrower used to be a weapon of absolute terror, spraying napalm across the battlefield scorching everyone that dared to tread the burning ground (I believe at this time the flamethrower was also destroyable resulting in a violent explosion killing the user), but then it became the way it is now and it's never been the same.
That's not a problem, it's an opinion. Also, this isn't what you were originally complaining about, when you said the flamethrower wasn't enough like the vanilla flamers.


Tue Dec 22, 2009 5:03 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Oh, I just got the neverending reload bug. Except for me it was with the rifle's grenade launcher, and, aside from just reloading, it started shooting non-stop the moment I equipped it, even if the secondary fire button was not being pressed. I couldn't stop firing nor use the normal shots. Happens quite rarely, though.


Tue Dec 22, 2009 5:10 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
Spoot Knight wrote:
The problem with your flamethrower happened from the time you changed it to function like it does now. Back when these were DarKlones the flamethrower used to be a weapon of absolute terror, spraying napalm across the battlefield scorching everyone that dared to tread the burning ground (I believe at this time the flamethrower was also destroyable resulting in a violent explosion killing the user), but then it became the way it is now and it's never been the same.
That's not a problem, it's an opinion. Also, this isn't what you were originally complaining about, when you said the flamethrower wasn't enough like the vanilla flamers.

Considering the Heavy Flamer burns on the ground for a few seconds if it's not in the air long enough and the D227 did the same thing...I'd say it is what I was originally talking about.

And yes, it is a problem. A problem in how fun it is to use, it isn't. The old D227 was fun, the D72 isn't. My opinion is that it is a problem.


Tue Dec 22, 2009 5:20 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Sadly, with the underslung weapons, I'm not really sure how much I'll be able to fix them. The problem with them is that the script running is based off of AEmitters emitting particles that run a script one time each. It's really hard to figure out the emission speed just right so you don't wind up with overlapping script calls. Heck, for all I know different computers cause different calculation speeds that mess up the delicate balance I put in place.

It might be better if I could just figure out some way to let the script know that it's already run once in the current frame. Or maybe I should bite the bullet and try to use the direct attachment script calling method that people have talked about in the lua scripting forums.

No matter what I do, it just isn't going to be pretty.


Tue Dec 22, 2009 5:30 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
perhaps there should be a meter for how many bullets you have left for the under-slung weapons.


Tue Dec 22, 2009 9:14 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Oh, there's a feature I forgot. It's not exactly a meter, but every underslung weapon has an indicator above the grip. It's green when it's loaded or over half full, yellow when its below half full (for the flamethrower and cryo gun), red when it's empty, and blue when it's reloading.


Tue Dec 22, 2009 9:25 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
well its kinda small


Tue Dec 22, 2009 9:27 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, I should make it glow or something.


Tue Dec 22, 2009 10:47 pm
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