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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
how bout a meter on the gun?


Tue Dec 22, 2009 10:58 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I had noticed the meter, thought that was a great idea. I've had no problems with the secondary weapons.

On my possible bug: I managed to get the Oni weapons to primary fire successfully for a few seconds, up to a minute, then they would quit firing and never fire again. Only the Oni weapons, so far. And the secondary fire would still work afterward.

I'm not sure if the problem is with the actor, the weapon, or the ammo pack. I'll test buying replacement weapons, then replacement ammo packs, myself after dinner tonight.

Oh, and if you can make the jump optional (ie. tell us how to add it back in :) ), that'd be cool. It gives my Onis the feeling of Starship Troopers (novel) power armor, as they leap into the air and hover the rest of the way. Very handy for dodging dropships cartwheeling toward them at a hundred miles per hour. :D

Edit: Testing just now, couldn't get it to reproduce, even firing for several minutes, firing & reloading secondary in the process, with no problems. Unless someone else reports the same issue, case dropped. Come to think of it, I had an RPG Brain in the field every time the problem occurred. Might that play havoc with your new code?


Wed Dec 23, 2009 12:28 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Mirefrost00 wrote:
Edit: Testing just now, couldn't get it to reproduce, even firing for several minutes, firing & reloading secondary in the process, with no problems. Unless someone else reports the same issue, case dropped. Come to think of it, I had an RPG Brain in the field every time the problem occurred. Might that play havoc with your new code?
Lord, beats me.

Okay, time to start completely reworking the scripts. Sigh...


Wed Dec 23, 2009 12:52 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I was thinking that maybe Darkstorm should have a brain actor like a shogun or something.

I wanted to try a last stand kind of scenerio but it doesn't really work out with a immobile brain.


Wed Dec 23, 2009 3:09 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Well guys, I hammered my head against the issue of making things more efficient for attachable scripts, and it isn't really working out. Crap is just too hacky. I'm really thinking of just leaving this mod alone for a while, possibly until the next build. Sure, it's wonky, but I don't feel like spending two weeks making things marginally better, when I could wait for the next build and make everything way better much more easily... hopefully.

I just want to do other things. I've been devoting myself daily to this mod for at least a month. And I think I've come up with some interesting stuff, despite how twitchy it can be. So I think unless some great inspiration strikes me, I'll just wait on further updates. I really need to try doing other things with my time. I have lots of drawing and gaming I seriously need to catch up on, not to mention what semblance of a social life I have.

So, we're going back to the waiting game again. Still, post any comments or suggestions you might have. I may very well scoff at them, but something occasionally will strike me.


Wed Dec 23, 2009 6:17 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
Well guys, I hammered my head against the issue of making things more efficient for attachable scripts, and it isn't really working out. Crap is just too hacky. I'm really thinking of just leaving this mod alone for a while, possibly until the next build. Sure, it's wonky, but I don't feel like spending two weeks making things marginally better, when I could wait for the next build and make everything way better much more easily... hopefully.

I just want to do other things. I've been devoting myself daily to this mod for at least a month. And I think I've come up with some interesting stuff, despite how twitchy it can be. So I think unless some great inspiration strikes me, I'll just wait on further updates. I really need to try doing other things with my time. I have lots of drawing and gaming I seriously need to catch up on, not to mention what semblance of a social life I have.

So, we're going back to the waiting game again. Still, post any comments or suggestions you might have. I may very well scoff at them, but something occasionally will strike me.

Fixify the proximity triggers for the launched grenades, I'm getting tired of getting raped by my own munitions.


Wed Dec 23, 2009 6:19 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
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.


No need to be a dickhead.
I'd give it one more update before you take a break, considering all you've done this latest update is add 10 drops of instability. You're as bad as Data.


Wed Dec 23, 2009 8:49 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Don't see you offering anything constructive.

Saying YOUR ♥♥♥♥ IS BROKED doesn't exactly tell someone what is broked.

Quote: "No need to be a dickhead."


Wed Dec 23, 2009 10:58 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Exalion wrote:

No need to be a dickhead.
I'd give it one more update before you take a break, considering all you've done this latest update is add 10 drops of instability. You're as bad as Data.



I've had no crashes or problems with this mod what so ever. No lua scripts dying or terminal exceptions, nothing. And the grenades are working just fine for me, I'm going grenade ♥♥♥♥ crazy here - no early explosions for me.


Wed Dec 23, 2009 11:21 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Dude this mod is good. I don't see or detect any bugs or anything "broken", just things I would like to add to the mod.

Anyways, for the shielding that your working on, may I suggest this:

When the Yuu-something goes invisible, it is impervious to fire and any damage that may occur. I remember how the old shield worked so is it possible to integrate that with the Yuu's impervious invisibility? Not that I'm suggesting that the turret should turn invisible but maybe there is something inside that coding that you can use? I don't think having the bullet pass through would be a good idea but maybe there is something in there that you can use or modify.

Also, is it possible to have personal shielding for the actors like in Halo for the Spartans? Something tight. The original shielding for the actors was too big (a big circle) so maybe if you tighten it and strengthen it it would be more practical?

And as I remember, bullets and people usually passed through the shield if there was enough momentum and whatnot so could you just make the bullets ping/bounce off the shield while still draining it?


Wed Dec 23, 2009 2:23 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Grif wrote:
Don't see you offering anything constructive.

Saying YOUR ♥♥♥♥ IS BROKED doesn't exactly tell someone what is broked.

Quote: "No need to be a dickhead."


Nothing is broken though, it just lags and hangs whenever I use any of the lua features. Eventually it just crashes randomly.


Wed Dec 23, 2009 2:26 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I'm assuming your computer has the specs of a toaster then as DarkStorm's .lua functions cause no lag or crashing on my end at all.

Only thing I'm noticing is the reload loop with the underslung missile launcher, everything else is fine and dandy.

Also, don't increase the Cryo Gun magazine and fire rates 100x. :wink:
How would I increase the velocity of the ice (For my own humorous reasons)?


Wed Dec 23, 2009 3:07 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Foa wrote:
Fixify the proximity triggers for the launched grenades, I'm getting tired of getting raped by my own munitions.
If you were paying attention, you'd notice you're the only person with this problem. Vaguely complaining about it and then demanding it get fixed isn't going to fix it. Short of me physically being at your computer, it's only going to get fixed if you try to discover when and why it happens exactly. Otherwise, I'm sorry, you'll just have to deal. Now stop bringing it up unless you want to actually try to be useful.

Exalion wrote:
You're as bad as Data.
Pardon? Well, your opinion is worthless, considering that, as Grif says, you have nothing to actually contribute. And what does "as bad as Data" mean anyway? I have outright extended the functionality of this game time and time again, and for the most part people seem to enjoy it with only minor complaints and tweak suggestions. You're in the minority if you think I'm some horrible person for handling my updates the way I do. And need I remind you that I (and Data, for that matter) am just one person? I'm not a development team. I don't have testers and quality assurance. YOU guys are my testers and quality assurance. So who's going to bear the brunt of the bugs? You guys. I'm sorry, but it comes with the territory. I can't sit here and spend days just playing the game and running a bunch of completely random and obscure use test cases, it would drive me insane after already sitting here and spending WEEKS modding the game. Its far more efficient to let you guys do what random things you will and point out what's wrong. Assuming, of course, you actually can bug report beyond just saying "your mod is broke fix it."

And for those of you out there who like to come stomping in here and make demands and being all like "YOU MUST FIX THIS GO GO CHOP CHOP," I have this to say: I am not obligated to do jack ♥♥♥♥. This is entirely a personal project where I willingly spend my own free time to create something that I want to make. This is Darlos9D's mod, not DRL's mod. I'm basically making it for me, because it's the mod that I would like to see made for CC. The fact that others like it is purely an accident. This might make me sound like a selfish ♥♥♥hole, but guess what? Art is selfish. Plus, it's not like I don't listen to the opinion of others. I just don't listen to stupid and belligerent opinions.

Now, as I said, give your opinions, suggestions, bug reports, and whatever. But if you want any of it to happen soon, tough. You're just going to have to wait along with everyone else, me included. I'm not fussing with B23 anymore.


Wed Dec 23, 2009 3:37 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ah, I feel Darlos and Grif put this too nicely. Allow me to rephrase;

Exalion- shut the ♥♥♥♥ up. You are a worthless addition to the community, nay, a subtraction from the community, because you have absolutely no useful ideas or suggestions for this mod, or for the game in general that could be practically implemented. Your suggestions spontaneously range from "MAKE IT BETTER" to "FIX THE BROKEN PART LOL". I don't know why you feel some impulsive need to act like a brain-dead Neanderthal; maybe it was because you never fit in at school, or because your mother never loved you, or because your dad beat you when he got drunk; either way, if you have nothing intelligent to contribute, you really need to shut your mouth. As far as I am aware you have never made a publicly released mod, and if you have, it obviously wasn't good enough to garner enough attention for me to notice it. You're not even in the same league as many of the modders on this site, or as Data, for that matter, and you need to stop acting like these people are obligated to perfect things to your every whim. DO YOU KNOW WHY? Because you honestly don't know what's best for a mod or what could make it better and how that could be implemented, contrary to your arbitrary and egotistical view, so stop acting like you do.

In other words, until you can actually contribute something to mods and the site in general, you need to go shove your head up your arse- though I wouldn't be too surprised if it was already there.

~Ending a post that will probably get me a warning but was necessary~



On to the mod...

If I could make a suggestion, I think it would be nice to have the D113 Force Digger as an under-slung weapon; it would let you dig through terrain (or do some serious melee damage to enemies) without having to switch to a digger, and it would generally cause less clutter in a soldier's inventory. Just a thought ;)


Wed Dec 23, 2009 4:13 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I agree, you could make it an attachment to the assault gun.

Also, is it possible to switch the secondary fire modes so that you don't have to have multiple versions of the assault rifle?

Additionally, I think it would be great to add to the Yuu's inventory by making a silenced coil rifle.


Wed Dec 23, 2009 4:51 pm
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