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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Updated for build 1.05.

I might've missed a thing or two, but all the weapons and tools along with the basic Tengu and Oni clones should be functional. Nothing is optimized for 1.05 (user detection still uses Darlos9D's method), just functional without errors and/or crashes.


Mon Apr 08, 2013 10:12 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CC, did I ever tell you how much I love you?


Mon Apr 08, 2013 10:46 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
It seems that the d45's gun is broken with CaveCricket's update. I do appreciate the update though, I've always wanted to try this mod.

EDIT: Nevermind, I was ignorant. I just didn't know how to use it properly.
EDIT2: I found some mocastray problems with CC's update, just in case you wanted to know.


Tue Apr 09, 2013 9:44 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
Updated for build 1.05.

I might've missed a thing or two, but all the weapons and tools along with the basic Tengu and Oni clones should be functional. Nothing is optimized for 1.05 (user detection still uses Darlos9D's method), just functional without errors and/or crashes.


amazing! a much better platform to start updating off!


Tue Apr 09, 2013 5:10 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Someone64 wrote:
It seems that the d45's gun is broken with CaveCricket's update. I do appreciate the update though, I've always wanted to try this mod.

EDIT: Nevermind, I was ignorant. I just didn't know how to use it properly.
EDIT2: I found some mocastray problems with CC's update, just in case you wanted to know.

Which script causes the issues?


Tue Apr 09, 2013 8:06 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
Someone64 wrote:
It seems that the d45's gun is broken with CaveCricket's update. I do appreciate the update though, I've always wanted to try this mod.

EDIT: Nevermind, I was ignorant. I just didn't know how to use it properly.
EDIT2: I found some mocastray problems with CC's update, just in case you wanted to know.

Which script causes the issues?


Before I give them their own Tech, how did ever you fix the lasers from not doing any damage? D:>


Wed Apr 10, 2013 3:03 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Every one of the laser weapons used MORays and/or ObstacleRays, and since the build 24 MORays/ObstacleRays had one less argument than the build 1.05 ones, the scripts failed to work properly.

Darlos has a large number of scripts in the mod, so if you guys encounter any errors, it'd be helpful if you could post what actor/item you're using.


Wed Apr 10, 2013 4:59 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
Every one of the laser weapons used MORays and/or ObstacleRays, and since the build 24 MORays/ObstacleRays had one less argument than the build 1.05 ones, the scripts failed to work properly.

Darlos has a large number of scripts in the mod, so if you guys encounter any errors, it'd be helpful if you could post what actor/item you're using.


Funny how the UAV Drones work better post B23/B24 though..


Wed Apr 10, 2013 5:40 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
It seems I can't find the cause of this anymore, but I'm a 100 % sure it's from this mod. Also, I couldn't take a screenshot the first time because ever since 1.05 my game would crash everytime I took a screenshot and it would terminate itself everytime my fps goes below 10.


Thu Apr 11, 2013 2:12 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hmm apparently the cloaking unit can't cloak or jump. Any solutions to this?


Thu Apr 11, 2013 10:24 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
can someone make a metagame loadout file?


Thu Apr 11, 2013 11:32 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The cloaking unit can both jump and cloak, although the jump is not so great. Double tap S key to make it go invis, AI units won't fire on it. The jump is just regular W key, but it will only do it on relatively flat surfaces and is really only high enough to get out of simple pits.


Sun Apr 14, 2013 2:17 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I've played this faction since it was born, I know how it works.
The scripts just seem to be broken is all.


Sun Apr 14, 2013 11:22 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That was kind of my point. The scripts are not broken. I am on 1.05 and have cloaking and jumping units, so I can confirm that the updated version a few posts up does in fact work.


Mon Apr 15, 2013 1:04 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hmm...for some reason the cloaking and jumping for the stealth unit doesn't work.....
What is the button for jumping? Maybe I'm just pressing the wrong button.

EDIT: Got the stealth to work. Apparently portions of my keyboard is broken. Got to go buy a new one.


Mon Apr 15, 2013 2:36 am
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