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DarKlone Technologies (Old)
http://forums.datarealms.com/viewtopic.php?f=83&t=10551
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Author:  Shook [ Sat Mar 08, 2008 3:29 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Ooh, now this is good news! :3
I loved your pack before, and i sure as hell still love it now.
Both the coding and the sprites are awesome, so i fail drastically to see
what could possibly be bad about it, good job! :grin:

Author:  Evil Frosted Muffins [ Sat Mar 08, 2008 4:01 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Sweet DarKlone Tech is back. :grin:
I loved these mods before and now it is time to love them again.
I hope to see some new additions to this great pack.

Author:  FireBlizzard [ Sat Mar 08, 2008 6:00 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

I think the best rival for the Dark Klones is DSTech...

Author:  J23 [ Sat Mar 08, 2008 6:32 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

'After the recent market crash that affected so many companies, we were once again forced to withdraw our military technologies until we could recover through our activities in the civilian market. Now that we are out of the red, we have put our military products back on the market.'

Explaining 'THE EVENT' In your fiction FTW.

Has anything been updated, or is it just a repost?

Author:  KnightD [ Sat Mar 08, 2008 6:42 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

The heavy darklone is amazing.
The sphere on the back of it's head is kind of weird, and it's arms and legs break off kinda easily, but that's ok.

Author:  Darlos9D [ Sat Mar 08, 2008 6:53 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

KnightD wrote:
The heavy darklone is amazing.
The sphere on the back of it's head is kind of weird, and it's arms and legs break off kinda easily, but that's ok.

That's not a sphere, it's a plume. Kinda anachronistic, I know.

So, a slight update for now. I added the description for the D139. Also, I tweaked the rocket launcher a bit. Now, it's trajectory is almost perfectly flat! It doesn't fall like all other projectiles do, it just goes in a straight line. I accomplished this by having the rocket emit an invisible particle directly downwards that pushes the rocket up slightly, counteracting the effects of gravity.

This might be a handy trick for anyone else who wants to make dumb-fire rockets or missiles, or anything that flies or glides really. It simulates aerodynamic lift.

Author:  bbbzzz234 [ Sat Mar 08, 2008 7:41 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Now we can make the rocket launcher the soldier class uses in tf2!

Author:  Darlos9D [ Sat Mar 08, 2008 8:17 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

bbbzzz234 wrote:
Now we can make the rocket launcher the soldier class uses in tf2!

Yep. Just give it four rockets. Then maybe use the tracer to do a "crit" rocket every so often. Too bad you can't randomize it.

Author:  Mind [ Sat Mar 08, 2008 8:20 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

sorry to change the subject, but all the other mods will load in modmanager, but darklones will not


Awesome mod, though!!!! :D

Author:  Jox =3 [ Sat Mar 08, 2008 8:24 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Awesome :3
Now you need to make pieces... For real, givem the armor, not only that armor-body hybrid :D

Author:  FireBlizzard [ Sat Mar 08, 2008 8:49 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Yeah put armour on them now =3 That would make this much more realistic (though not always the best thing to do in a video game) This should work =3

Author:  The Fat Sand Rat [ Sat Mar 08, 2008 9:57 pm ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

I love the fact that the D24 is described as a good hunting revolver.
It's best for hunting large-to-giant robots IMO.

Author:  numgun [ Sun Mar 09, 2008 2:45 am ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Darlos9D, im here to complain on the .zip file. IT SUCKS.

On some systems, extracted mods that were in .zip (Like this one) dont work.
Instead of .zip, use .rar or other. Kthx.

Author:  Darlos9D [ Sun Mar 09, 2008 5:23 am ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

numgun wrote:
Darlos9D, im here to complain on the .zip file. IT SUCKS.

On some systems, extracted mods that were in .zip (Like this one) dont work.
Instead of .zip, use .rar or other. Kthx.

lolz troll. Though if anyone can prove that a rar will avoid errors, I'd be all for it.

As for the body armor... I'd actually LOVE to add actual armor pieces. I originally planned to and my "prototype clones" actually had it, but I never released it. The reason was that I didn't feel that actual armor-piercing bullets were properly handled in CC. Say you shoot a coalition soldier's helmet, and the bullet goes all the way through it. Theoretically, it should go through his head. The way CC is now, though, his head remains unharmed and only the helmet is damaged. Same thing with all other armor. Data noted my complaint on this long ago, so I think we can expect to see better handling of the interaction between bullets and armor in later builds. Also, it'd be nice if arms and legs could have separate armor.

As for now, deal with what I got! It's closer to what I want anyway. And thats what matters.

Author:  Winterous [ Sun Mar 09, 2008 7:30 am ]
Post subject:  Re: DarKlone Technologies - Updated 3/7/08

Actually, the bullet misses the head only because its sprite is the same width as the head.
If you had little plates all over the body, if the bullet went through it would still hit the actor.

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