- I know the blackwidow is an easy fix.
- Not sure about the mortars.
- Codes I ain't sure about to. since they have special looks.
- The hellfluries I think can be changed to lightblue.
To a point. However it doesn't look like the mod was tested on low detail settings as some of the weapons don't have any animation/sprite at all and look like little specs. Maybe that was intentional?
Quote:La vengeance est un plat qui se mange froid.
Yes, it is all an Admin plot to force people to upgrade their computers.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Guns on low effects have 2 layers of color that do not move
Guns on high effects have 2+ to maybe even 12 layers of different colors and some are also moving.
Check the Buckshots and krakens on low and high and you see what I mean.
All effects are client side, so in theory (and with permission) you can simply edit the inis to suit your needs. I remember once I made all the codies (through about 3 hours of editing) have a single green-ish ball effect that I believe the JADE has.
That said, The issue can be corrected to each players needs by themselves aslong as they have permission from the devs and admins to do so. I'd turn it into a business with ships skins and all, but for 2 reasons, I wont;
1: Too lazy.
2: Lost all my tools. 1/2 of which, cant be replaced because they were from the old Lancers Reactor.
A General rule of thumb, however, is you only mod how the thing looks. No changing models, no changing stats. Also, the appearance cannot affect gameplay for either better or worst (IE, a gun that fires "invisible" bullets or a gun that shoots uber large projectiles).