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Old 10-06-13, 01:04 PM   #46
vdr1981
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Cpy Gap, will do some testing in the following days...
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Old 10-06-13, 01:06 PM   #47
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Originally Posted by vdr1981 View Post
Cpy Gap, will do some testing in the following days...
Keep us informed
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Old 10-06-13, 01:56 PM   #48
SnipersHunter
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Thank you gap
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Old 10-06-13, 02:37 PM   #49
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Originally Posted by Rongel View Post
Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!

Download: http://www.mediafire.com/?4bqb8qbj3zd84p8

It looks something like this:
<snip>

I'm away for the weekend so I'll return to this next week!
How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)
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Old 10-06-13, 02:55 PM   #50
gap
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How does this work ? It's a file currently not in the library in my game .. ? How does this replace anything ? (Trying to understand something I currently dont get :p)
You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...
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Old 10-06-13, 04:32 PM   #51
gap
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Originally Posted by Aktungbby View Post
Na mwanamke kuwa wewe waljaribebu kuuza me?
Utajiju
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Old 10-06-13, 05:14 PM   #52
Mikemike47
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[QUOTE=gap;2124356]I took two days off

Must have been great. I see your sense of humor again in the other thread about the beerophone instead of hydrophone. Not saying you never had one, I just did not comment on them before.
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Old 10-06-13, 06:10 PM   #53
gap
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Must have been great.
You can swear on it, especially the first part. The second part of my week end was mostly dedicated to the delicate recovering phase though

Quote:
Originally Posted by Aktungbby View Post
Pole Mheshimiwa, siwezi computr "jiju" na translator yangu maskini hata kama Afisa Uhuru ina got hisa hailing wasi!
http://www.arushatimes.co.tz/2004/44/dark_side.htm

P.S: are you using an automatic translator? I wasn't aware that google translate was that bad at translating from English to Swahili...
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Old 10-06-13, 07:02 PM   #54
gap
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Originally Posted by Aktungbby View Post
Nope; a beam of light transfixed me and some new DNA mods were installed over the Sasquatch base matrix...God is a Kikuyu!although the Basso, Ibo and Yoruba on the other side of the continent would argue; Hutus tend to stay neutral: all their cookies ain't gonna get resolved for a loooong time. and they don't dance the Watusi either! We Sasquatches stay off the dark continent as the Bonobos will kick our butts and alpha males don't do well in the heat.
I see your point now. Had you said it in old Akan, you couldn't have been more clear than this
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Old 10-06-13, 07:46 PM   #55
Mikemike47
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Originally Posted by gap View Post
I wasn't aware that google translate was that bad at translating from English to Swahili...
I guessed pretty well than for Swahili to English at first shot when I saw earlier. Looking at the dialog I was thinking Filipino or other African names next.
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Old 10-07-13, 06:45 AM   #56
Rongel
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Quote:
Originally Posted by gap View Post
You are right: oddly there is not such a file as bullet_spark.dat or bullet_spark.sim among stock and FXU files. Even more oddly, Rongel's sim file contains a particle generator (pg's are normally placed in dat files) which got itself as parent... a dog biting its own tail, and a logical paradox

Probably a trickery by our Rongel, but better waiting for him to cast some light on his patch...
Trickery and deceit, dark magic

I didn't want to mess with TDW's files (and I think he specifically prohibits it), but I found out that you can overwrite nodes ID-number. So it just uses same number than TDW. I was a bit alarmed if it will work, but realised that TDW uses same system himself. And concerning the .sim file, I think I could use .dat as well, but never changed to that because everything was working. I think it's not the most elegant way to fix things, but if this makes the game work better, it's okay for me.

Gap, I read your comment in other thread about starshells, and I agree, it is worth checking out if we could make them work some other way. And if it does, these two modifications could be put together (there are enough mods already!)
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Old 10-07-13, 08:07 AM   #57
gap
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Originally Posted by Rongel View Post
Trickery and deceit, dark magic

I didn't want to mess with TDW's files (and I think he specifically prohibits it), but I found out that you can overwrite nodes ID-number. So it just uses same number than TDW. I was a bit alarmed if it will work, but realised that TDW uses same system himself. And concerning the .sim file, I think I could use .dat as well, but never changed to that because everything was working. I think it's not the most elegant way to fix things, but if this makes the game work better, it's okay for me.
I still don't get the full picture of your juju, Rongel. Of course, by using the same Id as a yet existing effect, you can make any new particle generator to be triggered together with the former, no matter the file where it is located, but overriding it? ...this is something that only Aktungbby with his deep knowledge of African witchcraft and tribal rituals can explain

Quote:
Originally Posted by Rongel View Post
Gap, I read your comment in other thread about starshells, and I agree, it is worth checking out if we could make them work some other way.
Yes, since yesterday I have started looking into Fx Updates files, and I must admit that I am amazed at the way TDW made those flares. So many controller interconnections, animated lights and nested particle generators
I admit that I feel a bit hesitant about messing up that masterpiece of SH5 architecture, but it also involves zillions of particles and frame animations being rendered on screen every second, no surprise that our outdated systems can't handle them properly
Now we have two ways:

- going through the tedious trial-and-error process, and toning down TDW's controllers until we get a visually decent result with at least half the particles used before.

- much easier: replacing TDW's particle generators with the stock 88mm starshell effect, hardly used in game.

Quote:
Originally Posted by Rongel View Post
And if it does, these two modifications could be put together (there are enough mods already!)
I agree. Ideally, if he likes them TDW could merge our changes into his mod, or include them into the same package as optional mod
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Old 10-07-13, 10:17 AM   #58
Rongel
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Quote:
Originally Posted by gap View Post

I admit that I feel a bit hesitant about messing up that masterpiece of SH5 architecture, but it also involves zillions of particles and frame animations being rendered on screen every second, no surprise that our outdated systems can't handle them properly
Now we have two ways:

- going through the tedious trial-and-error process, and toning down TDW's controllers until we get a visually decent result with at least half the particles used before.

- much easier: replacing TDW's particle generators with the stock 88mm starshell effect, hardly used in game.
I would say that the stock version is the way to go. Well, I can't remember what it looks like but it can't be that bad. And that way is probably quite safe and stable.

Are you up for the task?
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Old 10-07-13, 12:14 PM   #59
gap
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Originally Posted by Rongel View Post
I would say that the stock version is the way to go. Well, I can't remember what it looks like but it can't be that bad. And that way is probably quite safe and stable.
yep, that should be quite easy, especially for white flares, which I think are set as normal shells fired by dummy guns. All I have to do, is cloning the stock star shell with its particle generators, making a few touch-up's (generator's color and/or duration maybe) and making TDW's dummy flare gun to fire the new shells.

As for red flares, they are triggered directly as zone-damage effects; on the contrary, stock starhells (like other shells) use a combination of individual effects (trace, splash, eplosion and detonation) which are triggered in the correct timing by the amun_Shell controller. I will have therefore to clone the most appropriate effect, to set their relative delay manually, and to paste them under the same node.

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Originally Posted by Rongel View Post
Are you up for the task?
I am up to it
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