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Build 18 discussion topic. http://45.55.195.193/viewtopic.php?f=4&t=7464 |
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Author: | Erahgon [ Wed Aug 29, 2007 12:43 pm ] |
Post subject: | Build 18 discussion topic. |
I'm downloading it right now, post whatever bugs and things related to build 18 in here. |
Author: | TSRabbit [ Wed Aug 29, 2007 12:57 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Well, interesting new stuff. We can edit the drop ship spawn intervals and what they contain, we can save bunkers created in the skirmishes, along with an easier to use pie menu. |
Author: | Erahgon [ Wed Aug 29, 2007 1:08 pm ] |
Post subject: | Re: Build 18 discussion topic. |
I don't think you can save bunkers just yet, the menu item is only there. |
Author: | Xinghoa [ Wed Aug 29, 2007 1:10 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Wont work.. May just be needing a pc restart though, I did just delete all of the mods that didnt work at once, might've even accidentally deleted the audio file.. And yeah the problem is it says it cant initiate the audio. I probably deleted the audio file by accident. Ah well Ill reinstall it. |
Author: | Emperor Steve [ Wed Aug 29, 2007 2:17 pm ] |
Post subject: | Re: Build 18 discussion topic. |
The new light effects make my game lag, so it would be cool to have a option to turn the glowing off. |
Author: | SP2 [ Wed Aug 29, 2007 2:18 pm ] |
Post subject: | Re: Build 18 discussion topic. |
There is an option to turn it off... Go to your Cortex Command folder, in the Settings.ini, in the Base.rte and replace "PostProcessing = 1" with "PostProcessing = 0". |
Author: | Morbo! [ Wed Aug 29, 2007 2:22 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Damnit, Data said he'd make the AI able to navigate bunkers. The features of this build redeem that though. |
Author: | ProjektTHOR [ Wed Aug 29, 2007 2:24 pm ] |
Post subject: | Re: Build 18 discussion topic. |
I don't think he ever said it was going to be in B18 |
Author: | Erahgon [ Wed Aug 29, 2007 2:26 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Anyone figure out how the PP effects are added onto bullets? Does it only show up on tracer rounds and certain emitters? |
Author: | SP2 [ Wed Aug 29, 2007 2:27 pm ] |
Post subject: | Re: Build 18 discussion topic. |
I've been looking, but no code so far. I think it is color defined, but no proof of that as yet. |
Author: | ProjektTHOR [ Wed Aug 29, 2007 2:31 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Guys, its post-processing. Meaning, its stuff done after the initial items are rendered. You can only force stuff to glow that is programmed to glow. |
Author: | Erahgon [ Wed Aug 29, 2007 2:32 pm ] |
Post subject: | Re: Build 18 discussion topic. |
I think you're right. If any of the RGB color values are greater than a certain value, the effect is added to it. Code: AddAmmo = Round InstanceName = Round SMG ParticleCount = 1 Particle = MOPixel InstanceName = Particle SMG Mass = 0.008 RestThreshold = 500 LifeTime = 1500 Sharpness = 250 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 247 G = 247 B = 147 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 25 Shell = MOSParticle CopyOf = Casing FireVelocity = 80 ShellVelocity = 10 Separation = 5 AddAmmo = Round CopyOf = Round SMG InstanceName = Round SMG Tracer ParticleCount = 1 Particle = MOPixel CopyOf = Particle SMG InstanceName = Particle SMG Tracer RestThreshold = 500 LifeTime = 1500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 247 G = 247 B = 147 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 45 That's what I did to the normal rounds. |
Author: | ProjektTHOR [ Wed Aug 29, 2007 2:33 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Regardless, I really like how this game is polishing up. Starting to look really sleek. |
Author: | SP2 [ Wed Aug 29, 2007 2:34 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Quote: [13:59] SP2: One thing, in the Effects Folder theres the Glows, are they defined by the colour of the pixels to glow? [14:00] data: the ones labeled Tiny are [14:00] SP2: Ok, what about the bigger ones? [14:00] data: search for PostEffect [14:00] data: i think You sure THOR? EDIT: That proves its Color-Defined. |
Author: | ProjektTHOR [ Wed Aug 29, 2007 2:36 pm ] |
Post subject: | Re: Build 18 discussion topic. |
Apparently not. But if there is no visibile "PostEffect" variable on module by module basis, how the hell would I know without contact him directly? Final version better have good docs. Anyway, wtfxacidtrip on game start? I wonder why it started out on that layer. If this happens to anyone, press M to cycle views. |
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