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 TAC Nuke Corp. - Updated 06/15/09 (B23) 
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote:
Bump. I'm still waiting for that poof smoke effect lafe.
Nvm I didn't bump only for that. I just found that the static nuke almost lagged as much as the new fireball nuke on my pc so screw the fireballs. Next version coming up next week returning to the static nuke because lag = slow motion and slow motion = epic.

So if anyone comes here complaining about lag, I will give this as an argument :

Nukes are a factor of lag in EVERY ♥♥♥♥ GAMES. Look at Crysis. Nuke? Lag. Fallout 3. Nuke? Lag.
Nukes are MEANT to be lagging. It makes the game slower and give you more time to look at that magnificent fire mushroom slowly consuming everything around it.

So yeah, get over it kids. For me, quality > performance. I'm pretty sure that most ppl agree with me here.

Is it just as laggy if it has the shreddy particles in the shroomcloud as well? Because if it isn't TOO laggy, could you add those back in?


Last edited by TorrentHKU on Wed Oct 07, 2009 8:09 pm, edited 1 time in total.



Wed Oct 07, 2009 2:19 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
i really like the waste launcher. very nice. the nuke though looks kinda wierd with the fireballs, maybe you should make them grow rather than just appear


Wed Oct 07, 2009 3:25 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Hyperkultra wrote:
Is it just as laggy if it has the shreddy aprticles in the shroomcloud as well? Because if it isn't TOO laggy, could you add those back in?


Well if I don't put any glow then I don't think it will be laggy. I did put a lot of invisible shreddy particles on my ion cannon and it didn't lag that much.

Sad thing, I always forget to put some >.<


Wed Oct 07, 2009 11:37 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
I really don't care about lagging nuke, as long as it is a NUKE.

Craving for update :grin:


Wed Oct 07, 2009 1:43 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote:

Nukes are a factor of lag in EVERY fudge GAMES. Look at Crysis. Nuke? Lag. Fallout 3. Nuke? Lag.

The nuke in Fallout 3 didn't lag. Neither did the mini-nukes.


Wed Oct 07, 2009 3:56 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
This is because it was mostly a graphical effect, where as in CC every particle of the nuke has physical properties


Wed Oct 07, 2009 4:06 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
I know, but he said the nuke in FO3 lagged... Which it didn't.


Wed Oct 07, 2009 7:33 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
joost1120 wrote:
I know, but he said the nuke in FO3 lagged... Which it didn't.

We are all forgetting the nukes from Mercenaries 2.
Those could just remain on screen.(like it does, in the case of the only real one)
And the bunkerbusters cause quite a bit of destruction, big booms and eye blinding glows.

Not quite an expert on this but I've seen my friend just erase a city without severe fps drops.(ATI 4870)


Back on topic: these don't lag that bad actually, sure dropping over 1 does. But you usually zoom the screen to the explosion anyway.(Come on we all love dummy, coalition and ronnin bits all over the place.)

running a 1.6 Intel dual btw


Wed Oct 07, 2009 7:42 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
maart3n wrote:
joost1120 wrote:
I know, but he said the nuke in FO3 lagged... Which it didn't.

We are all forgetting the nukes from Mercenaries 2.
Those could just remain on screen.(like it does, in the case of the only real one)
And the bunkerbusters cause quite a bit of destruction, big booms and eye blinding glows.

Not quite an expert on this but I've seen my friend just erase a city without severe fps drops.(ATI 4870)


Back on topic: these don't lag that bad actually, sure dropping over 1 does. But you usually zoom the screen to the explosion anyway.(Come on we all love dummy, coalition and ronnin bits all over the place.)

running a 1.6 Intel dual btw


You're talking 'bout the static nuke or the actual fireball'd nuke? Cauz' the one here sure doesn't lag a lot because it's meant to be smoother than the other versions, just uglier.

And yeah, nukes in fallout 3 lags. Got get a MIRV and shoot only ONCE with it, then tell me if it lags or not. Also, walk around DC and find some bridge with like 40 cars on it and shoot a grenade inside or let the stupid super mutant shoot with his missile launcher and blow the hell out of everything. Trust me, nukes in fallout 3 lags.


Thu Oct 08, 2009 12:07 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
*nukes in fallout 3 on a shitty computer lags maybe

blaming a game for not running perfectly on terrible hardware is like saying crysis is a shitty game because it doesn't run on your windows 95 pentium II


Thu Oct 08, 2009 12:18 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
A suggestion on how radiation should be done: Instead of having just one AEmitter shooting off particles from ground zero, try using one AEmitter(A) at the impact zone which shoots AEmitters(B) around the terrain. Although AEmitter(A) would only last a few seconds causing minimal damage, the AEmitters(B) would shoot off your laggy glow radiation particles everywhere they land. This will be better for a number of reasons:

1) If you spread out multiple smaller AEmitters instead of having just one big one, you can decrease the total number of particles being emitted without compromising the amount of damage that's being done. This means less lag.

2) It's a bit more realistic looking. Having one big glowing ball of spew at ground zero doesn't look very good. It certainly doesn't look like radiation (if we could see radiation, at least, I'm just pretty sure it wouldn't look like that). Multiple AEmitters is more on the ball, simulating the irradiated debris which represents the greatest hazard in nuclear blasts. In general it would just look better

3) Less terrain rape. I'm not really sure why your radiation cuts through terrain as is right now anyway, but that's besides the point. Spreading that ♥♥♥♥ out will just work better.


Thu Oct 08, 2009 10:29 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
deathbringer wrote:
And yeah, nukes in fallout 3 lags. Got get a MIRV and shoot only ONCE with it, then tell me if it lags or not. Also, walk around DC and find some bridge with like 40 cars on it and shoot a grenade inside or let the stupid super mutant shoot with his missile launcher and blow the hell out of everything. Trust me, nukes in fallout 3 lags.

Tested, didn't lag. I have it on the Xbox360. No lag. Except maybe that time when I switched the cable from HD to HDD or something. But that's caused by the switching.


Thu Oct 08, 2009 2:50 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Yeah sorry I forgot that I had a ton of mods on fallout 3 that made the game prettier but laggyer (Like motion blur, high res textures, ssao that kind of ♥♥♥♥) I tested it stock and it didn't lag.

Anyway I like the emitters throwing emitters thingy so I'll try that too. Radiations cuts thru terrain because its like acid... kinda. It disintegrates terrain. Also not only the radiations are raping the terrain, the shockwave does the whole job.


Fri Oct 09, 2009 1:20 am
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 Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
aweasome :shock:


Sun May 02, 2010 12:34 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
yurko778 wrote:
aweasome :shock:


8 month necro, smooth.


Mon May 03, 2010 5:10 pm
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