Author Topic: WIP flak effect to be tested  (Read 1115 times)

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Offline Wanderer

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WIP flak effect to be tested
So this is something i wanted the flak effect to do from the first moment. To move with the weapon not trailing like it does with the current particle spew. I earlier attempted to fix it and though it usually worked it sometimes caused double effects (like two blobs flying in line) or caused the effects to disappear totally. So the rar contains required scripting.tbl and the effect used (yellow_glow.tga). If you happen to encounter black frames around the effect copy the yellow_glow to both data/effects and data/maps (just in case).

How to install:
Open weapons.tbl and remove all "particle spew" flags from flak weapons, remove also the $Pspew: and the following lines from +Count: to +Bitmap:. Place the scripting.tbl to data/tables and try it out. Functions with recent builds only so dont bother to try with 3.6.7s...

What to test:
That the effect is drawn properly in both extremes of fps values 120 to 10 or so. That is no missing effects, no effects appearing as double.

So if any one can be bothered to try this out could you please do so?

EDIT: And no screenies this time.. As its supposed to look just like the current flak effect from mediavps ( 3.6.8 )

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« Last Edit: July 07, 2006, 02:56:21 am by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Prophet

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Re: WIP flak effect to be tested
I don't have FS installed now so I can't try it...

And I'm a dumb bastard. :nervous: What does it actually do? I've been reading your post over and over again, but I can't figure it out. Is it the muzzle spew or the "shells" the weapon shoots?
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

  

Offline Wanderer

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Re: WIP flak effect to be tested
That is attempt to 'fix' the flak shots seen ingame ("shells" of flak cannons).. that were something odd in retail fs2 and then later on after this thread http://www.hard-light.net/forums/index.php/topic,37130.0.html (screenies included) they seem to have been altered in mediavps.

That what that script does is that it goes through all the active weapons (that is shots - like missiles and such) currently in mission and attaches the yellow_glow.tga effect to weapons that belong to weaponclasses named as "Standard Flak", "Heavy Flak" or "Long Range Flak". This differs from the pspew a bit as normal particle spew is not truly attached to the effect but leaves kinda like a trail from it (can be seen in screenies). So its almost the same as the current effect but tries to go past the limitations (either in my understanding, or just in general) in the particle spew (pspew)
« Last Edit: July 07, 2006, 05:32:27 am by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light