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 Post subject: Xta Effects
PostPosted: 10 Mar 2010, 18:35 
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http://www.youtube.com/watch?v=RDCh_ChC0_M

I am wondering what effects are offensive or ugly in your opinion and need revising, or new unique effects. Xta has a lot of first generation effects and such so there is a lot of variation between looks of some...


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 19:19 
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XTA needs alot less particle fx, or the existing ones hugely optimised

it lags so so much more than other mods and unless you have a very powerful machine you end up in a situation where lots of particle demanding fx, like the com explosions or missle trails, just arent rendered


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 20:35 
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nice one


what "other mods"? I get more fps on xta than any other mods. CA is probably the worst for me, and xta is the best.


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 21:02 
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i like the new nuke effect, what i dont like is your shiny stuff while something explode and parts of the destroyed units fly thorugh the area. also an effect that i dint liked when i saw it the first time is ur nano-blob-explosion when a con dies, but now - mmh i thinks it fits really good. also add the metal reclaim effect gadget :D


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 22:01 
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Quote:
also an effect that i dint liked when i saw it the first time is ur nano-blob-explosion when a con dies, but now - mmh i thinks it fits really good

excactly my feeling.

sometimes the not showing of particles is really annyoing.
like you repair something and can not see the nano bubbles.


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 22:23 
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isnt that a bit too big? kindof an overkill imo. About the other explaosion in xta, a too much for my taste as well. Especially flashes. The mod could do with a bit less flashy effects it would make big battles a bit clearer, but thats just me i guess.


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 Post subject: Re: Xta Effects
PostPosted: 10 Mar 2010, 22:53 
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honestly, the really flashy effects are part of the lolz of the mod.

To make it a little more serious, causing me to build a lab more often, consider toning down the quantity/size of the effects. While CA kind of looks and feels like aids, in general they have done a good job scaling their effects while keeping some of them still looking good.

I think we need cleaner, sharper explosions. However, I like the idea of a long drawn out death explosion/animation, since this adds to the epicness/realism of the battlefield. Lots of other rts are like that.


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 07:47 
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i like the effect of droping bombs (when the hit the ground) in ba, its a real "light" explosion


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 17:51 

Joined: 22 Jul 2008, 01:30
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Frozen's response:

Quote:
Barx says (16:58):
*btw
     Joe...Born a Red Die a Devil      | |     Green and Gold till united sold             says (16:58):
*yeah
Barx says (16:58):
*http://www.youtube.com/watch?v=RDCh_ChC0_M
     Joe...Born a Red Die a Devil      | |     Green and Gold till united sold             says (16:59):
*biout fecking time
*i was asking gizmo to try make this last summer


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 18:42 

Joined: 19 Apr 2005, 18:23
1v0ry_k1ng wrote:
XTA needs alot less particle fx, or the existing ones hugely optimised

it lags so so much more than other mods and unless you have a very powerful machine you end up in a situation where lots of particle demanding fx, like the com explosions or missle trails, just arent rendered


turn down your particles in springsettings

nor, the nuke looks good but the shockwave is ugly


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 18:43 
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XTA lags way more than CA for me. Need to work on particle efficiency.


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 19:36 
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Otherside, reminds me of something off CA, what lua script makes the nukes explode different in mid-flight when its intercepted? that can save alot of lag :P

The stumpy and hammer hit effects are really old and count 50 frames each, which is bad! Penetrator and Doomsday purple beam wtf white smoke is bad. The oldest effects count for the most particles.

Is there anyway to roll dice when a particle should spawn or not, like 50 percent chance rather then 100 as usual? this would help debree particle fx alot...

The big nuke will only occur when arm nuke or core nuke is used... Core commanders and Arm commanders will still use oldschool rather crap bugged nuke explosion...


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 Post subject: Re: Xta Effects
PostPosted: 11 Mar 2010, 19:55 
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ABRA, ABRA KADABRA, I WANNA REACH OUT AND GRAB YA


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 Post subject: Re: Xta Effects
PostPosted: 12 Mar 2010, 15:38 
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Noruas: http://trac.caspring.org/browser/trunk/ ... r_nuke.lua


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 Post subject: Re: Xta Effects
PostPosted: 12 Mar 2010, 19:06 

Joined: 22 Jul 2008, 01:30
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Spawn_Retard wrote:
ABRA, ABRA KADABRA, I WANNA REACH OUT AND GRAB YA


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 Post subject: Re: Xta Effects
PostPosted: 17 Mar 2010, 17:34 
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Sheekel wrote:
1v0ry_k1ng wrote:
XTA needs alot less particle fx, or the existing ones hugely optimised

it lags so so much more than other mods and unless you have a very powerful machine you end up in a situation where lots of particle demanding fx, like the com explosions or missle trails, just arent rendered


turn down your particles in springsettings

nor, the nuke looks good but the shockwave is ugly


yes, turning it down causes large numbers of fx not to be rendered

such a missle trails

failure


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 Post subject: Re: Xta Effects
PostPosted: 17 Mar 2010, 17:44 
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Actually the opposite is true. You dont see missile trails because there are so many particles it reaches the particle limit. Toning it down will allow for more effects at the same time, and less missing trails.

Edit: Toning down isnt necessarily the answer, but just optimization, and use of less particles. Alternatively, set your particle limit up and watch your fps go down.


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 Post subject: Re: Xta Effects
PostPosted: 17 Mar 2010, 18:23 
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Quote:
You dont see missile trails because there are so many particles it reaches the particle limit. Toning it down will allow for more effects at the same time, and less missing trails.

Really? What would be a good number?
In old spring there used to be this grey smoke lines for missle trails. I think those were not particles but something else. In my memory those were always renderd and didnt fps lag.
What it be possible to bring something like this back but prettier?


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 Post subject: Re: Xta Effects
PostPosted: 17 Mar 2010, 18:28 
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clarify your post... I dont understand


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 Post subject: Re: Xta Effects
PostPosted: 17 Mar 2010, 19:04 
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http://images.betanews.com/screenshots/1133659411-1.jpg
in this picture there are some of these trails.
the missles in the dynamic water video on springrts.com also use them. when the missle turns fast in a tight corner you can see the trail is not perfectly smooth but gets squary (sp?)
i think its the trail you control with smoketrail=1 in the weapon files.


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