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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205458 is a reply to message #205448] |
Mon, 26 June 2006 02:18 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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Oh yes, how could we possible think that scriptzones that enable fog could exist! Oh magical man, please show us what else you can do with your fire stick and cloacking enabled on a model.
The V2 should of been using the model replace since day one.
oh and Gif Video = No
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205502 is a reply to message #205458] |
Mon, 26 June 2006 09:02 |
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PointlessAmbler
Messages: 318 Registered: February 2004
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Oblivion165 wrote on Mon, 26 June 2006 05:18 | Oh yes, how could we possible think that scriptzones that enable fog could exist! Oh magical man, please show us what else you can do with your fire stick and cloacking enabled on a model.
The V2 should of been using the model replace since day one.
oh and Gif Video = No
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Oh yeah, this is why I don't post here anymore. I'm sorry that our speed of development isn't up to your standards, sire. I will try to improve myself for your benefit.
Red Alert: A Path Beyond Manual Writer
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205519 is a reply to message #205448] |
Mon, 26 June 2006 10:37 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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Wow, I'm loving what you guys are coming up with so far! Especially with the new gap effect. If Neo could add sparks/lightning above the gap generator like in the old RA manual...
What's the hit performance wise? Will the fog clear (at least for other Soviet units) when a unit is within the radius?
And why the hate? It's just supposed to be an update. No need to troll Oblivion. That fog doesn't look like the fog I've seen in Renegade before.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
[Updated on: Mon, 26 June 2006 10:44] Report message to a moderator
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205534 is a reply to message #205502] |
Mon, 26 June 2006 13:42 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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PointlessAmbler wrote on Mon, 26 June 2006 12:02 |
Oblivion165 wrote on Mon, 26 June 2006 05:18 | Oh yes, how could we possible think that scriptzones that enable fog could exist! Oh magical man, please show us what else you can do with your fire stick and cloacking enabled on a model.
The V2 should of been using the model replace since day one.
oh and Gif Video = No
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Oh yeah, this is why I don't post here anymore. I'm sorry that our speed of development isn't up to your standards, sire. I will try to improve myself for your benefit.
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It has nothing to do with your speed of development, I said nothing about that.
Just dont act like its something amazing and above what we can do.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205608 is a reply to message #205545] |
Mon, 26 June 2006 19:11 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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PointlessAmbler wrote on Mon, 26 June 2006 17:28 |
Oblivion165 wrote on Mon, 26 June 2006 17:01 | A fog effect in a central area? How was that impossible? You could do that with emitters if you had to.
As for speed, who cares, the mod is out there and its being worked on.
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Yes, if you like having a constant FPS of 6.
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yeah, you'll get that on a 400mhz packard bell.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205639 is a reply to message #205624] |
Mon, 26 June 2006 20:42 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Renx wrote on Mon, 26 June 2006 22:59 |
Oblivion165 wrote on Mon, 26 June 2006 23:11 |
PointlessAmbler wrote on Mon, 26 June 2006 17:28 |
Oblivion165 wrote on Mon, 26 June 2006 17:01 | A fog effect in a central area? How was that impossible? You could do that with emitters if you had to.
As for speed, who cares, the mod is out there and its being worked on.
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Yes, if you like having a constant FPS of 6.
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yeah, you'll get that on a 400mhz packard bell.
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I suggest using a computer that meets the minimum specifications for the game.
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Thats not my pc, it was sarcasm of what it would take to create lag from emitters.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205640 is a reply to message #205612] |
Mon, 26 June 2006 20:44 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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NeoSaber wrote on Mon, 26 June 2006 22:26 |
Oblivion165 wrote on Mon, 26 June 2006 05:18 | Oh yes, how could we possible think that scriptzones that enable fog could exist! Oh magical man, please show us what else you can do with your fire stick and cloacking enabled on a model.
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If you think scriptzones can have a spherical area of effect that moves with a vehicle, go ahead and try.
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You dont make it spherical, you use aliased script zones to create the effect.
Move your box out a distance, create an axis point of zero on your proxy box, and just 360 clones all around, done. It doesnt require "brining down" the walls of basic renegade modding.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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