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Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205448] Sun, 25 June 2006 22:29 Go to next message
PointlessAmbler is currently offline  PointlessAmbler
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Hey out there you Renegade-type people. I thought maybe you'd like a little update on our progress. We're currently working on the Gap Generator effect. You can go to our thread on the RA:APB forums to see just what kind of wackiness we're up to. The latest screenshots and media are located here. It's pretty cool, and a lot of you probably don't think what we're doing is even possible in Renegade. Guess what? It is.




[Updated on: Mon, 26 June 2006 10:55]

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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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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


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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205471 is a reply to message #205458] Mon, 26 June 2006 05:24 Go to previous messageGo to next message
OWA is currently offline  OWA
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I like it. Quite an original concept. I havent seen anything like that before on the ren engine... At least I think so.. Dont Get It

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 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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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


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.


Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205504 is a reply to message #205448] Mon, 26 June 2006 09:07 Go to previous messageGo to next message
dead6re is currently offline  dead6re
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I don't like the look of a fog (The big black wirly thingy)

Let all your wishes be granted except one, so you will still have something to strieve for.
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 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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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... In Love

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.


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[Updated on: Mon, 26 June 2006 10:44]

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205522 is a reply to message #205448] Mon, 26 June 2006 10:51 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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I have a bad computer, so I'm not really qualified to say how the performance is. It doesn't seem to run any worse than that map normally does for me.

As for your other question, the fog doesn't clear up until the Gap Generator is destroyed. It also cloaks Allied units so that they are only visible when they fire, similarly to Red Alert.


Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205525 is a reply to message #205448] Mon, 26 June 2006 12:35 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Would it be possible for the fog to clear just around the tank so that other (friendly Soviet) units can see the tank? Like it worked in RA.

-YSLMuffins
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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205529 is a reply to message #205448] Mon, 26 June 2006 12:57 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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As far as I know that isn't possible.

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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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


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.


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.


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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205536 is a reply to message #205448] Mon, 26 June 2006 13:45 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205539 is a reply to message #205534] Mon, 26 June 2006 13:52 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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Oblivion165 wrote on Mon, 26 June 2006 16:42


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.


I personally think it is, and I would also like to know who "you all" are. It's something that was previously thought impossible; now we've shown that it isn't.


Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205541 is a reply to message #205448] Mon, 26 June 2006 14:01 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205545 is a reply to message #205541] Mon, 26 June 2006 14:28 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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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.


Yes, if you like having a constant FPS of 6.


Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205579 is a reply to message #205448] Mon, 26 June 2006 17:30 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Its a cool effect and everything but i think it could ruin a map. Like if i really like the map but i hate the gap generator, i woulnt play the map.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205597 is a reply to message #205519] Mon, 26 June 2006 18:45 Go to previous messageGo to next message
Renx is currently offline  Renx
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YSLMuffins wrote on Mon, 26 June 2006 14:37

What's the hit performance wise?


I'm running everything on full, with 4xAA and 16xAF using RenD3D9. I also have some other settings turned on to increase image quality via the nvidia drivers(7900GT). So keep that in mind when judging the FPS.
  • Attachment: gap-perf.jpg
    (Size: 275.88KB, Downloaded 145 times)


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[Updated on: Mon, 26 June 2006 18:55]

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205605 is a reply to message #205448] Mon, 26 June 2006 18:56 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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Thats sweet. Could it be possible to make a map where cirtain parts of the map are foggy, and the rest isn't.
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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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.


Yes, if you like having a constant FPS of 6.



yeah, you'll get that on a 400mhz packard bell.


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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205612 is a reply to message #205458] Mon, 26 June 2006 19:26 Go to previous messageGo to next message
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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.


If you think scriptzones can have a spherical area of effect that moves with a vehicle, go ahead and try.


NeoSaber

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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205624 is a reply to message #205608] Mon, 26 June 2006 19:59 Go to previous messageGo to next message
Renx is currently offline  Renx
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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.


Yes, if you like having a constant FPS of 6.



yeah, you'll get that on a 400mhz packard bell.


I suggest using a computer that meets the minimum specifications for the game.


~Canucck

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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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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.


Yes, if you like having a constant FPS of 6.



yeah, you'll get that on a 400mhz packard bell.


I suggest using a computer that meets the minimum specifications for the game.



Thats not my pc, it was sarcasm of what it would take to create lag from emitters.


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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 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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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.


If you think scriptzones can have a spherical area of effect that moves with a vehicle, go ahead and try.


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.


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Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205671 is a reply to message #205448] Tue, 27 June 2006 00:14 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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It's a cool effect, but I think it's pretty ugly-looking.
Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205672 is a reply to message #205448] Tue, 27 June 2006 00:14 Go to previous messageGo to next message
PointlessAmbler is currently offline  PointlessAmbler
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I don't think you get it. The mobile version of the effect has it centered around a vehicle that moves. And this effect is much nicer and runs better than that 'billions of emitters' idea you seem to think is so great.

Re: Red Alert: A Path Beyond Update: Gap Generator + Special Effects [message #205677 is a reply to message #205458] Tue, 27 June 2006 02:06 Go to previous messageGo to previous message
Chronojam is currently offline  Chronojam
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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


While I'm sure you're the king of Renegade modding and can make moving script zones and adjust the fog in real-time before that feature is even in the engine or scripts.dll or bhs.dll addons, let me tell you that-- well you can't. Sorry.

Unless the whole part about hacking in the adjustable fog was all in my imagination http://img221.imageshack.us/img221/9578/emotv7kz.gif

Also, yeah, Gif Video might load slow if you're on a 28.8k line.
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