Forged Alliance Forever Forged Alliance Forever Forums 2013-05-23T18:24:01+02:00 /feed.php?f=2&t=4038 2013-05-23T18:24:01+02:00 2013-05-23T18:24:01+02:00 /viewtopic.php?t=4038&p=43142#p43142 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by Ze_PilOt — 23 May 2013, 18:24


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2013-05-23T18:20:01+02:00 2013-05-23T18:20:01+02:00 /viewtopic.php?t=4038&p=43141#p43141 <![CDATA[Re: Resin's / 4thD Special Code]]>
Ze_PilOt wrote:
ShadowKnight wrote: and the fact that dead units don't completely vanish.


I don't know where that rumor come from. This is absolutely false (except for a broken thing with AI fixed in a patch at some point).


It's certainly true for 3599. It's a code leak whereby the engine thinks that units are still sort of 'There' until the player is removed. This is why in a large game, if several players die in short order even without that taking many units with it, there will be a large simspeed boost.

Statistics: Posted by IceDreamer — 23 May 2013, 18:20


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2013-05-23T17:16:15+02:00 2013-05-23T17:16:15+02:00 /viewtopic.php?t=4038&p=43137#p43137 <![CDATA[Re: Resin's / 4thD Special Code]]> but yeah, a lot of large explosions, that would struggle to run on the low-end PC's that a lot of FAF'ers tend to use.

Statistics: Posted by FireMessiah — 23 May 2013, 17:16


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2013-05-23T16:08:12+02:00 2013-05-23T16:08:12+02:00 /viewtopic.php?t=4038&p=43131#p43131 <![CDATA[Re: Resin's / 4thD Special Code]]>
ShadowKnight wrote:
and the fact that dead units don't completely vanish.


I don't know where that rumor come from. This is absolutely false (except for a broken thing with AI fixed in a patch at some point).

Statistics: Posted by Ze_PilOt — 23 May 2013, 16:08


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2013-05-23T16:03:01+02:00 2013-05-23T16:03:01+02:00 /viewtopic.php?t=4038&p=43128#p43128 <![CDATA[Re: Resin's / 4thD Special Code]]>
Ze_PilOt wrote:
What is weight of fire ?


That's the 'Units go flying' one.

Ze_PilOt wrote:
They need to be tweaked down, the game looks like the Titanic 3d (michael bay edition) parody.


That trailer was made with the 4thD explosions mod, which was a bit OTT, and which I am not suggesting. I'm just suggesting the physical code, not the new effects which they used. Just the bits which make units go flying, or suck them into the centre of the blast, or whatever.

tmrkz wrote:
Even if I'd love any improvement in graphic engine , I'm against every change which may have impact in performances


Any change to the graphics of this game is going to have extremely negligible impact on performance compared to the real problems, which are pathfinding, the AI Memory leak, and the fact that dead units don't completely vanish.

Statistics: Posted by IceDreamer — 23 May 2013, 16:03


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2013-05-23T15:37:46+02:00 2013-05-23T15:37:46+02:00 /viewtopic.php?t=4038&p=43125#p43125 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by Bliss — 23 May 2013, 15:37


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2013-05-23T15:28:27+02:00 2013-05-23T15:28:27+02:00 /viewtopic.php?t=4038&p=43124#p43124 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by ColonelSheppard — 23 May 2013, 15:28


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2013-05-23T15:11:48+02:00 2013-05-23T15:11:48+02:00 /viewtopic.php?t=4038&p=43120#p43120 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by Ze_PilOt — 23 May 2013, 15:11


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2013-05-23T15:01:06+02:00 2013-05-23T15:01:06+02:00 /viewtopic.php?t=4038&p=43115#p43115 <![CDATA[Re: Resin's / 4thD Special Code]]> http://youtu.be/4XA7mBDGvnI?t=37s
this explosions would be no balance change it would just be cool

Statistics: Posted by ColonelSheppard — 23 May 2013, 15:01


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2013-05-23T11:32:41+02:00 2013-05-23T11:32:41+02:00 /viewtopic.php?t=4038&p=43099#p43099 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by Ze_PilOt — 23 May 2013, 11:32


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2013-05-23T11:29:23+02:00 2013-05-23T11:29:23+02:00 /viewtopic.php?t=4038&p=43098#p43098 <![CDATA[Re: Resin's / 4thD Special Code]]>
Ze_PilOt wrote:
These are balance changes, not graphic effects.

I've done my own holographic jammer a while ago, but the engine is not that great handling it.


Yer, they mostly are. The Black Hole and weight of fire changes are closer to graphical changes than balance really, and would be easiest to implement without changing anything to the point where a difference is made. The others would require more careful thought. His Jammer might be worth implementing though? (It certainly works)

Statistics: Posted by IceDreamer — 23 May 2013, 11:29


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2013-05-23T11:03:06+02:00 2013-05-23T11:03:06+02:00 /viewtopic.php?t=4038&p=43096#p43096 <![CDATA[Re: Resin's / 4thD Special Code]]>
I've done my own holographic jammer a while ago, but the engine is not that great handling it.

Statistics: Posted by Ze_PilOt — 23 May 2013, 11:03


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2013-05-23T10:51:25+02:00 2013-05-23T10:51:25+02:00 /viewtopic.php?t=4038&p=43095#p43095 <![CDATA[Re: Resin's / 4thD Special Code]]> Statistics: Posted by lextoc — 23 May 2013, 10:51


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2013-05-23T10:44:45+02:00 2013-05-23T10:44:45+02:00 /viewtopic.php?t=4038&p=43093#p43093 <![CDATA[Resin's / 4thD Special Code]]>
We are talking things like:

Black Hole explosions
Explosions which cause impacted units to go flying
Chain beams and lightning
Phasing defenses
Different types of Shield
Retargeting Missiles
Bouncing Projectiles
Advanced Holographic Jamming


Many of these are things which could be added to existing units without changing the balance of them, and some could be used as buffs to units currently seen as UP or not used. What do we think?

Statistics: Posted by IceDreamer — 23 May 2013, 10:44


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