My impression of the new shockwave effects

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Ressk
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Re: My impression of the new shockwave effects

Postby Ressk » Mon Mar 28, 2011 4:14 pm

YAY thanks to whoever (probably karx11erx) fixed that, i am soo unused to playing without cockpits
edit 1: oh and the overly long blast waves were funny, and its awesome that they are now fixed.
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Re: My impression of the new shockwave effects

Postby Alter-Fox » Mon Apr 04, 2011 11:44 pm

I've tested and the earthshaker crash is gone in version 1.15.171.
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Re: My impression of the new shockwave effects

Postby Pumo » Mon Apr 04, 2011 11:51 pm

You're right. I've also tested 1.15.171 and the earthshaker crash doesn't happens anymore. :)
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Re: My impression of the new shockwave effects

Postby Alter-Fox » Tue Apr 05, 2011 12:28 am

I played Vertigo up to level 5 (where I died), and I got no other crashes either. So it looks like this version is stable (and I like the new smoke coloration). Also I found a smoke setting where I won't get massive slowdown when I'm fighting a seeker (and all its mercury missiles :P). I don't get such a slowdown from blown reactors either - which is good considering a level I'm planning (where you'll fight a surprise boss in the reactor room during the countdown after the reactor is blown).

I also just noticed I'm not getting the wall flickering bug anymore, and I haven't for the last few versions.

Off Topic: It's mean how Vertigo level 5 brings back the class 1 driller only to show you how much worse the Smelter II is.
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Re: My impression of the new shockwave effects

Postby karx11erx » Tue Apr 05, 2011 8:07 am

The smoke colorization isn't new, it was just broken.

I think I need to do something about the Mercury missiles' smoke trails - they're just too long due to the high speed of the missile. Halving the particle lifetime for these should help a lot. :)
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Re: My impression of the new shockwave effects

Postby Alter-Fox » Tue Apr 05, 2011 9:43 pm

Well the mercury missiles work fine now.
D2X-XL officially has the best graphics/framerate ratio of any program (game or not) on my computer now. ;)
I found a minor but consistent crash - so minor that it doesn't actually affect any part of the game itself, but I'm writing a bug report for it.

It's completely stable otherwise.
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Re: My impression of the new shockwave effects

Postby Ressk » Fri Apr 08, 2011 4:56 am

V1.15.174 is sooooo awesome, and so smooth in comparison to, pretty much everything!
the freespace blast waves look awesome, but i didnt think that ITD's carried that much ammo, because their blastwave is the same size as a lou guard's (whose big blast makes sense, with all those homers he's carrying). possible scaling according to size of robot? if too much trouble, i don't care, it looks awesome!
oh and btw posted new bug report on sourceforge, the cockpit radar screen is in the wrong place (same deal that was going on with the original blast shockwaves)
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Re: My impression of the new shockwave effects

Postby karx11erx » Fri Apr 08, 2011 6:48 am

The robots are about the same size, hence they have the same blast size.
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Re: My impression of the new shockwave effects

Postby CH-3 » Sat Apr 09, 2011 3:42 am

Very nice the blast effect! I saw my bro when he was testing it.
Ressk wrote:. possible scaling according to size of robot?
I was thinking the same, i mean, some robots are a smaller than the rest and the blast looks a little big to me. I'm not sure but, am i right? :)
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Re: My impression of the new shockwave effects

Postby karx11erx » Sat Apr 09, 2011 8:17 am

karx11erx wrote:The robots are about the same size, hence they have the same blast size.
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Re: My impression of the new shockwave effects

Postby Alter-Fox » Sat Apr 09, 2011 5:33 pm

karx11erx wrote:The robots are about the same size, hence they have the same blast size.


I'm curious what measure D2X-XL uses to determine that, because an Internal Tactical Droid is definitely much smaller than a Lou Guard from the player's perspective.
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Re: My impression of the new shockwave effects

Postby karx11erx » Sat Apr 09, 2011 6:04 pm

The values from the original Descent data.

You are certainly not able to tell whether the diameter ratios of two different robots' shockwaves are equal to their size ratios just from looking at them (and doing that at different points of time).
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Re: My impression of the new shockwave effects

Postby Ben K » Sun Apr 10, 2011 8:23 pm

Actually an ITD isn't that small, it's just very narrow.
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Re: My impression of the new shockwave effects

Postby Alter-Fox » Mon Apr 11, 2011 5:21 am

Hmm...
I played D2CS level 1 in 3rd person cam and I can sort of see what you mean.

However...
Imo it would make more sense to have the shockwave size dependant on the explosion size rather than the robot size.
Think of the Omega Defense Spawn. It's (presumably) not too large, but it's carrying concentrated explosives (apparently) and it's main method of damaging you is exploding (and it's a good one).
Shouldn't it have a huge shockwave?
I've seen it and I'm not sure it looks big enough.

(Though come to think of it Karx never said if it was dependant on robot size or explosion size or something else - I should probably double-check).
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