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Author Topic: UltimateFire : latest version  (Read 601 times)

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Offline Igor Drukov

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UltimateFire : latest version
« on: 30 Jul 2003, 19:56:53 »
Hey there folks !

This thread for feedback as I have updated my (rather pompously named) "ultimatefire" script.

What do you think of it ?

Any reply welcome, thanks !

To the staff : I had forgotten about that "editor feedback" thing, and hence submitted a "news"...  :-X ;D Do scrap it ! 8)

deaddog

  • Guest
Re:UltimateFire : latest version
« Reply #1 on: 30 Jul 2003, 23:29:36 »
I like the variable fire size but it seems to me that the previous version put out more smoke.  I think the smoke dissipates too early.  I also don't see an explosion.  The earlier version has a cool ring of fire effect when it explodes and I don't see that on this one.

Am I missing something?

Offline Igor Drukov

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Re:UltimateFire : latest version
« Reply #2 on: 31 Jul 2003, 14:43:20 »
Hi deaddog, and thanks for your feedback.

It appears you're not missing anything at all, as there did use to be more smoke, and a ring of fire, but :
1) with the new size and position options, it is tempting to create several fires at a time, which can cause a lot of lag : when updating the script, I was obsessed by this idea, so the aim was to find a balance between realism and gameplay. But yes indeed, I could (and probably will), darken that smoke again.
2) I really didn't like that ring of fire, seemed to me like an explosion of inflamed meatballs, so I simply deleted it, without trying to replace it. I still haven't found anything satisfactory.

Anyway, thanks again,  I'll keep you posted.

deaddog

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Re:UltimateFire : latest version
« Reply #3 on: 31 Jul 2003, 15:17:26 »
Quote
I really didn't like that ring of fire, seemed to me like an explosion of inflamed meatballs,

You're right about that  ;D

I guess I really don't notice the lag too much because I have a fairly fast (2Ghz) computer.  I do try to benchmark the effects.  Only run the script on the faster comps.

I use your script every chance I get so keep up the good work.  :)

Offline Igor Drukov

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Re:UltimateFire : latest version
« Reply #4 on: 02 Aug 2003, 01:37:51 »
Thanks again, deaddog,
I'll upload the darkened smoke (which really won't create additional lag) when I find a way to do what I want to do, that is : to count the numbers of fires created, see to what vehicles they're attached, from within the script, so that mission-makers will have the choice to add actions to the player who will therefore be able to put out specific fires without putting all of them out (which is the case at the moment : if you create several fires, and set stopfire to 0, all of them go out, and that ain't good...).
That is a long sentence, hope I managed to make my point... :P