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| Permanent Bloody Hell Decals http://www.runestorm.com/forums/viewtopic.php?f=4&t=397 |
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| Author: | KylinRage [ Sun Feb 19, 2006 9:14 am ] |
| Post subject: | Permanent Bloody Hell Decals |
Hi I downloaded the Ballistics 1.50 Gold Edition recently. I have an unusual desire for "permanent/extra blood". The extra part for Bloody Hell is okay, but I want to set explosion effects, trails, and impact marks permanently. I tried making decal stay high, but all it would do is stay for approx. 18 seconds and fade out unlike other decals. Anywhere in the Ballistics mod can you change the blood effects to permanent? |
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| Author: | Bjossi [ Wed Feb 22, 2006 8:12 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
Have you tried GifLife mutator? |
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| Author: | solstheims_werewolf [ Thu Feb 23, 2006 10:39 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
I was wondering the same thing, I have also tried GibLife but for some reason it dosen't effect the new Bloody Hell decals, even if you set it too let all decals stay. Also I noticed that changing the 'decalstayscale' to a ridiculous number (like 999999) string in the UT2004.ini dosen't effect how long the Bloody Hell decals stay either.. :blink: |
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| Author: | James [ Thu Feb 23, 2006 11:28 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
solstheims_werewolf wrote: Quote: I was wondering the same thing, I have also tried GibLife but for some reason it dosen't effect the new Bloody Hell decals, even if you set it too let all decals stay.
Also I noticed that changing the 'decalstayscale' to a ridiculous number (like 999999) string in the UT2004.ini dosen't effect how long the Bloody Hell decals stay either.. :blink: and that mutator (giblife) would affect the bloody hell mutator how? there is NO connection with those mutators there for they cannot connect. its really simple if you think about it. |
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| Author: | Bjossi [ Thu Feb 23, 2006 11:42 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
That isn´t a simple question James, it´s a matter of compability. If GibLife doesn´t affect the new decals that come with BW, then there is new code that GibLife doesn´t recognize and therefore doesn´t affect. |
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| Author: | James [ Fri Feb 24, 2006 2:41 am ] |
| Post subject: | Permanent Bloody Hell Decals |
is there an echo in here........? Post edited by: James, at: 2006/02/24 02:42 |
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| Author: | solstheims_werewolf [ Fri Feb 24, 2006 7:06 am ] |
| Post subject: | Permanent Bloody Hell Decals |
Well is there any possible way to make them stay?:huh: :unsure: |
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| Author: | James [ Fri Feb 24, 2006 12:42 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
only if Rune Storm decides to make them stay in the next version. |
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| Author: | Bjossi [ Fri Feb 24, 2006 9:36 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
Since RuneStorm may use custom made code for generating decals, only they can make the ability to let the decals stay as James said, unless a modder decompiles the U file into an UC file and checks out their code for the decals. Btw, I can hear echoes too.
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| Author: | James [ Sat Feb 25, 2006 2:23 am ] |
| Post subject: | Permanent Bloody Hell Decals |
Bjossi wrote: Quote: Since RuneStorm may use custom made code for generating decals, only they can make the ability to let the decals stay as James said, unless a modder decompiles the U file into an UC file and checks out their code for the decals.
Btw, I can hear echoes too. ![]() glad we're on the same level :blink: i agree with every thing you just said
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| Author: | Bjossi [ Sat Feb 25, 2006 2:56 am ] |
| Post subject: | Permanent Bloody Hell Decals |
It is kind of empty here-ere-re-e. I hope the next version is coming soon-oon-on-n. Because this place is becoming lonely-onely-nely-ely-ly-y.
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| Author: | James [ Sat Feb 25, 2006 6:50 am ] |
| Post subject: | Permanent Bloody Hell Decals |
Bjossi wrote: Quote: It is kind of empty here-ere-re-e.
I hope the next version is coming soon-oon-on-n. Because this place is becoming lonely-onely-nely-ely-ly-y. ![]() i agree-reee-ree |
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| Author: | RuneStorm [ Mon Feb 27, 2006 8:07 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
We could have made the blood decals permanent, but then it would start to get VERY slow. What we can do is check how bad it does get and add an option for it...
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| Author: | James [ Mon Feb 27, 2006 9:21 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
RuneStorm wrote: Quote: We could have made the blood decals permanent, but then it would start to get VERY slow. What we can do is check how bad it does get and add an option for it...
![]() RuneStorm is right, all those dead mutilated bodies (100's of em), would cause MAJOR slow down A.K.A. LAG! my computer already has a hard time running BW's i dont need the screen full of bodies with blood squirting every where and heads rolling around for miles......... maybe a time frame of how long the bodies are allowed to stay on-screen? |
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| Author: | Bjossi [ Mon Feb 27, 2006 9:45 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
But let´s not forget optimizations ability like limits such as maximum amount of bodies, or when a body is out of sight it will be rendered invisible, same for decals. But that is more of a rendering engine feature, UE2.5 may not have that ability. |
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| Author: | Tolil [ Sun Mar 12, 2006 10:28 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
What about us with fast machines? |
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| Author: | Bjossi [ Sun Mar 12, 2006 10:49 pm ] |
| Post subject: | Permanent Bloody Hell Decals |
It will be optional to have optimizations as well as staying bodies/decals. But even the fastest machines couldn´t handle big amounts of these things simply because of the engine limitations. |
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