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Mods NecroVisioN MODs and other improvements

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  #1  
Old 03-31-2009, 04:55 PM
ztorm ztorm is offline
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Gniarf, thanks a lot again. I'm much more concerned about the Shadowhand FX than the flamethrower's tip, so if I can't get those to look better, I might just release the TripleHead fix as it is : correct FOV, ok weapons positions, 'flying' emitters.
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Old 03-31-2009, 05:15 PM
Gniarf Gniarf is offline
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Quote:
Originally Posted by ztorm View Post
Gniarf, thanks a lot again.
That's not justified: I did nothing.
Quote:
Originally Posted by ztorm View Post
I'm much more concerned about the Shadowhand FX than the flamethrower's tip, so if I can't get those to look better, I might just release the TripleHead fix as it is : correct FOV, ok weapons positions, 'flying' emitters.
Well no one will complain if you release it even with a few bugs (whiners: fix it YOURSELF). Just continue to investiate the mater...or not.

Anyway I hate dirty code, so during my NecroVisioN code cleaning pilgrinage I'm bound to fix those flying emitters (it's probably going to take a while so don't rely on me).
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  #3  
Old 04-02-2009, 12:33 PM
ztorm ztorm is offline
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First post updated : TripleHead fix released
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  #4  
Old 04-02-2009, 06:03 PM
Gniarf Gniarf is offline
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Thanks for the release (lol, unfortunately I only have one head).

As for the flying emitters:
good news:I think I understood the problem
bad news: dunno how to solve it (whine@devs?)

short explanation:Weapons are in another plane of existence.

longer explanation:Weapons are in another plane of existence - see attached picture. Where is it said that weapons are elsewhere? In CWeapon.lua, line 247:"self._Entity = ENTITY.Create(ETypes.Model,self.Model,"",self.Scal e*0.1, true, gunSort)". That ",gunsort" tells that weapons are to be drawn...dunno...over everything else? In a special gun reserved space?
The thing is, flames are in "normal" space, so to keep emitters at the right place we should move them to the weapon space/astal dimention...but we can't: devs had to use a special hack hardcoded in the engine.dll (it's written in CWeapon.lua), but they didn't implement this hack for particles (afaik).

personally I'd like to put weapons back in the "standard plane", but I dunno what to do when the player comes close to a wall.

here is a screen of weapons when you remove the gunsort parameter:
(notice how they go through the ground)
Attached Images
File Type: jpg gunz.JPG (84.3 KB, 8 views)
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  #5  
Old 04-03-2009, 11:34 AM
ztorm ztorm is offline
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Interesting. The TripleHead fix pushes most models forward, and I noticed some weapon models disappear (into the Other Plane?) as I'm looking down to my feet. Maybe I'll try and remove the gunsort parameter some day and see what it does...
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  #6  
Old 05-20-2010, 11:43 AM
ztorm ztorm is offline
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Arrow

A year has passed. As of today...
-the widescreen fix has been downloaded 501 times.
-the TripleHead fix has been downloaded 113 times.
Probably not all from unique IPs (?), but I'm impressed nonetheless.

I just bought Lost Company, so if I can remember how all this stuff works, rest assured there will be fixes for this one, too

Later !
"Hor+ or GTFO !"
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