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Explosions!
*sam*
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As you know, I love a good particle FX, and I know we all love a good explosion.

I'll be buying the FX shown in this demo and integrating them ASAP:

Explosion Demo Movie (.wmv)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Dec 2, 2006, 4:15 pm
*viKKing*
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They are really cool.

Can't wait to see them on Clarinbridge Crushers cars... :rolleyes:
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vet cont zom slay2013 marshal wv

Posted Dec 2, 2006, 4:18 pm Last edited Dec 2, 2006, 4:19 pm by viKKing
*sam*
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A Crushers car firing at a hapless Ronin, you mean? ;)

I've gathered together some nice free sound FX over the past few months also, must look into integrating them too...
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

*Posted Dec 2, 2006, 4:21 pm
Jim
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rock :)
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vet

Posted Dec 2, 2006, 4:35 pm
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Awesome !
I like the last one :P Remember me Call of Duty Mwaheheahe !
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vet

Posted Dec 2, 2006, 10:58 pm
Karz Master
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Can't wait for the destruction and carnage. Especially on Somerset Rally Circuit. Time to watch more NPCs get themselves stupidly killed in a sight-to-behold fashion
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vet wv zom

Posted Dec 2, 2006, 10:59 pm Last edited Dec 2, 2006, 11:00 pm by Karz Master
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Toecutters:1
S. Rally track:5

not just the npc's getting killed on that track :stare:

Can't wait to see the new FX's in game :cyclops:
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marshal vet race1 elmsautumn wv

Posted Dec 3, 2006, 2:58 am
JoeR
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they are definitely cool, but i'm usually zoomed out far enough that they really wouldn't have a good visual impact. how far is everyone else zoomed in/out?

i saw mentioned a request for a replay mode. that'd probably be where these FX would shine.

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vet

Posted Dec 3, 2006, 3:49 am Last edited Dec 3, 2006, 3:50 am by JoeR
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Depends on the size of the car. Not too far, about mid-range

Toecutter: lol our favourite track, isn't it...
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vet wv zom

Posted Dec 3, 2006, 4:01 am
*sam*
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The explosions are now implemented. Enjoy! (assuming no bugs.. heh).

Also, I finally got around to making a system so the server can be updated even when games are being played. So you won't stop me again, damn you! ;)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Dec 11, 2006, 2:54 pm
*sam*
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Here's Mamba trying out his anti-tank gun on some mud.

http://www.dark-wind.com/images/gg/new_explosions.jpg

Good shooting fella!  ;)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Dec 11, 2006, 3:22 pm
Jim
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sweet!
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vet

Posted Dec 11, 2006, 3:43 pm
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Hey, that was the first shot. I hit enough to win that event, eventually. I think the explosions are way cool. They also help identify if you are hitting your target, because they stay on screen long enough to see after the firing round is over.

That ATG is AWESOME on groups of cars BTW. B)
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vet deathrce1 ped1 paintball wv

*Posted Dec 11, 2006, 3:58 pm
*sam*
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Heh, I was only kidding ;-)

I wonder is that damage to the car beside your explosion from the explosion's blast radius, or from another shot? Certainly an ATG should have a decent radius effect.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Dec 11, 2006, 4:11 pm
Black Mamba
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From what I could tell the explosion radius was good. I didn't take any screenshots but I am sure when the blues all clustered up I was scoring a lot of points every time the ATG hit one of them, and I am pretty sure I saw damage notices go up for a few cars at a time when it hit them. I'm definately liking the new explosions, and the new ATG. Can't wait to get my new toy outside of town.
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vet deathrce1 ped1 paintball wv

Posted Dec 11, 2006, 4:58 pm
*comp112*
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ah ive missed so much! :( they grow up so fast :(
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marshal vet

Posted Dec 11, 2006, 8:14 pm
*viKKing*
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comp112: you should definitively change your sig. It has become 20 times longer than any of your posts ? when you're posting, because it has become quite rare, now (I'll be sending this to you by PM too).
I don't want us to have to put rules on signatures, so please make an effort.

Explosions: First seen in action yesterday. They are fine and put the game into a new graphical experience and evolution. Can't wait to see improved art on cars too. Hint, hint, hint to some of you. You know who you are! ;)
Though, I have a point that is bothering me with explosion. Sorry Sam.
They seem oversized compared to the caliber of guns we are supposed to carry on our beloved cars.
I suppose machine guns are some kind of .303 caliber, Heavy machineguns are .50 caliber. Which means, that kind of bullets woudn't perform such damage nor ground impacts.
I can provide some pictures from a gunnery session I experienced during my army time, it was performed with Recoiless 75 mm (3 inches), 90 mm (3,5 inches) armored car (Panhard), as well as 7,62 (0.303 inches) and 12,7 mm (.50 inches) machineguns and none achieved such impact (on the machinegun side).
3 inches and 3.5 HEAT bullets were impressive. And it's hard to take a picture of such shots.
If you want pictures, I'll have to look for them... ;)

My 0.2 cents...
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vet cont zom slay2013 marshal wv

Posted Dec 13, 2006, 12:19 pm
*sam*
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viKKing:

I get your point on the explosions. I actually increased their size because the camera is generally reasonably far away and I found I hardly saw them at all at a more realistic size. It's a trade-off between realism and enjoyment...

Regarding comp's sig: yes, it's a bit overboard. The latest addition is very funny, but would be better posted in the "stuff" forum as a single post rather than as a sig.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Dec 13, 2006, 12:23 pm Last edited Dec 13, 2006, 12:25 pm by sam
*viKKing*
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hehe, wasn't long for the reply. :rolleyes:

Couldn't we, eventually, perharps, maybe, have an automated scaling feature depending on distance?

I can live with explosions as they are, just expressing my opinion :cyclops:
They are a great improvement to the game.
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vet cont zom slay2013 marshal wv

Posted Dec 13, 2006, 12:27 pm Last edited Dec 13, 2006, 12:27 pm by viKKing
JoeR
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hmmmm?
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vet

Posted Dec 13, 2006, 2:55 pm
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