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 Post subject: Christmas Snow
PostPosted: Sat Dec 29, 2012 10:38 am 
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Location: Ukraine, Kyiv
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Remake of Zed`s QuadRain.xpl, with optimised script.
It works very smooth and fast, doesn`t couse any fps drop.
Deleted stuff that could couse laggy:
- deleted ground collision check;
- improved unloading snowballs (immidietly unload, against add to "Dead" state and check from ALL of the objs if dead then delete.. those objs can be few thousands! ofc it will be laggy that way) - btw its same improvement as i made with pxparticles.pxl. MAKES THINGS WORK VERY FAST :D;
- added second layer, where snowballs goes behind the map with lower speed and smaller size. First layers is on top with larger snowballs and higher speed.
- increased wind affecting;

Idea, first changes, added snowball sprites and christmas sounds - by StepS.


Njoy it!

merry x-mas ^^


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File comment: latest (05.01.2013)
Christmas.rar [613.48 KiB]
Downloaded 433 times

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Last edited by PyroMan on Sat Jan 05, 2013 12:48 am, edited 8 times in total.
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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 11:17 am 
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PyroMan wrote:
Attachment:
Snow.gif

- added second layer, where snowballs goes behind the map with lower speed and smaller size. First layers is on top with larger snowballs and higher speed.

Omg, I was gonna suggest just this!!

But it seems to me both layers are actually on top of the map, right?

(ps: I had nothing to do with the graphic or christmas music, IIRC, Steps did that)

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 11:49 am 
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ok i changed. tho u did the graphics stuff :) there was no author written inside lib, and gex grab this from your host :)
well now i know.

No, there are 2 layers: 6th position and 24. 6th - on top, 24th - behind the landscape and everything that is above there.
Maybe this gif not clearly demonstrate this. But if u try it - u`ll see.

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 12:24 pm 
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No it looks right on the gif, but when i tried (in offline game) I see bothe layers, but they are both on top of the map :P


(ps: i'll stop moaning now and enjoy all your fantastic libs)

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 2:06 pm 
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Hey Pyro - Snow looks really awesome. 2 layers = vnice.

About your updated Particles.pxl...
--> If you apply it in the scheme does it automatically increase the amount of wep trails that can be displayed on screen?

(trails from overrides In Lib).


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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 3:42 pm 
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Curtis wrote:
Hey Pyro - Snow looks really awesome. 2 layers = vnice.


Thanks, CJ

Curtis wrote:
About your updated Particles.pxl...
--> If you apply it in the scheme does it automatically increase the amount of wep trails that can be displayed on screen?

(trails from overrides In Lib).


ofc no. Those trails made with WA itself. They don`t use pxparticles.pxl :)
anyway.. new pxparticles doesn`t increase amount of any trails. They just UNLOAD particles extremely fast, that allows scripters (like we are here) use much more amount of created particles at same time. Also, old pxparticle coused huge slow-mo lag when too much particles been made, for a very long time. With updated library, if those lag will appear - it will immidietly gone when particles end their life. Exactly that thing makes magic here.

P.S. In just a few days i think i will finally release PyroWeaps 1.0 where widely used particles effects. Also, i`ve widely used particle-based trails there. First of all, they extremely nice and smooth and allow make cool trail effects with simple one-frame graphic, which allows make lib filesize very low; second - they can be unlimited (but ofc i`ve limited them on performance purposes).

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 3:48 pm 
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-raffie- wrote:
No it looks right on the gif, but when i tried (in offline game) I see bothe layers, but they are both on top of the map :P


(ps: i'll stop moaning now and enjoy all your fantastic libs)



WHat?! i have all correct, just tested it offline.

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 4:24 pm 
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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 4:57 pm 
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0o
thats very weird.
Maybe i archived wrong lib? but im sure all fine :O
or.. i see its Kaos scheme (trampoline in da hands) maybe some libs (crazy idea) overriding Landscape`s ZPlane? :D
please, try use it with other scheme, just to be sure. No need screenshots (they eat disc spac, just tell results)

Curtis, u have the same? Or enyone else, tell what you see when you hosting a game, please.

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 Post subject: Re: Christmas Snow
PostPosted: Sat Dec 29, 2012 5:34 pm 
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I just tried attaching it to your Weapons scheme, now there is a difference, the back layer flickers in and out (on map) weird xD
Let's see what other experience...

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