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 Post subject: Re: Special Effects lib
PostPosted: Fri Nov 23, 2012 1:16 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
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Location: Ukraine, Kyiv
-raffie- wrote:
Amazing work! Probably a little toned down version would fit better in the game, but nevertheless an amazing job! I love the Jetpack and Blow Torch especially, the Tele is nice too, what would be awesome there I think is the swirly Star Trek effect like here: http://www.youtube.com/watch?v=CD3yRFdKr0A


Thanks mate :)
Yeah, i have such effect in Particle Illusion, was thinking about to use it. I actually made few variations of teleporter, but with taht starttreck i didnt try.
here is some examples that i also made and they laying in my testing beta sprites folder:))


Attachments:
tele_worm_wteldsvu_.png
tele_worm_wteldsvu_.png [ 415.93 KiB | Viewed 6885 times ]
tele_worm_wteldsvd_.png
tele_worm_wteldsvd_.png [ 415.81 KiB | Viewed 6885 times ]
tele_worm_wteldsv_.png
tele_worm_wteldsv_.png [ 418.02 KiB | Viewed 6885 times ]

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 Post subject: Re: Special Effects lib
PostPosted: Fri Nov 23, 2012 1:18 pm 
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awww message became rly huge :D
well.. anyway i posted them as a .png, not .gif, so u (or anyone else) can easely use them whenever you like, if u like :)))

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 Post subject: Re: Special Effects lib
PostPosted: Fri Nov 23, 2012 1:43 pm 
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Posts: 194
Haha, well if u scroll the page at just the right speed you see it animated xD

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 Post subject: Re: Special Effects lib
PostPosted: Fri Nov 23, 2012 2:29 pm 
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Posts: 3
n1 bro.

we gotta organize a date to play some games again dood ;D


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 Post subject: Re: Special Effects lib
PostPosted: Fri Nov 23, 2012 8:07 pm 
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Masta wrote:
n1 bro.

we gotta organize a date to play some games again dood ;D


thanks mate.
Indeed.
i see you even registered on forum to write this post :O I appreciate that.

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 Post subject: Re: Special Effects lib
PostPosted: Sat Nov 24, 2012 6:18 pm 
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Joined: Mon Oct 22, 2012 3:52 pm
Posts: 23
hi pyroman when i play your new highlander scheme with the special effects lib i get this error, normally about half way in every time:

Failed to find
Failed to find
Failed to find None
Exception is caught at CWorm::^^^^^^Message, function has been disabled
Error happened at Lib: pyroman_sinksound.pxl: Script: sinksound_s:22) if (ObjState == WS_SINKING)
Access violation caused by reading from location 0x15A5B4AC
Script call stack and stack variables :



i was hoping you might have an idea for a fix. here is a more detailed log, i am not sure if the rest of the log is important but i will post it anyway:


Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find None
Exception is caught at CWorm::^^^^^^Message, function has been disabled
Error happened at Lib: pyroman_sinksound.pxl: Script: sinksound_s:22) if (ObjState == WS_SINKING)
Access violation caused by reading from location 0x15A5B4AC
Script call stack and stack variables :
Called : CWorm::^^^^^^Message
from Lib: pyroman_weaps.pxl: Script: darkside_killer_scipt:216) super;
CObject* sender = 0x038720A0
int MSize = 0
CMessageData* MData = 0x001310A0
Called : CWorm::^^^^^^^Message
from Lib: pyroman_wp_tazer.pxl: Script: tazer:921) super;
CObject* sender = 0x038720A0
int MSize = 0
CMessageData* MData = 0x001310A0
CWorm* worm = NULL
Called : CWorm::^^^^^^^^Message
from Lib: stepsweapsv4_revised.pxl: Script: scriptstuff:19) super;
CObject* sender = 0x038720A0
int MSize = 0
CMessageData* MData = 0x001310A0
Called : CWorm::^^^^^^^^^Message
from Lib: stepsweapsv5.pxl: Script: supertorch_SCRIPT:49) super;
CObject* sender = 0x038720A0
int MSize = 0
CMessageData* MData = 0x001310A0


the log carries on like that for some time :)


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 Post subject: Re: Special Effects lib
PostPosted: Sat Nov 24, 2012 7:52 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
Quote:
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find
Failed to find

:D :D :D :D :D


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 Post subject: Re: Special Effects lib
PostPosted: Sat Nov 24, 2012 8:59 pm 
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UDF I can help you I got a custom HL scheme working the other day with the same error but for sum reason yours seems to be related to sum sink sound...anyway try witout sfx lib and tell if it does same thing.....im going on the belief that the error is sfx related....


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 Post subject: Re: Special Effects lib
PostPosted: Sat Nov 24, 2012 9:04 pm 
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Location: Ukraine, Kyiv
UDF, my Highlander scheme doesnt finished yet) You probably yousing one of my beta scheme that was unstable at that moment))
Specially DarksideKiller weapon. I`m improving it everyday and already added Underwater attack weapon.
Wait official release, all be great there.
Besides... this mistakes mean nothing when i dunno what also libraries you included in scheme. I have a scheme now that works perfect. Just a few more test and i`ll upload it soon.

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Last edited by PyroMan on Sat Nov 24, 2012 9:10 pm, edited 1 time in total.

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 Post subject: Re: Special Effects lib
PostPosted: Sat Nov 24, 2012 9:06 pm 
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Curtis wrote:
UDF I can help you I got a custom HL scheme working the other day with the same error but for sum reason yours seems to be related to sum sink sound...anyway try witout sfx lib and tell if it does same thing.....im going on the belief that the error is sfx related....


In error messages that you give above - is nothing about sfx lib :))) It just overrites the sprites. It`s absolutely stable and i`m sure it`s not about it :)

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