Squidy

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ItsYaBoiLoque
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Re: Squidy

Post by ItsYaBoiLoque » Sat Aug 18, 2018 3:43 pm

It's all fun and games carrying a squid buddy on you until the damn thing blows up, I like that you used an Unreal explosion effect instead of an UT effect. Now we need a Squidy Oversurrector.

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Feralidragon
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Re: Squidy

Post by Feralidragon » Mon Aug 20, 2018 12:24 am

Dr.Flay wrote:I just remembered something.
If this is using the standard resources, will this have high res textures if used with JackGriffins HD pawn update ?
It depends.
If those textures replace the existing ones "directly" (think S3TC style for example), then yes, otherwise, no.
OjitroC wrote: Found the conflict - it's the NWUltraGoreSSEb mutator that conflicts with the SushiGun (secondary fire exploding projectile) - and it does with the Waspenator (primary fire) as well.
The only reason I can imagine why any mod at all would conflict with the gore mod is if said mod also does something with the gibs themselves, since the gore mod destroys many of them to replace with the new ones.
ItsYaBoiLoque wrote:It's all fun and games carrying a squid buddy on you until the damn thing blows up, I like that you used an Unreal explosion effect instead of an UT effect.
Yeah, the UT explosion effects seem to have gone with realism, as some of the explosions are straight up photos from real explosions converted into a sprite.
While for the effect that I wanted, the Unreal ones looked far better, since they are more flame-ish and vibrant, if that makes sense.
ItsYaBoiLoque wrote:Now we need a Squidy Oversurrector.
Hentai meets Michael Bay. :lol2:

MrLoathsome
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Re: Squidy

Post by MrLoathsome » Mon Aug 20, 2018 1:40 am

Yay Squids!!

Good stuff.
blarg

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Hook
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Re: Squidy

Post by Hook » Tue Aug 21, 2018 5:05 am

MrLoathsome wrote:Yay Squids!!

Good stuff.
Yarrr I grabbed it too LOL :lol2:
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