Well, sorry for not replying sooner.
Anyway, it came out nice enough that I'd thought I'd share it. You can find it here
. I recommend including this as an optional documentation package on your site (you can rehost it there).
Also, I would recommend including an updated version for the final release. Let me know if you want help with that. Including docs would be good, in case (God forbid) UT99.org disappears in a couple of years, but this package is still available. Somebody downloading it with no documentation available will have a hard time figuring it out.
Since this is all your work, you don't need to credit me on this (unless you add Beta Tester credits later, then go ahead). This is still a one-man job, and an amazing piece of work for one person.EDIT: The zipfile for this doc package was 13.6Mb, which I thought was kinda big just for docs. Turns out, it was all the 24-bit PNG graphic files, which I recompressed as JPG files. Now it is only 1Mb, with barely noticeable loss in image quality.
First of all, thanks for doing that, of course you will receive credits for doing that (since there's no many people that would that for a mod like this). Really apreciated
Feralidragon, also try burning a wall with Wormo's flame thrower, and look at the nice burn marks it leaves behind (hint, hint).
You've included such nice decals with most of the weapons, why not the flame tracker too?
Well, about that, I really added the decals. The problem was, since each flame created a decal, the game would lag very badly in the decal spots, so I took them off. But maybe I will add the decals again, but you will have to enable them in the menu, since they really cause massive lag when used too much (even Wormbo's flame thrower decals lagged a bit). I can optimize the performance as well by controlling when the decals are spawned, but again, if you "burn" the same wall for a while, it will lag with the decals. But I really might add them again.
David_OSU wrote:But mostly I was concerned with the fluid movement of the flames.
That's a problem for me and the pack, as that would mean more and more textures. There's currently 16 flames in the pack, so if I try to make them fluid (like each flame having like 5 or 6 variations to fluid motion), the filesize of the pack will rise too much, and the pack is already too big. There's a very low probability for me doing that, but I still I will think about that.
David_OSU wrote:In particular, the secondary fire on the flame tracker looks really fake (in my opinion, the weakest effect in the pack). Just a regular fireball type explosion might look better.
Well, personally it doesn't look the best for me as well, but it isn't a really fake effect for me. Still, your fireball idea is far better, and it would fit much better the big cannon objective and justify better the need to cool down (steam). I wonder how I didn't remember to add that lol
David_OSU wrote:When I first tried this mod, I did have some performance issues on my PC, and I've discovered a good method to gradually reduce CPU requirements (performance optimization) when running this mod. This will be helpful to anyone else having performance problems with this mod.
The first thing to turn off is the Chargers, this is even mentioned on the website. Here is the order of things to disable, in order, until your frame rates come back up:
1. Disable Charger Lights
2. Disable Weapon Chargers
3. Disable other Chargers
4. Disable Neo X Health Vials
5. Disable Neo X Med Boxes
By the time I got to #5, my frame rates were back up on my 1.5GHz Athlon.
Obviously, the high-poly chargers should be disabled first. On most maps, the health vials are in groups of 4 or 5, and I noticed that when they came into view, I would get stuttering. So I disabled those next. Finally, the med boxes are also high poly enough and common enough to drag down the frame rate, so I disabled those last. After that, you can try disabling the other pickups.
Even with all the chargers and pickups disabled, you can still play with the new weapons -- which is the best part of this mod.
I will add that to the website as well, is a good sequential method to boost the performance to an acceptable point again.
Again, thanks all for the support