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Engine v.78, Scripts v.166, mostly FX
*sam*
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In this patch, I have:
* Added draw distance and max. particles options (so people with bad framerates can do something about it - thanks to comp for testing this out for me)
* made different coloured tyre dust depending on terrain (we'll be needing this soon as we don't want red rust rising from snow!)
* Changed the ambiguous ?wishes to surrender? to ?is demoralised? * Added Aurora Borealis FX (as announced in the Dexter's roleplay forum)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 2, 2008, 11:10 pm
WolfEater
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about the tyre:

i dislike very much this idea of damging tyre.
what about make difrante terrain will give difrante grip= difrante speed for difrante Engine CHasis Tyre.

sand will get u sow slow if u arn't with offroad tyre's as u will lose grip with sand if u dont got big tyre's and in right shape for best grip on sand terrain.

Snow will get u lost in grip without needed tyer's

Mountain/Rocked terrain will make u go very slow jump a lil in the air so alot of grip lose and dmg to Lower rear front and left and right side's by rock's.

so of couse u will get difrant off road tyer's or if u dont want just 1 offroad tyer's
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vet race1 combat1 wv

Posted Jan 3, 2008, 4:23 pm
Marrkos
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May need to tweak the tyre dust a bit, especially when on the road (black).

First, not sure it should be black; it's still dust after all, not smoke. :) perhaps a bit more transparency, or a color change, or both?

Second, on a recent return with 21 vehicles in the squad, the dust was so thick we could barely see our cars. The pursuing enemy (10 or 11, I think) wasn't much better off.
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vet wv community

Posted Jan 3, 2008, 7:09 pm
*JD_Basher*
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Quote:
Marrkos
May need to tweak the tyre dust a bit, especially when on the road (black).

First, not sure it should be black; it's still dust after all, not smoke.  perhaps a bit more transparency, or a color change, or both?

Second, on a recent return with 21 vehicles in the squad, the dust was so thick we could barely see our cars. The pursuing enemy (10 or 11, I think) wasn't much better off.


I think the dust should make the cars almost indistiguishable Mark....Especially with that many cars on the road going as fast as they can. Makes it more realistic I would think.
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vet marshal wv cont

Posted Jan 4, 2008, 11:30 pm
Marrkos
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JD_Basher said:

I think the dust should make the cars almost indistiguishable Mark....Especially with that many cars on the road going as fast as they can. Makes it more realistic I would think.


I would agree with this if we were on Sandy, or Highway to Hell perhaps, but on the map we were on (Gates of Somerset, from Elms, IIRC), driving on either the road, or the grassy/hard-packed turf shouldn't generate *that* much dust, IMO.
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vet wv community

Posted Jan 5, 2008, 12:34 am
*JD_Basher*
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Marrkos said:
JD_Basher said:

I think the dust should make the cars almost indistiguishable Mark....Especially with that many cars on the road going as fast as they can. Makes it more realistic I would think.


I would agree with this if we were on Sandy, or Highway to Hell perhaps, but on the map we were on (Gates of Somerset, from Elms, IIRC), driving on either the road, or the grassy/hard-packed turf shouldn't generate *that* much dust, IMO.



Agreed Mark.
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vet marshal wv cont

Posted Jan 5, 2008, 1:06 am
*sam*
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I'll take a look at these tomorrow.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 6, 2008, 8:46 pm
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