New explosion FXs (RK's Explosions)

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Re: New explosion FXs (rks_explosions)

Postby Sir Prize » 12 Aug 2015, 07:46

Glad to hear it's not abandoned and I wouldn't ask that you do a half arsed job! I know it's been a lot of hard work and that's why I posted - you said you aren't working on it anymore, that sounded final to me so I'm glad I misread it :D.

How easy is it to change the point that the exploding units become reclaimable to match normal explosions? It's the only part I can see where your mod interacts with the sim in a meaningful way.
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Re: New explosion FXs (rks_explosions)

Postby quark036 » 12 Aug 2015, 16:02

https://github.com/FAForever/fa/pull/660

Basically I think it depends on when onkilled is called, icedreamer has a fix working that solves most of it.
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Re: New explosion FXs (rks_explosions)

Postby RK4000 » 16 Aug 2015, 19:20

It is very easy, but it's not the problem. When the mod is toggled "off" it's technically still loaded, and so the timing for when exploding units become reclaimbable is the same. The only thing different is what you see, not what actually happens sim-wise. If you look carefully, on bigger experimental units the standard-looking explosions have the exact same timing and positioning as the factional explosions, except they just look standard. So that's not the problem in this case.
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Re: New explosion FXs (rks_explosions)

Postby McGeifer » 10 Oct 2015, 22:35

Hey... is there a reason why I can't activate the mod? It tells me "please update to the newest version". Reinstalling the mod doesn't help ...
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Re: New explosion FXs (rks_explosions)

Postby BassMonkey » 19 Oct 2015, 23:32

That's because the latest version of this mod was blacklisted due to incompatibilities with the current FAF versions. The creator of the mod has to fix the issues first so it can be used again. However they don't seem to be active at the moment.

EDIT: If someone is willing and capable to fix the bug, you could just fork the repo and file a pull request after you fixed it:

https://github.com/RK4000/RK-s-Explosions
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Re: New explosion FXs (rks_explosions)

Postby McGeifer » 25 Oct 2015, 15:12

Ok thanks for the information.
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Re: New explosion FXs (rks_explosions)

Postby mirroredwang » 24 Jan 2016, 01:37

Hows it going?
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Re: New explosion FXs (rks_explosions)

Postby Shai--Hulud » 14 May 2016, 14:40

Is the development of this mod dead?
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Re: New explosion FXs (rks_explosions)

Postby cel00 » 15 May 2016, 02:20

Shai--Hulud wrote:Is the development of this mod dead?

RK4000 Last visited:18 Dec 2015, 06:13
As you can see yes.
「あなたが楽しめることを何なりと。マイマスター」
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Re: New explosion FXs (rks_explosions)

Postby Green_Nymph » 16 May 2016, 21:07

Anyone know what specific part is broken? Like which bit of code?
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