New explosion FXs (RK's Explosions)

Everything about mods can be found here.

Moderator: Morax

Re: New explosion FXs (rks_explosions)

Postby Exotic_Retard » 16 May 2016, 21:19

it caused desyncs and whatnot, also there was more content to come
User avatar
Exotic_Retard
Contributor
 
Posts: 1470
Joined: 21 Mar 2013, 22:51
Has liked: 557 times
Been liked: 626 times
FAF User Name: Exotic_Retard

Re: New explosion FXs (rks_explosions)

Postby RK4000 » 14 Jul 2016, 05:31

It's dead, Jim. No more new content. If requested, I can release everything that I had already got done for V9 to whoever wishes to continue on this project.

Unless someone else steps in and tries to fix the desyncs, which is easy if you remove the toggle feature alltogether, and more importantly, update the mod so it would work with the newest patches which I honestly don't really plan on doing anymore, this project is, for now, dead to me.

And to all the people who went to great lengths to stop this project, the ones I'm referring to know who you are, great job. GG, WP. I hope nobody ever takes as big a dump on one of your projects as you did on this one.
User avatar
RK4000
Priest
 
Posts: 366
Joined: 18 Dec 2012, 23:06
Location: Slovenia
Has liked: 22 times
Been liked: 81 times
FAF User Name: RK4000

Re: New explosion FXs (rks_explosions)

Postby Crotalus » 14 Jul 2016, 13:10

I'll take a look at the mod and see if I can get it up and running to latest version. RK, do you have your latest changes somewhere? Maybe put them into a branch in your repo.

I will submit a pull request to your repository with the work later so you get them.

EDIT:
https://github.com/RK4000/RK-s-Explosions/pull/4

As to the toggle, is the intention to have users to be able to toggle it off if they want to? Any effect that uses Rand() or projectiles will desync if all users doesn't have the same code running. Not sure about emitters, they could be "desync safe", I know CreateLight is at least.
Crotalus
Priest
 
Posts: 319
Joined: 27 Jan 2013, 20:37
Has liked: 2 times
Been liked: 102 times
FAF User Name: Crotalus

Re: New explosion FXs (rks_explosions)

Postby RK4000 » 14 Jul 2016, 15:29

Emitters are desync safe, and any random code is the same for both players. The toggle code just makes it emit different particles (or at least it should), based on what the toggle value is. It does not desync right away, and I cannot pin down exactly what makes it desync. I've tested every unit out, and was unable to replicate it.
User avatar
RK4000
Priest
 
Posts: 366
Joined: 18 Dec 2012, 23:06
Location: Slovenia
Has liked: 22 times
Been liked: 81 times
FAF User Name: RK4000

Re: New explosion FXs (rks_explosions)

Postby speed2 » 18 Oct 2017, 22:03

Image

It's alive

I'll force RK to work on the booms by fixing the mod. So far I've made a pretty good progress, it should be ready with the next game patch.
User avatar
speed2
Contributor
 
Posts: 3189
Joined: 05 Jan 2013, 15:11
Has liked: 636 times
Been liked: 1119 times
FAF User Name: speed2

Re: New explosion FXs (rks_explosions)

Postby RK4000 » 18 Oct 2017, 22:07

Oh.
User avatar
RK4000
Priest
 
Posts: 366
Joined: 18 Dec 2012, 23:06
Location: Slovenia
Has liked: 22 times
Been liked: 81 times
FAF User Name: RK4000

RKs Explosions V9

Postby speed2 » 27 Oct 2017, 13:09

Image

You can try them out if you host FAF Develop mod. (not FAF, not FAF Beta but FAF Develop)
Which means the mod will work with the next game patch.

Once the mod vault works again you can find it there RKs Explosions V9
for now use this link https://mega.nz/#!s551iA6Z!VS5MzOhLK9-D ... cLwyGmjJAA unpack into your mod folder and have fun!
User avatar
speed2
Contributor
 
Posts: 3189
Joined: 05 Jan 2013, 15:11
Has liked: 636 times
Been liked: 1119 times
FAF User Name: speed2

Re: New explosion FXs (rks_explosions)

Postby Shai--Hulud » 27 Oct 2017, 17:36

Great this mod is still being worked on! However, I had a game today => desync. :(
The Spice Must Flow.
User avatar
Shai--Hulud
Avatar-of-War
 
Posts: 83
Joined: 05 Mar 2015, 14:09
Has liked: 1 time
Been liked: 25 times
FAF User Name: Shai-Hulud

Re: New explosion FXs (rks_explosions)

Postby PhilipJFry » 27 Oct 2017, 17:54

Shai--Hulud wrote:Great this mod is still being worked on! However, I had a game today => desync. :(

please provide game logs then so that someone can take a look at the issue and maybe fix it
cats>dogs
post logs
User avatar
PhilipJFry
Supreme Commander
 
Posts: 2635
Joined: 23 Mar 2016, 21:16
Location: Austria
Has liked: 232 times
Been liked: 348 times
FAF User Name: PhilipJFry

Re: New explosion FXs (rks_explosions)

Postby Shai--Hulud » 27 Oct 2017, 18:19

game.log
https://pastebin.com/ifUkWQ6n

The forever.log is too long for pastebin? Don't know anything about logs etc. Maybe game.log is enough to investiage the issue? Let me know if you need anything else.
The Spice Must Flow.
User avatar
Shai--Hulud
Avatar-of-War
 
Posts: 83
Joined: 05 Mar 2015, 14:09
Has liked: 1 time
Been liked: 25 times
FAF User Name: Shai-Hulud

PreviousNext

Return to Mods & Tools

Who is online

Users browsing this forum: No registered users and 1 guest