New FXs. Topic is solved

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Re: New FXs.

Postby Ze_PilOt » 04 Jun 2013, 21:06

and the textures do break some FXs, at best :)

It's currently a mix of 4DC and Firey explosion with some textures I've redone.

Looks way better without bloom!
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: New FXs.

Postby Nombringer » 05 Jun 2013, 03:49

Ze_PilOt wrote:and the textures do break some FXs, at best :)

It's currently a mix of 4DC and Firey explosion with some textures I've redone.

Looks way better without bloom!


Yay! I'll admit that my battle with the lines of code was a slow a rather fruitless one... :(
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Re: New FXs.

Postby Zock » 12 Jun 2013, 22:19

I think it got already mentioned, but the new fx (if its them, but what else) break some maps by removing reclaimable things. Shouldn't be forgotten.

I.e. on WD one side got no big rock next to hydro.
gg no re

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Re: New FXs.

Postby Ze_PilOt » 12 Jun 2013, 22:21

I don't really see how it can be related to that, but I will check.
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Re: New FXs.

Postby Veta » 13 Jun 2013, 20:44

Nombringer wrote:Id rather these than nothing, you will get used to them, and they look really good.
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
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Re: New FXs.  Topic is solved

Postby Ze_PilOt » 15 Jun 2013, 15:06

the spawn effect having more destructing power is fixed.
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Re: New FXs.

Postby Tiedye » 16 Jun 2013, 18:25

Krapougnak wrote:Also this one :

http://www.moddb.com/mods/supreme-battlefeel


That mod looks very good.
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