Okay, so RK and I did another bit of testing/feedback together, and here are the results.
The first section will be mainly regular is explosion stuff, however, we were also have a look at something new; projectiles. Remember, the feedback on some of these is semi-subjective, so feel free to post your guys opinions as well. I also tried to add some pictures of some of the things I'm talking about this time. If anyone wants me to add pictures of a specific thing just post a request, as I'm sure some of the stuff should have pictures and doesn't. Also I recommend you look at some on the on-hit effects yourself, in real time as they looks a lot different and one picture can capture all of it.
Part one, regular explosion things:- Titan might need some increased smoke, due to the long death animation and the fact that the explosion finishes a long time before the death animation does. The length of the animation is unalterable apparently. (This applies for a lot of the t3 units, but I think the titan has the longest animation.)
- The Aeon t2 land "aura rays" are too big, and the exact same size as t3, this might possibly be a coding glitch
- With the Sera t1 explosion, experiment with lightning flickering pulse, like cybran. (Changed/added in v8?)
- Air contrails are just a poly trail. This could easily be improved. (You will see more of my vendetta against poly trails in the projectiles section. It doesn't look "too" bad on the air but it could be improved)
- Air poly trail.jpg (829.38 KiB) Viewed 3267 times
- UEF air shockwave too big and lasts too long (Fixed in v8?)
- Craters; Currently the "blast" texture that appears on the ground after a unit dies, seems to be of randomly generated size, it would be nice if they could be changed so it's size depends on the size of the unit.
- Notice how one brick is the same size as the gunship, and another you cannot see at all..jpg (669.31 KiB) Viewed 3267 times
- Aeon t2/t3 air, reduce shockwave and aura times (Fixed in V8?)
- Sera t3 air looks like a firework due to coding mistake (fixed in v8?)
- The sparks on the seraphim navy go quite high, but not very far to the sides. (Not sure if this is a huge deal though, other people might have different opinions.)
- Amphibious units remain on fire underwater, and land units still use land explosions. (It has always been this way though, nothing to do with the mod)
- Navy factories should probably generate an oil slick when they explode, like ships.
- Seraphim ACU explosion does not knock down trees.
- Add proper sized craters to experimental explosions and make them knock down trees. (GC is currently the only one that does this iirc)
-The Fatty explosion fire texture is slightly bugged at the end, making it spawn waaaay too many fire emmiters (Fixed in v8?)
- Tempest explosion produces way too much Aeon fairy dust.
Part 2, Projectiles:
- Aroura projectiles could possibly be improved to look a bit more like this video:
https://www.youtube.com/watch?feature=p ... 0wig#t=127or at the very least have a particle effect spawned around the main projectile.
- Mantis, lab t1 pd, and t1 aa all use the same projectile.
Maybe make the lab projectile smaller, and experiment with change/removal of poly trail behind the lazer.
Cybran T1 pd probably just needs a new projectile and better "on hit" effects
- Cybran t1 pd impact..jpg (501.08 KiB) Viewed 3267 times
Continued next post: