New explosion FXs (RK's Explosions)

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Re: New explosion FXs (rks_explosions)

Postby RK4000 » 20 Dec 2014, 22:33

Introducing: Xmas edition of rks!

To celebrate the times, I have made an xmas version of normal rks!

It colors most explosions green and red (xmas colors in general)... and that's about it :lol:

You can still watch a game played with normal V7 V2 with this installed, and vice versa, and it will not desync.

It can be found in the vault under the name of "rks_explosions V7.2 X-MAS Edition". Type that in and press the Server Search button.
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Re: New explosion FXs (rks_explosions)

Postby SneakySnake » 22 Dec 2014, 08:01

Great work RK, thanks for the new content!

But please stop modding so much and play with your Snak some more :((((
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Re: New explosion FXs (rks_explosions)

Postby RK4000 » 08 Jan 2015, 04:14

RK's explosions V8 is released and is available to you in FAF's mod vault!!

There aren't any major ground-breaking changes in this one on the surface of it, but the emphasis of this version was:

-To fix the bugs from V7,
-To improve performance by optimizing the code,
-To overhaul all of the explosions to make them look even more polished,
-To make all of the explosions even more differentiated, even within a faction,
-To slowly move away from the placeholder effects which have been used up until now, replacing them with crisper, higher quality and non-recycled effects,

-To get a workable client-side toggle working. (more on this below)

I am proud to say that all of this, and more, has been achieved, so I welcome you to give it a go! As always, post any feedback here and it will be taken into account for the next version. Have fun and enjoy the booms!
Last edited by RK4000 on 08 Jan 2015, 17:40, edited 4 times in total.
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Re: New explosion FXs (rks_explosions)

Postby RK4000 » 08 Jan 2015, 04:33

Now let's get into how the toggle works:

V8 of rks_explosions has a built-in toggle that can change whether the explosions you see are stock FAF or my factional ones.

The stock FAF explosions you see when the toggle is off look identical to the ones you see if you have the mod turned off completely.

This means that you can play in a game that runs the mod, but since you have the toggle switched to off, you will see the stock FAF explosions, while others will still see factional explosions, WITHIN THE SAME GAME AND WITHOUT A DESYNC! This means there don't need to be any more arguments whether a game should run the mod or not, if you dislike it, just turn the toggle off and that's that! No need for anyone to force anything on anyone!




So how do you do it? Simple, I've even made this picture guide.

---------------------------------------------------------------
1.-----------------------------------------------------------
---------------------------------------------------------------

Image

---------------------------------------------------------------
2.-----------------------------------------------------------
---------------------------------------------------------------

Image

---------------------------------------------------------------
3.-----------------------------------------------------------
---------------------------------------------------------------

Image

---------------------------------------------------------------
4.-----------------------------------------------------------
---------------------------------------------------------------

Image

Remember,

1 = rks are ON,
0 = rks are OFF


That's it! After you've saved that file you will never need to modify it again, and every time you play in a game that runs rks_explosions, you will still see stock FAF explosions without desyncing everyone, INCLUDING in the replays!
Last edited by RK4000 on 10 Jan 2015, 23:14, edited 1 time in total.
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Re: New explosion FXs (rks_explosions)

Postby Sir Prize » 08 Jan 2015, 05:29

Very nice, would there be a way to get this toggle in to the options menu in game eventually? I guess for when this is inevitably integrated.

Wish this toggle was available for the presents. :P
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Re: New explosion FXs (rks_explosions)

Postby Aurion » 08 Jan 2015, 10:26

Sir Prize wrote:Very nice, would there be a way to get this toggle in to the options menu in game eventually? I guess for when this is inevitably integrated.

Wish this toggle was available for the presents. :P


The lobby would be able to change this file when it gets integrated (with a nice user friendly option). Well, not automatically, but I assume that's what they will do if it will get integrated.
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Re: New explosion FXs (rks_explosions)

Postby RK4000 » 08 Jan 2015, 17:40

Just a heads up, the mod has finally been uploaded to the vault. Enjoy!
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Re: New explosion FXs (rks_explosions)

Postby Sir Prize » 13 Jan 2015, 11:10

Uh was the Scathis explosion always the default version? Just ctrl-k'd a bunch of stuff for testing purposes and nothing cool happened when the Scathis died. Also, while the Soul Ripper now gives mass, it takes ages to become a reclaimable wreck. Other experimentals with extended explosions become reclaimable while the animations are ongoing - I think for consistency and minor balance/annoyance reasons (waiting to be able to hit reclaim is a pain) this should happen with everything with extended explosions. Another example (I can't be bothered to test further) is the Aeon Quantum Gateway, which you have to wait a while for on Syrtis before you can reclaim it when this mod is active.
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Re: New explosion FXs (rks_explosions)

Postby VoiceofReason » 22 Jan 2015, 20:22

Since I do not see it anywhere in the forums, everyone should know that with version 8 if you have it toggled off, you risk your game desyncing. I have experienced it 2 of 3 games while trying to play with the RKs v8 Toggle'able explosions off.
At this point, I can basically join any game with RKs v8 and pretty much assure it will desync , ruining everyone's game... I could be the ultimate troll and desync many games everyday! :*(
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Re: New explosion FXs (rks_explosions)

Postby Plasma_Wolf » 23 Jan 2015, 19:48

I'm having a much worse issue. I can't download it. When I select "download mod", the download window will pop up, freeze and close, for no reason whatsoever, with the download being aborted and removed at 1% or 10%.

EDIT: it went out at 18%, a new record. Yay :(
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