Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: ashkenaz on May 05, 2008, 12:14:10 PM
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i would like to see particle emitters for maps, it would be fun to fight in a burning wreckage. you could have fire, water, dust, smoke, haze. Anubis.... with dust clouds. :P
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target_temp_entity
target_splash
They're basic but they do the trick. We need to get rid of SZ_Getspace overflows to fully use them though.
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exactly, so why not implament them fully?
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Well, I think jits said that fixing the SZ_GetSpace overflow errors means a complete rewrite of the netcode which would break all backwards compatibility.
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Well, I think jits said that fixing the SZ_GetSpace overflow errors means a complete rewrite of the netcode which would break all backwards compatibility.
For the love of beef, WHY DO WE HAVE BACKWARDS COMPATIBILITY?!?!?!?!
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For the love of beef, WHAT IS BACKWARDS COMPATIBILITY?!?!?!?!?!?!
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Mmm. Beef.
WHAT IS BACKWARDS COMPATIBILITY?!?!?!?!?!?!
http://en.wikipedia.org/wiki/Backwards_compatible
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i hate reading... >.<
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maybe its time to upgrade anyway....
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i hate reading... >.<
In certain contexts, people will sometimes refer to syntax additions or library changes that would break previous compilers or runtimes as "backward incompatible". In this case, the meaning of backward compatibility has been overloaded to mean both "new server is compatible with old input"
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i ended up reading it anyways.... we have to upgrade
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It's more than just backward compatibility - if you're getting those errors, it means you're exceeding the amount of data that can be transferred in 1 UDP packet. Once you go above ~1k in a packet, the packets need to be broken up and reassembled, which gets ugly, and drastically increases the chances of packet loss.
You can already do stuff with particles - you just can't go overboard.
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well im saying like how you can do that in hammer and stuff and then play garys mod with tons of particles it should be implemented
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You're going to have to be a little more specific as to what you want. What are you wanting to add to your map?
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a but load of smoke fire and haze, burning forest fight ^^
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You can already do fire effects without particles. You could probably do something similar for smoke as well. What you propose, though, would probably bring most people's computers to their knees.
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map fog would help to get rid of the haze and smoke effects, but fire i want to have 9 or 10 round sprites go upwards for a few seconds, then disappear and reappear again at the bottom. smoke would be the same thing but it would go out and up.
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I think you can probably accomplish a lot of what you want with the existing smoke particles and animated flame textures, but I went ahead and put this up for vote anyway: http://dplogin.com/dplogin/featurevote/feature.php?id=10142
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THANK YOU ^^