Booster - Size

Catch-all for all development not having a specific forum.
jinox
Posts: 280
Joined: Sat Feb 02, 2008 9:01 pm
Location: Europe

Post by jinox »

Hi,

I have been wondering, if it is possible to reduce the booster "flame" size.

Sure, it is fancy and quite a highlight to see a bunch of ships boosting away. BUT generally I suck at aiming and having someone boosting right away, I suck even more, since I can not see my own bullets due to the flame, when flying q u i t e near of the enemy vessel.

So the question is: How is the booster implemented in the code and how "easy" is it to mod that... It presumably is not as easy as the GAT mods - right?
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SpkWill
Posts: 504
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Location: Sheffield, UK

Post by SpkWill »

Check your graphics options. I have it set on 0 or whatever, much easier to shoot people in the back.
Icky
Posts: 1436
Joined: Sat Jan 21, 2006 8:00 am

Post by Icky »

Sheff is referring to disabling particles, I think.

The other side effect of this is you don't see the ripcord sparkles.
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jinox
Posts: 280
Joined: Sat Feb 02, 2008 9:01 pm
Location: Europe

Post by jinox »

Icky wrote:QUOTE (Icky @ Oct 6 2010, 03:26 PM) Sheff is referring to disabling particles, I think.

The other side effect of this is you don't see the ripcord sparkles.
Hmm. That is sad. I will try though and am ashamed I haven't tried that before.
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pkk
Posts: 5417
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Booster effect is a texture. I already modded it, see my blog.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Makida
Posts: 1793
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Location: Canada

Post by Makida »

I think the real question is, can the code be changed to allow booster exhaust to be weaponised?
lexaal
Posts: 2612
Joined: Sun Oct 07, 2007 12:58 pm

Post by lexaal »

Same is true for proxdamage.

But "setting booster to 0" means also that you don't see the enemy boosting away. A smaller flame would be nice.
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jinox
Posts: 280
Joined: Sat Feb 02, 2008 9:01 pm
Location: Europe

Post by jinox »

girlyboy wrote:QUOTE (girlyboy @ Oct 6 2010, 04:28 PM) I think the real question is, can the code be changed to allow booster exhaust to be weaponised?
By initiating an autocatalytic reaction and explosion of the ship or in the sense of the kraken's ink? :whistle: Edit: Neither of those.

@Lexaal
You can still hear them boosting however.

@PKK's next post
Yet my subsequent question must be even stupider...

Thnx for providing.
Last edited by jinox on Wed Oct 06, 2010 3:58 pm, edited 1 time in total.
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pkk
Posts: 5417
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Location: Germany, Munich

Post by pkk »

girlyboy wrote:QUOTE (girlyboy @ Oct 6 2010, 04:28 PM) I think the real question is, can the code be changed to allow booster exhaust to be weaponised?
Of course you can change the code. That is a real stupid question.

BTW, the texture of booster effect is f102bmp.mdl (with R6 it should be e_boosterbmp.mdl).
Last edited by pkk on Wed Oct 06, 2010 2:59 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
fwiffo
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Post by fwiffo »

girlyboy wrote:QUOTE (girlyboy @ Oct 6 2010, 07:28 AM) I think the real question is, can the code be changed to allow booster exhaust to be weaponised?
when this happens will retire fwiffo and be known as "thraddash"
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