Back to the Future: Hill Valley is a mod for Grand Theft Auto: Vice City. Back to the Future: Hill Valley will be based on the Back to the Future Trilogy, allowing the player to re-enact all the great moments from the films. While some parts of the story are stretched to make it more enjoyable, we are determined not to stray too far from the original story-line. The people behind this mod want the community to relive the movies and have as much fun in the process as possible. With the outstanding game play of the Sandbox hit, Grand Theft Auto: Vice City, in combination with one of the best movies of all time, Back to the Future, this mod is sure to bring countless hours of fun to anybody who enjoyed the movies.
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Making The Tire Flames Longer | Locked | |
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Apr 12 2007 Anchor | ||
First of all, I would like to say that I am a big fan of Back To The Future and of cause, this mod. Thanks! |
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Apr 12 2007 Anchor | ||
the problem lies within the engine. If i do too many particles, the engine can't keep up and some of them fade away. I will see if i can make them slightly longer, but if you're looking for something like part III, the engine simply doesn't have the power to keep them all on at the same time. Rendering times are a bit too slow, especially with that many particles. Currently, there are 40 particles being rendered by the engine. |
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Apr 12 2007 Anchor | ||
Hmm, wouldn't it be possible to spread the flame particles out a bit? So there appears to be more? |
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Apr 12 2007 Anchor | ||
How's this for length? Edited by: Delorean88us |
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Apr 12 2007 Anchor | ||
That's better, though I'm curious to see what exactly happens when there around 70 particles, do some of the particles just disappear? |
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Apr 12 2007 Anchor | ||
hmm, looks fine so far. Let me go to 100... |
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Apr 12 2007 Anchor | ||
At 100 particles, the particles start to dissapear and come back, so no 100 |
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Apr 12 2007 Anchor | ||
Could you post a screen shot of 70 particles? |
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Apr 12 2007 Anchor | ||
70 particles is still dissapearing. 60 is the limit, and thats the picture up there, though if activity is busy, particles will start dissappearing again Edited by: Delorean88us |
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Apr 12 2007 Anchor | ||
Okay, it looks better, could you include it in the next version? |
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Apr 12 2007 Anchor | ||
yep. I would space them out, but then the fire trails won't look as good. More like random dots of fire on the road arranged in two lines. |
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Apr 12 2007 Anchor | ||
Okay, thanks. |
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Apr 12 2007 Anchor | ||
Update: [modimg60096 NOT FOUND] EDIT: Edited by: Delorean88us |
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Apr 12 2007 Anchor | ||
What file are you actually editing to get the trail longer/shorter? particle.CFG? |
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Apr 12 2007 Anchor | ||
it's an scm feature, not particle.cfg. scm makes calls, but the engine's too old to have that many particles. |
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Apr 12 2007 Anchor | ||
In state of liberty, they use some San andreas features ( at least README says so) isn't it possible to update the engine? |
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Apr 12 2007 Anchor | ||
state of liberty is implementing san andreas features using vice city coding, so it's still the vice city engine. Just added san andreas features, some of which are inferior to the actual san andreas version. Besides, try rendering hundreds of particles in one of your games and you'll understand why good looking fire trails are a problem here. |
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Apr 12 2007 Anchor | ||
I'm sorry if this is off topic but is there a release date for v 0.2b ? |
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Apr 12 2007 This post has been deleted. | ||
Apr 12 2007 This post has been deleted. | ||
Apr 13 2007 This post has been deleted. |
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