Particle effects since 2004!

Comment History
Spook55
Spook55 - - 16 comments @ Spook55

Hey sorry for the late reply! I'll resume working on exotiq soon and I'll make sure to keep it somewhat downloadable to check out the latest features.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Exotiq Frenzy

It's still heavy work in progress.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Zero Hour Reborn V6.26

People like you really make me understand why most of the modding community of C&C generals decides to move on with their lives instead of working hard (for free) for mods that get eventually bashed by kiddies that can't even understand how hard it is to actually produce content for the game.

Good karma+6 votes
Spook55
Spook55 - - 16 comments @ Upgraded Rocket Buggy Render

Thank you kind sir :)

Good karma+3 votes
Spook55
Spook55 - - 16 comments @ Exotiq Frenzy

I'm working on it alone so it's hard to tell. I will try to provide a downloadable and playable version as soon as I can but I can't promise it will happen within upcoming months.

Good karma+2 votes
Spook55
Spook55 - - 16 comments @ Sabotage

I solved out the firerate thing in case you'd like to know.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Panzert

Sup bamztawn. We're posting DMX mod here soon when we'll add some more stuff.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Dynamic rain clouds

No offense, but to me it looks like you slapped animated texture on a big flat object.
Why don't you make them "animated" via particle editor? It looks awesome in the editor.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Sabotage

Hmm, the
float GetFireRate( void ) { return 0.010f; } // 13.3hz
Works well. Try editing it in smg1 it works.
It looks like we need to re-do other weapons to use the
class CWeaponSMG1 : public CHL2MPMachineGun
Thingy.
In my case I'm not going to **** with old weapons, but I'm going to work on smg1 base with creating new guns.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Sabotage

// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_iClip1 -= 1;

This tells the weapon to wait until animation is finnished. However, replacing that with simple number is not speeding the fire rate really much. Working on it more atm.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Sabotage

Well I cannot be sure but what value you've used?
Have you increased the number, or decreased it? I've heard that to make it shoot faster you actially have to decrease it. Not sure if that's legit source of information though.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Sabotage

Although there is a guy on fpsbanana who decompiled shotgun and crossbow models and made them fully automatic via model editing only.
I'm trying to figure it out on my own and see if it works both client and server side.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ Sabotage

Not on all guns though, You've said that all guns firerates depend on animation rate.
And they match the fire rate only to prevent animation chopping, so it does not mean it's hardcoded into the model itself. It can be changed, you will just get a little cut off on the fire animation since spas 12 is not really fast shooting shotgun.

Good karma+1 vote
Spook55
Spook55 - - 16 comments @ A few wip shots of outdoor areas.

Yeah, you'r train track levels are awesome.

Good karma+3 votes
Spook55
Spook55 - - 16 comments @ Sabotage

Well I've figured out how to change weapon's firemode.
The whole fad you were talking about that it depends on model animation is utter ********.

Do it like this, I cannot test it atm, I will later when working on my mod.

float GetFireRate( void ) { return 0.075f; } // 13.3hz

Good karma0 votes
Spook55
Spook55 - - 16 comments @ Bells and Whistles

Thanks for the video mate :P Also have you modified the nuke? The shockwave inverted looks more detailed :3

Good karma+1 vote