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Hydro Plus: Water Mod
http://forums.datarealms.com/viewtopic.php?f=61&t=19050
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Author:  akblabla [ Sun Aug 15, 2010 6:58 am ]
Post subject:  Re: Hydro Plus: Water Mod

Quote:
also, i wonder if you could make the water have a thin layer (i particle thick) of "water" that would splash when you jumped in and out... like dynamic water, but only the top. of course, these particles would be sharpness 0 and would not exist over things in the foreground like bunker peices. idk maybe that is too ambitious... but wouldnt that be awsome?


That idea would lag terrible, but there is some dynamic particles when you enter and exits the water.

Image

Image

The particles are easier to see ingame, and wow the first aquanought is a acrobat!

And also when you just move in water.

Image

Author:  Darkdoom [ Tue Aug 24, 2010 1:16 am ]
Post subject:  Re: Hydro Plus: Water Mod

what if they didnt collide with each other... would that help with the lag? I mean then the calculations would be at least halved.

Author:  Commodore111 [ Tue Aug 24, 2010 1:34 am ]
Post subject:  Re: Hydro Plus: Water Mod

MOPixels cannot collide with each other. If you set them to then the game crashes randomly.

Author:  Darkdoom [ Thu Aug 26, 2010 12:10 am ]
Post subject:  Re: Hydro Plus: Water Mod

hmmmm *imagines gun that can shoot a bullet out of the air, then realises that the idea came from a post saying that was impossible. Idea dies*

Author:  411570N3 [ Thu Aug 26, 2010 7:23 am ]
Post subject:  Re: Hydro Plus: Water Mod

You wouldn't have to use an MOPixel for that, though. One of the benefits of having the guns able to fire pretty much anything.

Author:  goduranus [ Sun Aug 29, 2010 12:26 pm ]
Post subject:  Re: Hydro Plus: Water Mod

Would it be possible to generate a thin layer of terrain made with water atoms at the surface every once in a while? So that crafts will recognize the water surface as terrain and drop troops at the water's surface as opposed to the bottom.

Author:  akblabla [ Sun Aug 29, 2010 12:49 pm ]
Post subject:  Re: Hydro Plus: Water Mod

Quote:
Would it be possible to generate a thin layer of terrain made with water atoms at the surface every once in a while? So that crafts will recognize the water surface as terrain and drop troops at the water's surface as opposed to the bottom.


I think it would be better and less hackish, if I just made so that AI controlled dropships that has the "drop cargo" AI mode on, would just open their hatch when just above water, and telling them to stop lowering their altitude.

Author:  411570N3 [ Sun Aug 29, 2010 12:49 pm ]
Post subject:  Re: Hydro Plus: Water Mod

There isn't really a terribly easy way to do that. You might be able to do it with some shenanigans involving settling objects though.

Author:  wooden [ Wed Dec 22, 2010 7:11 pm ]
Post subject:  Re: Hydro Plus: Water Mod

its awesome and btw what vehicle is your profile thing

Author:  Roast Veg [ Wed Dec 22, 2010 7:22 pm ]
Post subject:  Re: Hydro Plus: Water Mod

It is a Manta. Use the search to find it, it's good practise.

Author:  dsi1 [ Thu Dec 23, 2010 6:15 am ]
Post subject:  Re: Hydro Plus: Water Mod

Does this work with b24?

Author:  Coops [ Thu Dec 23, 2010 7:25 am ]
Post subject:  Re: Hydro Plus: Water Mod

Yes it does.

Author:  GuardianTempest [ Thu Dec 23, 2010 7:58 am ]
Post subject:  Re: Hydro Plus: Water Mod

Hey can someone show me a .gif of that "Vertical Water" thing, I wanna see it.

Author:  ROFLtheWAFL [ Fri Dec 24, 2010 3:12 am ]
Post subject:  Re: Hydro Plus: Water Mod

Some editing to the .ini files are required to make this B24 compatible, I think. Problem is, I'm not quite sure which .ini file I should be editing, or where it is. Well, I think I know, but I'm not sure enough to risk screwing up my Base.rte files. Could someone explain what I should be editing and where?

Author:  Coops [ Fri Dec 24, 2010 3:27 am ]
Post subject:  Re: Hydro Plus: Water Mod

Im pretty sure that this mod is Compatible... I was just playing with it a few days ago on B24.

Have you tried it yet? Have any errors shown?

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