Re: Fire Vehicles...Fire Tank, Fire Manta, Fire Raptor
Posted: Sat Mar 11, 2023 5:11 pm
Big changes here for the fire vehicles
- Draco
- Fixed the Primary fire so it fires independent of the secondary smoke screen - chargebar is for smokescreen.
- Smoke Screen lasts longer now, grows faster and slightly bigger
FireTank, FlameTank
- Glob spreads smaller, meaning you the fire globs/napalm won't spread as far after impact.
- 2nd seat uses the firebug/draco flamethrower instead of the goofy one that pretty much didn't work for shit. (it had numerous problems - slow, and had a cool thing that set people on fire, which was nice, except on nodes it wouldn't damage an open node on the sphere, and few other glitches so its deep sixed)
FireHound
- Updated version for Omni, primary driver weapon is flamethrower (same as firebug)
- Rear seat as HeatRay turret with Zoom (it used to have heat ray with W zoom instead of alt-fire and shot fire tank like shell as secondary), but we are all used to quick zoom with alt-fire.. so its standardized.
Its not on any map yet, though.
Now you may be wondering WTF am I doing, adding in more flamethrowers when they lag. Well I fixed that too!
The issue wasn't the flame emitters... it was the flame projectiles. So the way this worked is it used an emitter for the flame effect so it was smooth and looked good (unlike the 2nd seat on Tanks which was independent "puffs" and IMO looked like shit. But the actual projectile (its not hitscan) was generally invisible except for Lighting. It did make for a cool effect where the flames actually provide light and corresponding shadows... BUT that really hammered the engine... Locally if I was using Firebug, I could drop my framerates big time (like 200 to under 100) with it. On the projectiles I turned off bDynamicLight (eg. False). Now it doesn't have the cool lighting effects, but it doesn't have the big time lag either.
For the techies in the crowd, that dynamic lighting would increase the BSP render,number of triangles often by 10x. Which does make sense its firing one dynamic light projectile every .1s. That means in 1s, there's 10 dynamic lights that the engine recalculates all that light on every object its near.. so you can see how it gets out of hand quickly....
I also turned off the dynamic light on the fireblobs/gobs/naplam... again this was lagging it out.
So hopefully, we can all love our fire vehicles without the lag.
- Draco
- Fixed the Primary fire so it fires independent of the secondary smoke screen - chargebar is for smokescreen.
- Smoke Screen lasts longer now, grows faster and slightly bigger
FireTank, FlameTank
- Glob spreads smaller, meaning you the fire globs/napalm won't spread as far after impact.
- 2nd seat uses the firebug/draco flamethrower instead of the goofy one that pretty much didn't work for shit. (it had numerous problems - slow, and had a cool thing that set people on fire, which was nice, except on nodes it wouldn't damage an open node on the sphere, and few other glitches so its deep sixed)
FireHound
- Updated version for Omni, primary driver weapon is flamethrower (same as firebug)
- Rear seat as HeatRay turret with Zoom (it used to have heat ray with W zoom instead of alt-fire and shot fire tank like shell as secondary), but we are all used to quick zoom with alt-fire.. so its standardized.
Its not on any map yet, though.
Now you may be wondering WTF am I doing, adding in more flamethrowers when they lag. Well I fixed that too!
The issue wasn't the flame emitters... it was the flame projectiles. So the way this worked is it used an emitter for the flame effect so it was smooth and looked good (unlike the 2nd seat on Tanks which was independent "puffs" and IMO looked like shit. But the actual projectile (its not hitscan) was generally invisible except for Lighting. It did make for a cool effect where the flames actually provide light and corresponding shadows... BUT that really hammered the engine... Locally if I was using Firebug, I could drop my framerates big time (like 200 to under 100) with it. On the projectiles I turned off bDynamicLight (eg. False). Now it doesn't have the cool lighting effects, but it doesn't have the big time lag either.
For the techies in the crowd, that dynamic lighting would increase the BSP render,number of triangles often by 10x. Which does make sense its firing one dynamic light projectile every .1s. That means in 1s, there's 10 dynamic lights that the engine recalculates all that light on every object its near.. so you can see how it gets out of hand quickly....
I also turned off the dynamic light on the fireblobs/gobs/naplam... again this was lagging it out.
So hopefully, we can all love our fire vehicles without the lag.