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Posted: 08 Aug 2008, 23:02
by Creavion
It doesnt work... really :?
I think I can forget my rainy tropical map :rolleyes:

Posted: 24 Aug 2008, 12:53
by Creavion
I could really need.. really, but through the fact that I have indoor parts as well it looks weired if you look outside.. you hear the rain but there isnt any and then you go outside and suddently it begins to rain. I would be really thankful if you can do there anything.

Posted: 24 Aug 2008, 13:12
by .:..:
Try setting bigger "Position" for the weather emitter (something around -800 to 800).

Posted: 24 Aug 2008, 15:08
by Creavion
.:..: wrote:Try setting bigger "Position" for the weather emitter (something around -800 to 800).

Now it rains inside :rolleyes:

Posted: 24 Aug 2008, 15:22
by Jethro
Perhaps the roof is leaking?

Posted: 24 Aug 2008, 15:41
by Creavion
Jethro wrote:Perhaps the roof is leaking?

Please, dont start joking, its a simply testmap -.-

Posted: 24 Aug 2008, 16:02
by .:..:
Heres an example map with rain and a hut...

Posted: 24 Aug 2008, 16:06
by Jethro
Creavion wrote:Please, dont start joking, its a simply testmap -.-

Sorry, didn't meant to offend you. Hope you'll get it working :tup:

Posted: 24 Aug 2008, 16:35
by Creavion
.:..: wrote:Heres an example map with rain and a hut...

Thanks dude, this looks very promising.. :tup:

Posted: 25 Sep 2008, 19:24
by Feralidragon
I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

Posted: 28 Sep 2008, 10:04
by .:..:
Feralidragon wrote:I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

They wont and thats indeed the downside with using it.

Posted: 28 Sep 2008, 16:41
by Feralidragon
.:..: wrote:
Feralidragon wrote:I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

They wont and thats indeed the downside with using it.


:shake: :/

Well, too bad... But isn't there a way or script to send it to the client in a online game? Like there is some cheat detector for UT that use a .dll too, and when you enter it asks you to install it...
The thing is, their packages are encripted, so I can't see how they created the installer...

Well, thanks for the info anyway :tup:

Posted: 10 Oct 2008, 12:30
by Feralidragon
Well, I was doing my little experiments in the effects to see what I could do with them, so I tried another thing: collision.

I activate this thing, already tried to make it work somehow, and when I activate it, the particles seems to spawn from the ground, and stay there.

So, how those colliding particles work? Is it even working or it's still being developed? I tried to tweak the bouncing, the colliding types, collision parameters, and it simply doesn't work.

These emitters are really an excellent job, but the only thing that isn't working right now, it's the colliding particles stuff.

Btw, can the particles be affected by gravity?

Posted: 10 Oct 2008, 13:14
by ividyon
Dots is always continuing work on the Emitter and the collision and a few other bugs will surely be fixed in the next release. :)

Posted: 19 Oct 2008, 15:51
by .:..:
Updated this mod:
-Fixed some bugs which could cause it to crash/freeze.
-Fixed emitter collision bug.
-Added emitter combiner support (1 main emitter actor, 1 emitter which emits on particles destruction location, 1 for wallhit location, 1 for spawn location, 1 as trailer).
-Added mesh actor coords emitting support (spawn on mesh actors vertex locations).