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 Post subject: New engine effects
 Post Posted: Fri Mar 09, 2012 1:10 pm 
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http://www.youtube.com/watch?v=V6o7Dp7r ... e=youtu.be

A little something i put together. A few other people have messed with this concept of adding weapon effects for engines. This is one of the many unused weapon effects lurking in the FL main code used for an engine

The youtube code doesn't seem to work on here for some reason when i click on the youtube button and insert the address, strange.

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 Post subject: Re: New engine effects
 Post Posted: Fri Mar 09, 2012 2:31 pm 
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Very cool. Which effect is that?


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 Post subject: Re: New engine effects
 Post Posted: Fri Mar 09, 2012 2:49 pm 
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A butane engine!

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 Post subject: Re: New engine effects
 Post Posted: Fri Mar 09, 2012 3:04 pm 
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??
Vanilla, or one of your creations?


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 Post subject: Re: New engine effects
 Post Posted: Fri Mar 09, 2012 3:12 pm 
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Depends how you look at it. As we all know there are many unused effects in FL, mostly weapons but there are quite a few others. Now it's also possible to add weapon effects to engines, you just need to be sure you add the right ones as some look really silly. The one i've used is from an unused kusari weapon effect which gives a perfectly good looking engine effect

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 Post subject: Re: New engine effects
 Post Posted: Fri Mar 09, 2012 5:19 pm 
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Yes, it does. And the cool thing is that you don't HAVE to have a mandatory mod to implement it, just a mod for those who wish to use it.
On FLU we're kinda limited on what we can do because one of our prime directives is that the server be 100% compatible to the vanilla player. As such, any enhancements added by our optional mod are designed to not give the modded player any significant advantage over the unmodded.

It limits our options some, but it's worked well for us so far.


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 Post subject: Re: New engine effects
 Post Posted: Sat Mar 10, 2012 7:06 am 
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Ended up with 15 different engines comprised of all the tachyon gun fx which are excellent for engines, so that will add some variety for sure. Some of them you have to define in effects ini as completely new as they were never put in there, even though the effect exists in the engines_ale.ini

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 Post subject: Re: New engine effects
 Post Posted: Sat Mar 10, 2012 10:59 am 
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The only problem I see is that the only engine suitable for use on most of the ships that's not already being used is the StarBlazer engine. We've implemented that as a single purpose engine for King's patriot. We turned the ship into a high-speed ship with a cloaking device and a long range scanner. Weapons capacity has been reduced but shield capacity increased. The idea was for a scout ship to locate enemy capships or enemy movements.

If we were to implement these effects it would have to be as an alternative effect for existing engines. Fortunately that's client-side and still an option. If we were to do so we would of course give you credits for giving us the idea. Any objections?


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 Post subject: Re: New engine effects
 Post Posted: Sat Mar 10, 2012 11:36 am 
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I wouldn't worry about any credit here Robo as this has been discussed to death on numerous forums from TLR to Starport and many others. WTS do a string of custom engines themselves in their mod, there's some piccies on Starport somewhere that F!R posted a long time ago. I've simply been too lazy to implement this concept until now, but glad i've finally got round to it :roll:

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 Post subject: Re: New engine effects
 Post Posted: Sun Mar 11, 2012 11:22 pm 
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Wow that looks real nice


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 Post subject: Re: New engine effects
 Post Posted: Wed Mar 14, 2012 5:52 am 
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That looks great, Gibbon. Always finding new ways to make the game look better, good job. :)

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