Tracers mod2 full download
-
Heads up!
I found a bug in the tracer mod, the bug prevent falcon from deleting the used particles.
the bug exist in this part, the ricochet:
id=gun-ricco
visibledistance=24000
dieonground = 1
lifespan=1.5 2
inheritvelocity=.9
gravity = 5
alpha[0]=1
emissivecolor[0] = 1 1 1
size[0] = 8
texture=rtrace
run=griccoglowThe lifespan numbers is the bug, as the lifespan can be negative from this falcon couldnt delete them, the remains if you strafed all bullets within
“ricochet-range” was about 33 particles give or take.Easy fix:
Edit the particlesys, change the line lifespan=1.5 2 to lifespan=1.5 1or
Download the updated version in the first post and replace the particlesys.iniSorry for this :oops::oops:
Cheers
-
Couple of errors Max
#definetexture=rtrace
#texture.filename = TRacers64.dds
#texture.blendmode=ADD
#texture.uv = 31,31,63,63definetexture=rtrace
texture.filename = main_group.dds
texture.blendmode=ADD
texture.uv = 17,1548,211,1768You need to have different names when you’re defining textures.
Use rtrace1, rtrace2 etcedit: disregard. I see you’ve hashed the first one out.
-
Ah, it’s just residue when I tested the other texture for rtrace, I just put # in front of the first one as i didnt want to find and rename all rtrace in the file and forgot about it, it shouldn’t cause any problems except it makes the file larger?
-
Each character adds to the size yes.
-
I’ve got them in a will look at them today for inclusion in the install bud.
-
Hi there and Happy 2013!!!
One question… Is the “Tracerrico” mod fully compatible with 4.32 update-4?.
I´m asking since it seem that after the update, the “particles.ini” file has been overwritten… and that is possible for a good “reason”… so … Will there be any incompatibilities, if we overwrite it again with the “particles.ini” from “Tracerrico.rar”?
Thanks in advance!
-
The tracerricco need to be updated to u4, if you want all the goodies tgat csme with u4 that is
Im working on the tracers as i write this to add some new stuff, i need about 10days to get it right though ill give a heads up here and update the first post with the compatible psys soon.Cheers
-
The tracerricco need to be updated to u4, if you want all the goodies tgat csme with u4 that is
Im working on the tracers as i write this to add some new stuff, i need about 10days to get it right though ill give a heads up here and update the first post with the compatible psys soon.Cheers
BIG TIME THANKS for the support!!! Really apreciate it!
-
Waiting for it too
Thanks for your job! -
This is what i will add to the tracer mod for U4:
Its the bullet high speed crack sound Nothing for the in-pit hard core BMSer but perhaps something for the outside-view guys?
Need to do some small adjustments thoughCheers
-
Ok, updated post #1 with new download, it includes the “missile explosion mod” i did too as i didnt backup my original files
-
Already done!!! I missed it!!! Thanks… really thanks for the work!
Really apreciate your support!Greetings from Spain! and keep it up!!!
-
Thanks:) glad you like it.
Cheers
-
Hi there Fenrir!
Do You think that your MOD will need any modification for Update-5?.
By now, I can tell that the file “particlesys.ini” was not overwrited at all, so It keeps all you MOD up to date… Still, there may be Internal Stuff that could affect BMS <-> MOD relationship.Thanks one more time for your Work!
-
Hi m8
I dont think there is any issues to use this mod with U5, as you said the particlesys.ini was not replaced so there are no new data within that file, as far as i understand, the changelog say that the visibility range increased but that shouldnt have any effect on the mod.
Cheers
-
yeap whatever particle mod was working for U4 works and for U5. AIRC the change mentioned on the U5 log is code change and not file (particlesys.ini) change. The log says that ps effects that where off at 100kfeet now will show until 300kfeet if they are set so.
So guys don’t worry… -
Thanks once again. :bowd:
-
and is a function of time from the creation of the particle. Then the particle acts like any other object, it looks smaller with distance. This is normal for most stuff, smoke etc that expands with time.But with lights it doesnt work perfect.
When i look at lights at night it seems like they arent as sensitive to distance as example a tree, talking about sizes now of course.
When lets say a aircraft is on final you can see the landing light from a far distance and the light seems bigger than the aircraft itself, this (illusion maybe) get “reversed” as the aircraft approaches.I cant remember if i asked I-Hawk or Bonedust this before, i might have asked if the command existed.
But is it possible to have a command to set the particlesize as a function of distance? Somewhere in the future?
I think it could be a good way to simulate light particles.
Maybe my observations regarding lights at night is wrong or just a personal opinion so i wont argue against anyone with another opinion.Any thoughts?
Cheers
-
Hmm, I can tell you for sure that I’ve sat at airports and outside airports while watching planes land and the lights look huge from a great distance, the landing lights I’m talking about here.
I think your talking about the wingtip lights, so I can’t verify how large those look in real life as I’ve never seen military aircraft(specifically fighters) landing from a head on position.
But that is a good question.
RAM22
-
Hi Brian
I tried to describe what you are saying, but what i mean with reversed is that the aircraft at one point gets bigger than the light. Well sort of
Cheers