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#ifdef QUAKE2 Implosion & Rail Trail

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sun Feb 14, 2010 11:47 pm Post subject: #ifdef QUAKE2 Implosion & Rail Trail |

Hello. I was looking at the #ifdef Quake2 code and I noticed some effects. They had Implosion and Rail Trial effectts. Does anyone have examples of these being used preferably a screenshot? Thank you
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Feb 15, 2010 12:16 am Post subject: |

You could simply try it yourself :3

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Feb 15, 2010 12:21 am Post subject: |

It's just a rocket trail with a rocket explosion, no corkscrew stuff. Implode only plays the shamblerisabouttozaplightningnoise at an origin, nothing cool happens. All of this is fairly obvious if you study the actual code functions itself. (OT but a bit mind provoking some cool common builtins for just generic colorable effects (explosions, traceline trails) with no sounds, alterable ranges, variable random origin offset, velocity, duration, etc. would be really cool for modders that don't get effectinfo.txt in engines)
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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Feb 15, 2010 1:32 am Post subject: |

After I posted this I just tried it out, it is neat. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Mon Feb 15, 2010 2:10 am Post subject: |

Ewww, #ifdef's. *Shudders* _________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Feb 15, 2010 2:28 am Post subject: |

Team Xlink wrote:
After I posted this I just tried it out, it is neat.

Take some screenshots; I'd like to see the first one.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Feb 15, 2010 2:45 am Post subject: |

Downsider wrote:

Team Xlink wrote:
After I posted this I just tried it out, it is neat.

Take some screenshots; I'd like to see the first one.

I will.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Mon Feb 15, 2010 4:51 am Post subject: |

dreadlorde (on an earlier thread) wrote:
Svn? *shudders*

dreadlorde wrote:
Ewww, #ifdef's. *Shudders*

You're destroying my whole world!
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F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Tue Feb 16, 2010 2:25 am Post subject: |

Is it possible to post tga files on the forums? I took a screen shot but since it is the psp and it saves it in tga I don't know if I can post it. Should I attempt to convert it with FirmG? _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Feb 16, 2010 2:28 am Post subject: |

Just convert the image to PNG or some other format.

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