Cap. projectile effect ideas for the future - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Cap. projectile effect ideas for the future (/showthread.php?tid=105768) |
Cap. projectile effect ideas for the future - Syrus - 10-13-2013 I'll just make a short list of some ideas, don't have the proper time to write some big entry as I normally do and most people don't read text walls anyway. :/ 1st: Mortars. Using the old effects with the new effects' colors and explosion. Or even make faction-mortars with the old effects, recolored for every faction that has mortars?* 2nd: Primaries and secondaries Using the vanilla effects for the primaries. Somehow they just had a nostalgic feel to them. I miss them, to be honest. The new effects are nice and all, but just not as Freelancer'ish. 3rd: Cerberus / Heavies Using the new Primary turret projectile effects for new faction "Cerberus" / Heavy turrets instead. * In vanilla guns had an effect template and would just be recolored by an .ini file (beam_effects.ini) as I understand it. Maybe such would be possible for that as well? (Heh, maybe I'm just a nostalgic, but such small stuff slowly takes away from the vanilla feeling for a cap-lover...) RE: Cap. projectile effect ideas for the future - Omicron - 10-13-2013 To be honest I dont remember well how capguns looked like in vanilia since... we as players were not able to use them. RE: Cap. projectile effect ideas for the future - Syrus - 10-13-2013 .85 still had the vanilla effects, they were changed in .86. RE: Cap. projectile effect ideas for the future - Omicron - 10-13-2013 Post screenshots of projectiles, I still dont know the difference. |