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UFO:Alien Invasion
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Technical support
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Bugs in stable version (2.5)
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odd smoke spread
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Topic: odd smoke spread (Read 3718 times)
kurja
Captain
Posts: 504
odd smoke spread
«
on:
December 28, 2012, 08:24:01 pm »
See screenshot; a smoke nade generated about 1 square worth of smoke (bottom of screen), second one a bit more but with a tunnel (?) through the middle (middle in the screenshot). Smoke nades during previous and later turns worked as expected.
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H-Hour
Administrator
PHALANX Commander
Posts: 1923
Re: odd smoke spread
«
Reply #1 on:
December 29, 2012, 12:27:05 am »
The smoke may actually be there but not appear. This is due to the fact that the smoke grenades cause errors by exceeding our max particle allowance and so throwing more than one smoke grenade can easily result in the game failing to render some smoke particles. It's annoying, but will be fixed eventually.
See
bug #2764
.
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Charlie
Rookie
Posts: 45
Re: odd smoke spread
«
Reply #2 on:
January 01, 2013, 03:32:41 am »
In the meanwhile you can edit ufoai/base/ufos/ptl_misc.ufo, find "particle smokefield" and change tps from 50.0 to something low, say 3.0. Smoke will not look as dense but still perfectly playable.
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kurja
Captain
Posts: 504
Re: odd smoke spread
«
Reply #3 on:
January 01, 2013, 08:29:17 am »
and this will render help to render the "missing" smoke?
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Charlie
Rookie
Posts: 45
Re: odd smoke spread
«
Reply #4 on:
January 01, 2013, 07:14:19 pm »
It will render less particles, so if the problem is that your game generates too many of them this should work around the problem.
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kurja
Captain
Posts: 504
Re: odd smoke spread
«
Reply #5 on:
January 07, 2013, 09:14:39 pm »
same seems to happen with gas grenades, would that be "particle green_smoke" particle?
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DarkRain
Project Coder
Captain
Posts: 746
Re: odd smoke spread
«
Reply #6 on:
January 08, 2013, 12:27:32 am »
Yes stun grenades are using the green_smoke particle (but they should probably get their own particle some time)
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UFO:Alien Invasion
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Technical support
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Bugs in stable version (2.5)
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odd smoke spread