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Re: Particle system 'n' stuff

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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
14 Oct 2013 06:41 PM
so I just finished up some particle/weather stuff

and I need a second opinion on a few things

http://www.roblox.com/--place?id=110870673

inb4 "no advertising," "get out," etc.

posted here because I want someone who's not a complete dunce

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As8D is online. As8D
Joined: 24 Dec 2009
Total Posts: 2907
14 Oct 2013 06:55 PM
Oh, I also forgot - Sound effects for footsteps prob.? Or... yeah, and breath!

- Evil As, realistic is evil. The world is evil! I am evil! ARE YOU EVIL!?
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um3k is not online. um3k
Joined: 28 Feb 2008
Total Posts: 189
14 Oct 2013 08:32 PM
I suggest centering it around the camera instead of the player, unless you're going to lock first person.
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BlueTaslem is not online. BlueTaslem
Joined: 11 May 2008
Total Posts: 11060
14 Oct 2013 08:36 PM
Your sounds are far too loud.
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
14 Oct 2013 08:43 PM
um3k, I already tried doing that but since the particles don't update their x or y position continuously it creates a nasty trail effect

I have it live on the place right now if you want to see it

taslem, could you explain why you think that sounds are too loud?
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BlueTaslem is not online. BlueTaslem
Joined: 11 May 2008
Total Posts: 11060
14 Oct 2013 08:47 PM
It is beginning painful at moderate volumes. At maximum volume it would certainly hurt and you should consider that sometimes people have their volume turned significantly higher than would be intended for enjoying a loud videogame.
Especially since you have *immediately* sounds of thunder and lightning with *no* warning of how loud your sound currently is set with something much more mellow, it's bad to have it as loud as you do.
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
14 Oct 2013 08:48 PM
I see your point, I'll probably just lower the sound volume as a whole
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um3k is not online. um3k
Joined: 28 Feb 2008
Total Posts: 189
14 Oct 2013 09:18 PM
I see the trails, but I prefer them to the alternative of there just being rain around the player when zoomed out.
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
14 Oct 2013 09:26 PM
yeah, I agree

I'm trying some fixes to minimize that effect
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
14 Oct 2013 09:31 PM
after some logic I think I have a balance that I'm happy with
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um3k is not online. um3k
Joined: 28 Feb 2008
Total Posts: 189
14 Oct 2013 09:46 PM
Cool.
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As8D is online. As8D
Joined: 24 Dec 2009
Total Posts: 2907
15 Oct 2013 06:49 AM
Settings for sounds? Setting for lock first player mode? Setting for having a "realistic" camera, shaking a bit ect.?

Also, did you use CFraming or BodyObjects for the rain? If CFraming, you could set it to be relative to some point, then update the point when the camera's CoordinateFrame changes. Though this will probably be weird in the way rain suddenly falls somewhere else than predicted when you walk - and what about collision detection then?

- Evil As, Idontsleepfoo.
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
15 Oct 2013 10:02 AM
I cframe the particles, but it would be counter intuitive to set their x and y values relative to the camera

rather than casting a ray once for each particle for collision detection, I would have to cast a ray every frame for each particle, meaning I would be casting somewhere around 600 rays per frame

I had to compromise somewhere for the sake of efficiency, so I think that having slight trailing is preferable to 600 rays per frame
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SCARFACIAL is not online. SCARFACIAL
Joined: 28 Jan 2010
Total Posts: 7970
15 Oct 2013 04:05 PM
Looks pretty great. Also rather relaxing.
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chairman154 is not online. chairman154
Joined: 04 Jan 2013
Total Posts: 126
15 Oct 2013 04:30 PM
Impressive!
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HaxHelper is not online. HaxHelper
Joined: 19 Dec 2009
Total Posts: 1208
17 Oct 2013 03:40 PM
just implemented something oysi suggested

weather system now works with 10 predefined intensity levels that determine the cycle to be used

intensity moves up or down randomly, based on a skew factor

default chance to move either up or down is 50%, respectively, but the skew factor can add up to 5% to either

right now it updates really fast for testing purposes
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