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But it seems like someone tried to add translation to it, should have let me know I could add it here :)
Strange thing tho.
[Workshop ID 2887754416] - evans.point_defense_turrets (1.0.0)
[Workshop ID 3258179822] - evans.point_defense_turrets (1.0.0)
They're both trying to create the same multiplayer key and causing a conflict. I've tried un/resubscribing to the mod, but that only recreates both folders.
Thankyou for the flash reductions :)
I just wish I had some time to immerse myself in it right now.
Anyway, I'll restore old sounds for pd turrets for now.
Like it's the type of sound effect you expect from a standard b-rate movie firing a minigun
Btw, what do you think about new sounds? I find new pd sounds toylike, and I am thinking about restoring the old ones for the mod.
I just wanted to know if I can delete the sharer-mod from my workshop :)
I got them. Life happened and I am in the middle of hardcore time at work.
let me have a look now, maybe it won't take long to add and upload.
Also I am thinking about restoring old sounds to pd turrets, as new ones are... not as good.
Certainly an unorthodox method for file sharing, but...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566555037
If it crashes still, I'll try to fix it tomorrow :)
First line is that it can't find a .wav file in the terran ships for one of the PD's. A few other errors about rule failing to load.
Odd.
How about just posting a temp mod here in workshop, I could get it from there :)
I halved the actual sprites brightness and saturation in GiMP
in point_defense_shoot_flash.rules ... I increased the Updaters Lifetime to 0.16, and then in the valueCurve changed the min to 0.5, max to 0.75 .. Lerp fromValue Af to 0.75 and then in the Material _litReflectiveStrength to 8 and _litAdditiveStrength to 0.02 .... and lastly the EmitterDef ScaleFromIntensity ScaleFactor to 1
in shots\pd_turret_shot.rules ... glowSprite .. _litReflectiveStrength to 8 and _litAdditiveStrength to 0.02, _unlit to 0.1
I also then made the fire effect media effect of all 3 turrets point to the files in the single turret instead of the base game one (first lines were still looking at vanilla)
and lastly on the heavy changed its fire effect ChainedTo to the BulletEmitter and location updated to [0.22,0.06] to affix the effects to the gun barrel correctly.
Rusty, if you have some time to figure it out. There is this color transformation from one to another in rules files, that goes from very bight yellow to transparent. Or something like that. I think setting starting transparency at 50% would be best.
I will try, if I don't forget, in few hours when I'll be fixing weapon turrets :)
I belive there is a thing that could help, if just a little.
I could increase alpha on muzzle flash, making it less prominent. Or perhaps reduce glow that accompanies the animation.
It's almost seizure inducing with how much it flashes due to the firing speeds.
Link added to description :)
Uploading fix in a sec.
Probably missing *2 somewhere in DamagePerSecond.
aesthetically I really like the Dual, but if it's half the firepower, that is a lot to ask for mere cool factor.
When you do, I'll link your mod here for other folks who may be interested :)
Also increased overall performance for PD turrets.
Did you know that firing effect was HUGE, even tho nobody ever paid attention? I cut graphics down 4x.
@RustyDios & @MrCloista I think we have a massive potential for performance increase mod right here. I did the same for Weapon Turrets mod and it seems like cutting graphics down makes very little visual difference but works well for improving performance.