the 'new' Positron effect is , for lack of a nice word : savagely unkempt ( mess ) .
I took the older effect with as close to the new color as I could guess & think it looks cleaner:
I used " 0xb0, 0xe0, 0xe6" from the 170 colors post : does need a little more blue..but I was
mainly concerned with it's shape looking more like a clean shot.
I am only "opposed" to new effects that I think detract from the image of a clean, well thought out universe for the player ( and the company image )
now..if only we could get a better Plasma effect .. I resorted to the old style until something better comes along
requesting adjustment to positron
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Last edited by shanejfilomena on Mon Dec 18, 2017 10:58 pm, edited 1 time in total.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
- AssumedPseudonym
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That’s actually ion, not positron, and is the only weapon that uses that particular effect. While I do agree with your opinion on the Avalanche/Fracture and kinetic effects, I have no real stance on this one. Apparently Shrike isn’t fond of the new effect, though, since they overwrote it in SM&M++ (and with one I don’t like since it makes my computer lag every time the ion lancer gets fired).
Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)
My mods on Xelerus: Click here!
Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
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I have to agree on this effect, though it's the ion lancer you're talking about, not the positron lancer. The beams just don't look like weapons fire.
....and this is why you give me bug reports. I made a new one using the whiptail effect to replace my original (which was just a clone of the original) to get around ICX issues. If that's lagging then that's a possible engine bug that woulda been good to know about.AssumedPseudonym wrote: ↑Thu Apr 20, 2017 8:58 pmThat’s actually ion, not positron, and is the only weapon that uses that particular effect. While I do agree with your opinion on the Avalanche/Fracture and kinetic effects, I have no real stance on this one. Apparently Shrike isn’t fond of the new effect, though, since they overwrote it in SM&M++ (and with one I don’t like since it makes my computer lag every time the ion lancer gets fired).
Mischievous local moderator. She/Her pronouns.
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oh...I see..this is why I get stuck cleaning the docking bays..
I obviously don't know my Ion from my Positron ....
well, I am Extremely happy you all got in on this.
I obviously don't know my Ion from my Positron ....
well, I am Extremely happy you all got in on this.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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- Joined: Tue Mar 22, 2011 8:43 pm
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- Contact:
Like Button; Like Button; Like Button; Like Button; Like Button; Like Button; Like Button;
.......
oh, there is no Like Button
But THAT I can totally support.....it's perfect because it's defining itself .
oh, darn..I haven't used talk like that since I was selling cheap paintings
Hey!! how did you get a Comet ? I thought I was the only one still using that ship
.. are you are shooting at me ?.... I don't have any shields..
p.s. can we have the .xml for the pattern? or
will it just be a secret until it can be slipped into an update?
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
- digdug
- Fleet Admiral
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there you go
Code: Select all
<Effect>
<Ray
style= "jagged"
shape= "tapered"
length= "108"
primaryColor= "#00d5ff"
secondaryColor= "#006b80"
>
<Events>
<GetParameters>
(block (
(damageHP (@ gData 'damageHP))
)
{
width: (mathScale damageHP 10 140 20 40 50)
intensity: 60
}
)
</GetParameters>
</Events>
</Ray>
<ParticleComet
particleCount= "200"
primaryColor= "#00d5ff"
>
<Events>
<GetParameters>
(block (
(damageHP (@ gData 'damageHP))
)
{
particleCount: (mathScale damageHP 10 140 100 300 50)
length: 72 ;(mathScale damageHP 10 140 60 220 50)
width: 15
}
)
</GetParameters>
</Events>
</ParticleComet>
</Effect>