[T1 Release] Chainsparks

Lemon
02-12-2009, 10:45 PM
Since "everyone" uses chainsparks and bugs is cool with them in his server I am working on some for high visibility without the target obscuring problems associated with others "chainbombs". This version uses the laser hit animation. I think it's pretty effective. Stay tuned for more!


Just unzip it and throw it in your base\skins folder.

:nofu:

http://attachments.tribalwar.com/attachment.php?attachment id=1483&d=1234496979

bugs_
02-13-2009, 02:58 PM
Just to make my position clear I am not exactly OK with it I'm just not going to do
anything about chainsparks.

Not everybody uses them but a lot do. I logged about 37 different chainsparks
model crc's over the past couple of years so there are several skins.

I was trying to do statistical work to determine which of these 37 chainsparks
produced the best results. None of them seemed to matter. In fact some of the
better chainers use the default chainsparks.

Remember the chainspark animation is drawn for explosions on the ghost of
the target. This does not have to be where the actual target is. It can be deceptive
and make people complain about rubber bullets and nonregs. In other words
chainsparks can give you bad feedback because you will not lead the target
properly - psychologically seeing the explosions makes you think you are on
target.

So I am neutral to the use of alternate chainsparks.

Dare
02-13-2009, 04:44 PM
In fact some of the
better chainers use the default chainsparks.

Remember the chainspark animation is drawn for explosions on the ghost of
the target. This does not have to be where the actual target is. It can be deceptive
and make people complain about rubber bullets and nonregs. In other words
chainsparks can give you bad feedback because you will not lead the target
properly - psychologically seeing the explosions makes you think you are on
target.

So I am neutral to the use of alternate chainsparks.

this is why i stopped using them

it's easier to follow the motion of the player and line it up with my gun then rely on some spark to tell me if im hitting or not. if they die im doing it right.

but then again without interpolation or forwardtime set optimally you still have a chance of leading a target incorrectly from the moment you see them.

it doesnt really matter that much with a low ping while using chain, but it makes a huge difference with my disks i find.

Dare
02-16-2009, 02:10 AM
p..s. i tried these chainsparks today and they make me feel like a fairy and it is nice

Laughing-Stork
02-16-2009, 02:18 AM
omg cheats

opsayo
02-22-2009, 07:25 PM
I am not a fan of these, the laser animation has a bit of delay before the red "spark" really becomes visible... :(

Lemon
02-22-2009, 07:58 PM
I am not a fan of these, the laser animation has a bit of delay before the red "spark" really becomes visible... :(

just edit the .dts to use the higher numbered .bmps at the beginning

Milk-Man
02-22-2009, 08:51 PM
what do u use to edit a dts file?

Lemon
02-22-2009, 09:02 PM
hex editor
I use XVI32
XVI32 (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm)

opsayo
03-10-2009, 05:40 AM
hex editor
I use XVI32
XVI32 (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm)

I can see how that helps for this problem (changing the order of bmps used) but in general how can this help edit dts files? Like a disc trail, or a different chaingun spark?