Jump to content


Photo

Bodies stay


  • Please log in to reply
30 replies to this topic

#1 Karlo'St

Karlo'St
  • Members
  • 21 posts
  • Location:Split, Croatia
  •  Player,TWC modder

Posted 05 June 2010 - 11:59 AM

It would be great to make to bodies to stay longer on battlefield after they dies.
For example like in this mod http://www.strategyi.../mod/35175.html
One more thing. Where can I find in your mod this file where I can change this? To be more accurate where can I find this:

Destructiondelay = 70000
Sinkdelay = 60000
Decaybegintime = 50000

#2 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 05 June 2010 - 09:57 PM

You have to manually edit each unit's files. There is no one file that edits all the units.

signature_group1.gif

 

16821.png


#3 Karlo'St

Karlo'St
  • Members
  • 21 posts
  • Location:Split, Croatia
  •  Player,TWC modder

Posted 05 June 2010 - 10:56 PM

Ok,thanks for reply and where can I find this file?

#4 Karlo'St

Karlo'St
  • Members
  • 21 posts
  • Location:Split, Croatia
  •  Player,TWC modder

Posted 11 June 2010 - 05:53 AM

And It would be cool in this mod because it dont product any lagging

#5 Gollum

Gollum
  • Members
  • 161 posts

Posted 22 September 2011 - 01:17 PM

Wouldn't it be awesome to have the bodies stay just like in the bodies stay mod? I mean yeah the map could get over flooded with dead fellbeasts and goblins and gondor soldiers but how awesome would it be to have a huge dead mumak on the plains of pelenor while your fighting? I don't know just a thought. Would be cool if they could incorporate just a little of it. Give me your thoughts?
I'm not listening, not listening!

#6 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 22 September 2011 - 01:35 PM

For normal units it would be impossible, due to lag issues, plus the numer of casualties would make it look like genocide after 30 mins... However you gave me an idea for large monsters! Perhaps we could have them stay for a certain amount of time before decay starts (since mosters like Mûmakil, Giants and Trolls have a decay state with bones before sinking into ground). I think I'm gonna try that, which would be another thing to ad to the list of "realism" in SEE ^_^

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#7 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 22 September 2011 - 02:19 PM

For normal units it would be impossible, due to lag issues ...


Not necessarily. Kwen had me do that, in MME. Although, I set the duration to only a minute and not forever. ;)
Trust me, it's noticeable enough to appreciate the realism, but not so long it creates uber lag.

Edited by Ganon, 22 September 2011 - 02:22 PM.


#8 Gollum

Gollum
  • Members
  • 161 posts

Posted 22 September 2011 - 02:43 PM

Yeah I was just thinking how cool it would be to have a huge battle and see the remains of it. The only thing with large monsters though is you need to make them like rocks. So you cant walk through them ya know? Cause hiding inside of a SEE sized Mumak would be rather corny. But yea maybe like have bodies last for a minute? And monster for like 2 or 3? But the the only thing is heros. So if a hero died and his dead body was on the ground while he was alive cause you respawned him I think that could be bad. Maybe you could make it so that when he/she respawns their dead carcass is removed? I don't know if that's possible, since I've always wanted to mod but never got around to it.
I'm not listening, not listening!

#9 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 22 September 2011 - 02:55 PM

Yeah, it's best to leave the hero destruction delay the same.

#10 Gollum

Gollum
  • Members
  • 161 posts

Posted 22 September 2011 - 02:57 PM

Yeah but other than that you said you did it with normal units without lag? I think if you do monsters you gotta do the units also.
I'm not listening, not listening!

#11 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 22 September 2011 - 03:05 PM

Well, yes, Nazgûl said he was going to do monsters, BUT he said doing it with normal units would cause too much lag.

My first post was meant to argue against that statement. ;)
And my second post was meant to reinforce your point, that heroes could possibly be rebuilt while their carcass lay rotting on the ground. So it would be better to leave hero destruction delay the same as vanilla. ;)

Edited by Ganon, 22 September 2011 - 03:07 PM.


#12 Gollum

Gollum
  • Members
  • 161 posts

Posted 22 September 2011 - 03:08 PM

Well I hope he decides to do it with normal units. I don't know if its possible to designate like 3 or 4 units in a horde to stay. Might be to complex
I'm not listening, not listening!

#13 Gollum

Gollum
  • Members
  • 161 posts

Posted 22 September 2011 - 03:17 PM

Dont forget siege rubble should stay for a while also :thumbsupsmiley:
I'm not listening, not listening!

#14 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 22 September 2011 - 06:12 PM

Well the fact is SEE is fx heavy, and many of the new models and units that boast better textures combined with fully built bases and massive armies slaughtering eachother. It's enough to drop the framerate of relatively new computers. Which reminds me Naz the fissure fx occasionally drop my framerate to almost nothing at a certain point during it's construction. Dunno if it's me or the fx though. :)

#15 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 22 September 2011 - 07:40 PM

It's not just that one... it's all lava based buildups due to a very particle intense FX of steam when the lava hardens and cools down into rock. I'll have a loot at that FX later on and see if I can reduce it or find out why it alone is causing lag :ninja:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#16 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 22 September 2011 - 11:55 PM

Oh got ya..... I thought it kinda odd since Im running with an ATI radeon hd5770 1024mb and 8 gigs of ram :p

#17 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 23 September 2011 - 01:26 AM

I have HD5650 (1 Gb) & 4Gb RAM... I get the same

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#18 Gollum

Gollum
  • Members
  • 161 posts

Posted 23 September 2011 - 02:16 AM

So no to the bodies stay then?
I'm not listening, not listening!

#19 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 23 September 2011 - 02:37 AM

Id say at this moment its undecided.

#20 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 23 September 2011 - 12:26 PM

*testing* Can't get the codes (SlowDeathModule) to respond though? :ninja:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users