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Hydro Plus: Water Mod
http://forums.datarealms.com/viewtopic.php?f=61&t=19050
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Author:  LeonXross [ Tue Jul 27, 2010 6:19 pm ]
Post subject:  Re: Hydro: Water modules

So to swim, you can use any actor right? Because I can't seem to dive.

The water seems too strong for my actors to dive deeper than 1 cm.

This could be my problem but not too sure if the water is just too strong.

Author:  akblabla [ Tue Jul 27, 2010 6:35 pm ]
Post subject:  Re: Hydro: Water modules

it sounds like you've putted to many "water elements" in the map. I am going to fix this later, but for now remember only to place one.

Author:  LeonXross [ Tue Jul 27, 2010 6:54 pm ]
Post subject:  Re: Hydro: Water modules

Hey so I just figured out something interesting.

So the map I was using the Hydro module was The Dig in MP3 which has less gravity. So the reason why I couldn't dive was because the gravity was preventing that. Just thought that you would like to know.

Author:  akblabla [ Tue Jul 27, 2010 7:02 pm ]
Post subject:  Re: Hydro: Water modules

That makes sense. Will try to fix that issue. Thanks for reporting

Author:  Darkdoom [ Tue Jul 27, 2010 8:35 pm ]
Post subject:  Re: Hydro Plus: Water Mod

LOVE the update. I made an epic underwater cavern in Grasslands, and tried to get to its depths... it was hard with your activities dropping those bottomwalkers at me lol.

suggestion: Have treasure chests that you can dig through to get gold.
(treasurehuntmapwouldbecooltoo)

Author:  unwoundpath [ Tue Jul 27, 2010 11:39 pm ]
Post subject:  Re: Hydro Plus: Water Mod

got to get rid of aal to play this, it reads there skirmish activitys. (lol im playing!! wtf aal?!?!?!)
love this. will you update your exodus campain? (with this?)

Author:  Coops [ Wed Jul 28, 2010 4:35 am ]
Post subject:  Re: Hydro Plus: Water Mod

Im about 99.9% sure he would use this in the new Exodus... No need to update the old one.

Also you should make new effects/sprites for the pyro for when they are underwater (Which I can help with if you need).

Author:  numgun [ Wed Jul 28, 2010 12:05 pm ]
Post subject:  Re: Hydro Plus: Water Mod

So looks like these things need to be added to the script:
-Make sure only one water element exists (last placed will be final surface, other surfaces will be deleted)
-Make water react dynamically to different gravities to enable smooth swimming.

I might make a scuba diver with a spear gun and perhaps even a submarine that can be boarded and exited by actors if you can make the vehicle boarding code standalone from your mission.

Author:  akblabla [ Wed Jul 28, 2010 1:54 pm ]
Post subject:  Re: Hydro Plus: Water Mod

Update:

1. You can now place as many water elements you like. It'll just move the original and it is free.

2. It should now work with any gravity (i hope)

And yes i will use this water in exodus ep2, but only partly, because i can get a prettier sea by using backdrops as water.

Author:  numgun [ Wed Jul 28, 2010 3:26 pm ]
Post subject:  Re: Hydro Plus: Water Mod

I forgot to ask, what changes you made since the last version I sent you by PMs?
Before the update you just made, I mean.


EDIT:

I can think of some more improvements to do:
-Add a documentation (or atleast a copy of the post) about making mods for Hydro plus mod. With examples, this is important. If someone is going to be stuck without internet and wants to do something, but all the info is on the forums, all he can do is FFUUU and try to figure it all out himself.

-Spice up the OP with some colors and horizontal lines (==============) to make reading it more fun. Going through the wall of text can be a bit boring, but if you atleast somehow make the part about how to use the water more visible (horizontal lines on top and bottom, blue color and bold titles for important parts).

Author:  Darkdoom [ Wed Jul 28, 2010 4:26 pm ]
Post subject:  Re: Hydro Plus: Water Mod

great new update. I like not being able to have too many water elements (yesterday I accidently made more than 1 and I couldnt dive, lol).

can you add a more detailed explantation of how to use the plant placing element... Is there a certain amount of times you should add it, or is it just to have as many as you want?

Author:  akblabla [ Wed Jul 28, 2010 4:42 pm ]
Post subject:  Re: Hydro Plus: Water Mod

Quote:
can you add a more detailed explantation of how to use the plant placing element... Is there a certain amount of times you should add it, or is it just to have as many as you want?


You should just place one because else there is a chance that they grow over each other like this Image

Will add a light, normal and dense version of the plant placer if people want to make some thick underwater forests without actually doing anything.

Author:  Darkdoom [ Wed Jul 28, 2010 4:45 pm ]
Post subject:  Re: Hydro Plus: Water Mod

ok thanks. yea it would be cool if there were light dense and medium.
now only if this technology could be used to make a abovewater forest.....

Author:  akblabla [ Wed Jul 28, 2010 4:51 pm ]
Post subject:  Re: Hydro Plus: Water Mod

Maybe a bit to dense :P
Image
Looks awesome none-the-less


To darkdoom

The technology can make abovewater forests, but they can't be BG trees or non isscrap trees, and i think it'll make some pretty ugly forests, because the placement isn't that advanced.

Maybe it'll work as grass placement... would be kinda useless

Author:  gtaiiilc [ Wed Jul 28, 2010 6:15 pm ]
Post subject:  Re: Hydro Plus: Water Mod

The bends needs to be retro fited with this! viewtopic.php?f=24&t=13996&hilit=thebends&start=0

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