Search found 30 matches

by Spiney
Thu Nov 27, 2014 1:49 pm UTC
Forum: General Discussion
Topic: Why is this game so fast?
Replies: 6
Views: 2814

Re: Why is this game so fast?

first response when showing Trem to friends:
"WHOA how do you even play that, that's soooo fast"
by Spiney
Tue Oct 28, 2014 3:14 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 6004

Re: Particle Effects

It'll have to wait a bit longer. Sorry for being a slouch :bugeyes:
by Spiney
Tue Oct 28, 2014 3:01 pm UTC
Forum: Community Development
Topic: Procedural Particle Generation Tutorial
Replies: 6
Views: 4265

Procedural Particle Generation Tutorial

I've been making these fire particles and people have been asking me how I make them. Rather than telling use X/Y/Z expensive software I'd rather explain the principles, which are very straightforward. Besides that, making these effects is very procedural and I imagine it would be rather easy to cod...
by Spiney
Sun Oct 05, 2014 3:52 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 6004

Re: Particle Effects

It's really hard making the effect any more involved because of that ejector limit. I'll revise it once the limits are raised. The grenade is a similar case where I would like to do a lot more. I'm also a bit concerned about performance, big smoke effects and such look fantastic but are very fillrat...
by Spiney
Sun Oct 05, 2014 3:12 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 6004

Re: Particle Effects

I've updated the link in the first post.

Limits: thanks, don't need anything else at the moment.
by Spiney
Tue Sep 16, 2014 4:44 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 6004

Re: Particle Effects

Improved blood is something I've been wanting for myself. I tried some things in the past but never really satisfactory, it seems like an art of it's own, though I have some ideas :D Anyway, I'm a bit busy with some pesky meatspace errands that will probably take up my time for at least another week...
by Spiney
Mon Sep 15, 2014 8:51 pm UTC
Forum: General Discussion
Topic: Alpha 31 time!
Replies: 10
Views: 5004

Re: Alpha 31 time!

Yeah, long commit logs give more sense of progress :P
by Spiney
Sun Sep 14, 2014 9:41 pm UTC
Forum: Community Development
Topic: Logo
Replies: 5
Views: 2675

Re: Logo

Here it is in high res glory.

High Res PNG: http://files.acidtu.be/unv/unvLogoHi.png
Source .PSD files: http://files.acidtu.be/unv/unvLogoSrc.zip (warning: 80MB)

I'll see if I can clean up the vector source a bit.
License CC-SA 3.0 will do?
by Spiney
Sun Sep 14, 2014 8:10 pm UTC
Forum: Community Development
Topic: Particle Effects
Replies: 15
Views: 6004

Re: Particle Effects

Haha, I'll come hang in the IRC 24/7 when I get my bouncer working. Anyway, I noticed that unlike Trem the projectile sprite references are not residing in the model scripts? Also, is there any documentation on how to decompress crunch files? Originals would also be nice for easy/lossless tweaking i...
by Spiney
Sun Sep 14, 2014 3:16 pm UTC
Forum: General Discussion
Topic: New default binds
Replies: 2
Views: 1311

Re: New default binds

Fan. I thought along similar lines. The MMB weapon selection is really quite unintuitive, especially since in Trem you only have two weapons to switch between. Another issue with Trem is the backpacks are in the weapon selection bar at the bottom, which is kind of confusing since they cannot be sele...

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