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[BUG OPEN] Maulotaur statues need SFX-fire


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 Post subject: Maulotaur statues need SFX-fire
PostPosted: 11 Dec 2011, 18:41 
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...still using the simple sprites but they need the SFX fire desperately!


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 Post subject: Re: Maulotaur statues need SFX-fire
PostPosted: 11 Dec 2011, 20:25 
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Commander Keen  A rather ghastly dragon
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That one's... kind of trickier to do than the other torch sprites. For the Maulotaur statues, the flame has to be in front of the actor, but how does that work when the decoration itself has one rotation?
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 Post subject: Re: Maulotaur statues need SFX-fire
PostPosted: 11 Dec 2011, 21:28 
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Icon of Sin  O'Neill with it.
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I don't like any of the SFX fire much, honestly. Particularly when sprite clippnig adjustment is on (so the torches and whatnot aren't stuck into the floor) it puts the flames out of alignment. (Particularly on the brazier, where it seems as if the outside of the bowl is on fire.) Aside from the super-fine resolution effects on top of the original, highly pixellated grpahics which is a touch jarring.

I'd make sure these "graphical enhancements" (E.G. lens flares) aren't just adding stuff for the sake of adding it.

The stock fires can be improved quite a bit by simply speeding up the animation a little.
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 Post subject: Re: Maulotaur statues need SFX-fire
PostPosted: 12 Dec 2011, 08:22 
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@Ghastly - Try TCoTD2, Keksdose got it working there somehow as I also used these statues here.

@Neural - No problem abiut the clipping, we simply state that in the txt file and its fine :)


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 Post subject: Re: Maulotaur statues need SFX-fire
PostPosted: 10 Mar 2012, 10:44 
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So can anyone take care of this?


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