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Author Topic: FX_revolution  (Read 68751 times)

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Metatron

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Re: FX_revolution
« Reply #12 on: March 20, 2010, 07:43:23 PM »

This looks fantastic
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Flanker35M

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Re: FX_revolution
« Reply #13 on: March 21, 2010, 03:17:26 AM »

S!

 Looks nice, but has a hit on FPS on my system. Might be because of using ATI ;)
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Tyrl

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Re: FX_revolution
« Reply #14 on: March 21, 2010, 04:09:19 AM »

Example:
FX_revolution provides file 134C515CE6F3DF60, 201D804421028FFE etc
DSM_Distant_Sounds_Mod_ENG provides file 134C515CE6F3DF60,201D804421028FFE etc.
Adjustments are coordinated?
Or is there a conflict of interest?
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HansHansen

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Re: FX_revolution
« Reply #15 on: March 21, 2010, 05:05:21 AM »

WOW Aed!

your effects are awesome!

thank you very much for this mod ;)
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Aed

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Re: FX_revolution
« Reply #16 on: March 21, 2010, 05:43:46 AM »

Men..
Here is no any conflicts of interests.. =))
Heres just conflict of classes

Regarding the compatibility answer again ..
1. Waiting for 4.10 .. More Extracting and enter into what will be there
2. I wrote to the French and Zuti .. proposal to register our lines ..
Zuti agreed in writing .. but went back to DT .. and no movement on his part.
French (histomod) .. silence .. I could not do that for all the chase .. in order to use all my FX mod ..=)))
..
So I still wait for 4.10 .. and there will collect new modpak .. something like UP .. but aimed at fullreal
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Eagle2009

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Re: FX_revolution
« Reply #17 on: March 21, 2010, 05:52:59 AM »

Simply a great effects mod!
I think I can't thank you enough for this great add-on for il-2!

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shardana

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Re: FX_revolution
« Reply #18 on: March 21, 2010, 06:30:46 AM »

So, just an idea........ what happens if I overwrite HG&P with this mod? any chance it would work? what do you think?
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Eexhaton

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Re: FX_revolution
« Reply #19 on: March 21, 2010, 08:23:41 AM »

Aed, read your PM's please!

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thefruitbat

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Re: FX_revolution
« Reply #20 on: March 21, 2010, 11:17:24 AM »

Hi Aed, i've just tried your new fx mod, and i must say, first impressions are fantastic, very impressed!

Theres just one thing that i'd like to change, and that is what it does to my clouds. I really like the 'modded_clouds_lite' that comes with UP.20, through JSGME, and your mod makes the clouds smaller, as shown below,

without your mod,



with your mod,



Is there any way i can keep the rest of your mod, but dissable the bits that affect the clouds?

cheer fruitbat
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thefruitbat

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Re: FX_revolution
« Reply #21 on: March 21, 2010, 12:24:24 PM »

nevermind, i just dissabled the clouds folder in the mod, and that's worked fine.
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Aed

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Re: FX_revolution
« Reply #22 on: March 21, 2010, 01:02:21 PM »

yes.. just disable my clouds..
But try to test clouds inside =))
thanx =)
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Gumpy

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Re: FX_revolution
« Reply #23 on: March 21, 2010, 08:03:48 PM »

I get this error message right before the bombs explode has anyone else seen it?I can take the mod out and everything is back to normal.Here is what I'm running 00_A_Uranium_Edition_New_Effects_V1_Bomb_Bay_Door_Compatible_November_26_2009,00_Philip_ed_Bullets_Intermittent_Smoketrail_V1,00_HG&P_Ricochet_GunSmoke_Bullets_3D_Smoketrail,00_Exhtn_20mm_cannon_spiralsmokemod_RC3,1FX,Where could a conflict be?
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