BGforgeNet/Fallout2_Restoration_Project

[Not a bug report] Explosion animation added by RP

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As the title says, this isn't report, but rather a request.

RP seems to have changed the explosion animation to that of massive, long lasting blast smoke, as oppose to tiny, 5 frames-or-so explosion from the original. Is there any way to disable the newly added explosion animation?

Extract the following files from art\misc\ from master.dat:

empxpld.frm
exp.frm
expa.frm
expb.frm
explodeb.frm
explodeg.frm
expp.frm
kpow1.frm
robtrock.frm
roktxpd.frm
rscorpbl.frm

And put them in your data\art\misc\ directory.

do you have comparison screenshots?

Vanilla explosion (expa.frm):
expa-orig
RP explosion (expa.frm):
expa-rp
If memory serves, those RP explosions are converted from Tactics, just like the removed Environmental Armor critter set.

I like the second one. But yeah, we can separate it into a component.

Problem is that the 2nd duplicated 6 or what times on every explosion, which makes it look bad. If it would play only once, the situation might be different.. but the way it is right now is just really terrible looking.

Wow, and I thought why these explosions look so bad for all these years (especially that black smoke in the last frames). I don't even know how vanilla game looks anymore. Definitely needs to be optional.

The original explosion seems to be designed for how explosion patterns work in the game. This new explosion looks like it was supposed to be used standalone, and not as a pattern.

PS: sfall allows to change explosion pattern and frmID with a script command. Maybe having this big explosion as separate frmID could be useful, but that should probably be reserved for a specific mod that uses it. So in conclusion - better to revert to vanilla and make these new FRMs be off by default in the installer.

that makes sense

Thank you for the answer. I was going to ask whether extracting those files would also 'revert' the new plasma grenade explosion from RP, and that seems to be the case.