@Saver Thanks a lot - i was finding that yesterday evening also and yes, it is absolute better than nothing (in some details it may even be better, e.g. dirt / splash particles flying around when buildings explode). The biggest thing i miss from RK´s are the ship fights with the oil-leakage from sinking ships... that just looks awesome!
Anyway, i hope that somebody might find out what wrong with it and may fix it - i would pay him / her a drink (or several lol) for fixing this!

Best posts made by kettenferry
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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@Saver Yes, it is not available on FAF, but there was a last update uploaded to github, like our chinese friend (@zbc Thank you VERY MUCH for sharing this in 2024!!) writes here in this thread at the very beginning
https://github.com/RK4000/RK-s-Explosions/releasesAfter getting this you would have to do basically 1-2 steps to make it running ( i am just copying from zbs´s instructions you can see at the top of this thread:
- You have to ename the mod folder name from ''RK-s-Explosions-13'' to ''rks_explosions'', to make most of effects work. (Because the path of most effects in lua is still "rks_explosions", not "RK-s-Explosions-13")
(That was already enough for me to make it running with FAF half a year ago...!)
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@ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:Then, let's go to the FAF github repository to find a key file:
https://github.com/FAForever/fa/blob/develop/lua/defaultexplosions.lua
Download it and compare it to rks_explosions\hook\lua\defaultexplosions.lua;
We can see that the contents of the function “CreateScalableUnitExplosion” have changed considerably. That is why the mod doesn't work properly.
A simple solution is to overwrite the defaultexplosions.lua file in the mod with the same file in FAF, and then using your text editor, modify"function CreateScalableUnitExplosion "to the following form:
function CreateScalableUnitExplosion(unit, debrisMultiplier, circularDebris)@ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:
And, you need to add the following definition to the beginning of the moded defaultexplosions.lua file:
"local SDEffectTemplate = import('/mods/rks_explosions/lua/SDEffectTemplates.lua')
local NEffectTemplate = import('/mods/rks_explosions/lua/NEffectTemplates.lua')"
Then you'll see that the mod will almost work (but there are still some units with incorrect fire effects, such as the Experimental Bomber, which will require some more detailed modifications, which I'm still working on)As i did not tried yet if THIS missing second step will make it running again, i will probably test this tonight and report back here!
Cheers
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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@saver By the way: really like your Unit Pack!! Your Fatboy kicks ass!

Latest posts made by kettenferry
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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@saver By the way: really like your Unit Pack!! Your Fatboy kicks ass!

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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
So i tried as best (with near nothing in coding-experiences) to adapt all modifiactions to the lua file - wich ended in game crashing when i was trying it...

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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@Saver Yes, it is not available on FAF, but there was a last update uploaded to github, like our chinese friend (@zbc Thank you VERY MUCH for sharing this in 2024!!) writes here in this thread at the very beginning
https://github.com/RK4000/RK-s-Explosions/releasesAfter getting this you would have to do basically 1-2 steps to make it running ( i am just copying from zbs´s instructions you can see at the top of this thread:
- You have to ename the mod folder name from ''RK-s-Explosions-13'' to ''rks_explosions'', to make most of effects work. (Because the path of most effects in lua is still "rks_explosions", not "RK-s-Explosions-13")
(That was already enough for me to make it running with FAF half a year ago...!)
2
@ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:Then, let's go to the FAF github repository to find a key file:
https://github.com/FAForever/fa/blob/develop/lua/defaultexplosions.lua
Download it and compare it to rks_explosions\hook\lua\defaultexplosions.lua;
We can see that the contents of the function “CreateScalableUnitExplosion” have changed considerably. That is why the mod doesn't work properly.
A simple solution is to overwrite the defaultexplosions.lua file in the mod with the same file in FAF, and then using your text editor, modify"function CreateScalableUnitExplosion "to the following form:
function CreateScalableUnitExplosion(unit, debrisMultiplier, circularDebris)@ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:
And, you need to add the following definition to the beginning of the moded defaultexplosions.lua file:
"local SDEffectTemplate = import('/mods/rks_explosions/lua/SDEffectTemplates.lua')
local NEffectTemplate = import('/mods/rks_explosions/lua/NEffectTemplates.lua')"
Then you'll see that the mod will almost work (but there are still some units with incorrect fire effects, such as the Experimental Bomber, which will require some more detailed modifications, which I'm still working on)As i did not tried yet if THIS missing second step will make it running again, i will probably test this tonight and report back here!
Cheers
-
RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@Saver Thanks a lot - i was finding that yesterday evening also and yes, it is absolute better than nothing (in some details it may even be better, e.g. dirt / splash particles flying around when buildings explode). The biggest thing i miss from RK´s are the ship fights with the oil-leakage from sinking ships... that just looks awesome!
Anyway, i hope that somebody might find out what wrong with it and may fix it - i would pay him / her a drink (or several lol) for fixing this!

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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
@Hazard said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:
I don't mean to Necro an old thread, but I was wondering if RK's explosion mod was broken for anybody else? I'm getting the same problems in v12 as v13 now. What's weird is it worked fine a month ago. Anyone have any ideas on how to fix it? For me the ACUs aren't spawning at the beginning of the match.
Same for me, i can narrow it to the last 4-6 days. Until than, it was working with the "easy"-fix (just renaming in the lua-file) and now, out of the sudden, no ACU spawning anymore!

please, anybody, HELP - this game is my mental cure after every shit workday in office and only wth these nice "boom"-effects it is soooo much satisfying...