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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    • 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! 🍻 ✌

      posted in Modding & Tools
      K
      kettenferry
    • 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/releases

      After 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:

      1. 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

      posted in Modding & Tools
      K
      kettenferry
    • 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! 😉 👍

      posted in Modding & Tools
      K
      kettenferry