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Poll: Do you support this suggestion?
You do not have permission to vote in this poll.
+support
95.65%
22 95.65%
-support
4.35%
1 4.35%
Total 23 vote(s) 100%
* You voted for this item. [Show Results]


CityRP vFire - Dynamic Fire for Garry's Mod
BlackDog radio_button_checked
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#16
Nov 5, 2018, 02:47 AM
The mod has alot of various tweaks that can be made via commands, from how big fires can get, how much they spread, and how long till they begin to burn out and more.

Personaly for me ive only gotton mild performance issues on SP after ive set half a city on fire with the flamethrower mod for it
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  • Nudel
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#17
Nov 5, 2018, 05:11 AM
(Nov 5, 2018, 02:28 AM)miss joley Wrote: Ive tried this mod in singleplayer, and when it started spreading or there were more than 2 fires it can impact performance, so if its possible to reduce lag, then why not!

For now I'm mostly towards -support / neutral

Bet you it's definitely more performance friendly than our current fire script, albeit better looking and better functioning in every way.
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Welker radio_button_checked
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#18
Nov 5, 2018, 08:47 AM
Don't really know anything about the performance implications but if its solvable +support
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#19
Nov 8, 2018, 12:59 PM
Pushing for Staff Review.

#type:[review]
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#20
Nov 8, 2018, 05:36 PM
I have experienced trying to develop with this system, and it can be quite difficult to customize it to your needs. Trying to just create a fire in a spot took some time to figure out. I have also had trouble with it actually spreading, it seems to throw small fire balls out and attach itself to the main fire, this is the so called clustering. Another developer worked to make a custom Molotov and it was quite time consuming to get the desired result, but I think now there is an official Molotov on the workshop.

Most fire scripts have an entity, usually 'fire', that basically spawn an entity that then ignites itself for as long as it needs to. The difference between most fire systems is the texture. vFire is different, it actually uses bones and effects to create the actual shape of the fire. Which makes it a lot more realistic, but much more complicated to manipulate.

As for performance, it can be taxing if the fires are too big. There is tons of support to reduce this, but it can still knock of 10-20 fps from what I tested, and that was on a server with only me and a couple other developers. Smaller fires were pretty smooth and I didn't notice too much performance issues. 

In conclusion, I think it is too hard to manipulate to what you want it to do and performance cost just doesn't fit Limelight. I don't think the addon is ready for a server with 20-30+ players. I have never tested it with that many people before, but I do know that it can be very taxing at times with just a small population. I think this addon is great and looks amazing, but I think it could use some time to become a little more stable and maybe someone will take the time to try and find a way to improve performance when there are big fires even with its clustering system which is pretty cool.
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#21
Nov 21, 2018, 08:54 AM
Approved.
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