I made a playerclass for GvH and its addative.
It works fine in coop mode, but once i try to add bots and play TDM/TLMS/LMS the sprites are no longer addative.
Doesnt Zandronum let playerclasses be addative?
Player not addative translucent in TDM/TLMS/LMS
RE: Player not addative translucent in TDM/TLMS/LMS
You might need to try an ACS workaround. I think Zandro resets a player actor's translucency upon respawning. That's just my theory though.
Does non-additive translucency work?
Does non-additive translucency work?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Player not addative translucent in TDM/TLMS/LMS
THANKS!
I did it now via ACS:
I didnt know i had to do that with ACS. Thank you so much
I did it now via ACS:
Code: Select all
SetActorProperty(0,APROP_RENDERSTYLE,STYLE_ADD);- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: Player not addative translucent in TDM/TLMS/LMS
That could be a bug. Can somebody test this in detail? In case it is bugged, please make a tracker ticket including a minimal example wad.Sirion wrote: It works fine in coop mode, but once i try to add bots and play TDM/TLMS/LMS the sprites are no longer addative.