Notes |
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(0010385)
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Dusk
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2014-10-08 13:30
(edited on: 2014-10-08 13:32) |
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The problem with this are archviles. If a client deletes corpses on its end, what will it do when an archvile revives a corpse that's already been deleted on the client's end? With modern DECORATE around, the master/child related corpses can also become integral parts of gameplay.
I suppose this is a problem because the corpses cause rendering lag? In which case it might be a better idea to simply hide the corpses and pop them back into visibility if their state changes. Though a solution like that will not work with corpses that do not stay still..
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(0010389)
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Metal
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2014-10-08 21:02
(edited on: 2014-10-08 21:05) |
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Hmm, I may have been too vague with my suggestion. I meant players bodies. Not monsters. Like in duel or deathmatch, you have a bunch of corpses on the ground.
Sorry about that.
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For Dusk's comment, I wonder if we could keep the last cl_maxbodies in some list and then only render those?
Player bodies most likely could be hidden indefinitely when they hit their PLAY G -1 (or w/e the last state is) in decorate.
Corpses causing rendering lag sucked in games like ZDoomWars where masses would just pile up. |
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(0010421)
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Dusk
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2014-10-09 13:34
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I guess we could have an option to hide non-moving (tics=-1) corpses, players and non-players alike. |
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I'm not sure what happens when a monster freezes and shatters (like in Hexen). I do know that shattering frozen monsters has huge impact on my fps compared to just killing them. Especially with a monster count of over 2000. Would love to see this maxcorpses/bodies feature for monsters. |
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