MantisBT - Zandronum
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0000913Zandronum[All Projects] Suggestionpublic2012-07-09 20:012018-09-30 20:27
Ivan 
Torr Samaho 
normalminorN/A
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
1.11.1 
0000913: A feature from Zdaemon regarding blood sprites
I noticed just now that they are being scaled depending on the damage you do with hitscan weapons, for example if your bullet did 5 damage with chaingun its very small, but if it did 15 its big. In skulltag they seem to be of a specific size no matter what. I'd like to request a new flag to emulate that behaviour for a hitscan weapon, like +SCALEBLOODSPRITE or something. Probably a scaling factor would be nice to have too, but not necessary.
No tags attached.
Issue History
2012-07-09 20:01IvanNew Issue
2012-07-09 20:22Torr SamahoNote Added: 0003936
2012-07-09 20:53DuskNote Added: 0003938
2012-07-09 20:54DuskNote Edited: 0003938bug_revision_view_page.php?bugnote_id=3938#r2149
2012-07-09 21:32DuskNote Edited: 0003938bug_revision_view_page.php?bugnote_id=3938#r2150
2012-07-10 01:06IvanNote Added: 0003940
2012-07-10 19:50Torr SamahoNote Added: 0003944
2012-07-11 14:39DuskNote Added: 0003946
2012-07-11 19:51Torr SamahoNote Added: 0003951
2012-07-11 20:03DuskNote Added: 0003952
2012-07-11 20:03DuskNote Edited: 0003952bug_revision_view_page.php?bugnote_id=3952#r2152
2012-07-13 19:57AlienNote Added: 0003957
2012-07-14 19:59Torr SamahoNote Added: 0003969
2012-08-05 08:13Torr SamahoStatusnew => confirmed
2013-01-29 14:56IvanNote Added: 0005861
2013-01-29 20:25Torr SamahoNote Added: 0005863
2013-01-29 20:25Torr SamahoAssigned To => Torr Samaho
2013-01-29 20:25Torr SamahoStatusconfirmed => assigned
2013-02-02 10:37Torr SamahoNote Added: 0005913
2013-02-02 10:37Torr SamahoStatusassigned => needs testing
2013-02-02 10:37Torr SamahoTarget Version => 1.1
2013-03-18 21:56WatermelonNote Added: 0006143
2013-03-18 22:00WatermelonNote Edited: 0006143bug_revision_view_page.php?bugnote_id=6143#r3390
2013-03-20 04:14WatermelonNote Added: 0006146
2013-03-20 04:15WatermelonNote Added: 0006147
2013-03-20 04:15WatermelonStatusneeds testing => resolved
2013-03-20 04:15WatermelonFixed in Version => 1.1
2013-03-20 04:15WatermelonResolutionopen => fixed
2018-09-30 20:27Blzut3Statusresolved => closed

Notes
(0003936)
Torr Samaho   
2012-07-09 20:22   
Actually, AFAIK this is not a special ZDaemon feature, but was already like this in vanilla Doom. Carn just removed this behavior to save network bandwidth. I extended the code to handle precise blood spawning a while ago, but so far the extended code is only used for blood with a custom blood color. I could easily use it for all blood spawning, but this increases the net traffic used per blood splat from 9 to 12 bytes. I wonder if it's worth the additional traffic or if we should make it optional.
(0003938)
Dusk   
2012-07-09 20:53   
(edited on: 2012-07-09 21:32)
We need a flags field to userinfo for small things like this. :P Could make this kind of stuff optional then.

(0003940)
Ivan   
2012-07-10 01:06   
It is a useful feature in duels to know how much damage you did and how much health the opponent has left. It's vital information.
(0003944)
Torr Samaho   
2012-07-10 19:50   
Quote from Dusk
We need a flags field to userinfo for small things like this. :P Could make this kind of stuff optional then.

Actually older versions of Skulltag had such a field, called connection speed or something like this. We could reintroduce this and change various things based on this setting, 0000750 is also a good candidate to be handled depending on the selected connection speed.
(0003946)
Dusk   
2012-07-11 14:39   
I agree with that - it'd provide an elegant solution for things like this.
(0003951)
Torr Samaho   
2012-07-11 19:51   
I wonder if we should sneak this in before 1.0. To efficiently implement this some things like ClientIterator need to be extended properly. Not that much work, but this surely needs very thorough testing.
(0003952)
Dusk   
2012-07-11 20:03   
I don't know. We're still sort of low with testing, I'd think 1.0 should go out first.
But that may just be me.

(0003957)
Alien   
2012-07-13 19:57   
Wouldn't it be better if make the splats size random (yet, this would cause some bugs I think)?
(0003969)
Torr Samaho   
2012-07-14 19:59   
Quote from Dusk
I don't know. We're still sort of low with testing, I'd think 1.0 should go out first.

I'm fine with postponing this till 1.0 is finished.
Quote from Alien

Wouldn't it be better if make the splats size random (yet, this would cause some bugs I think)?

No, this is a Vanilla Doom feature that should be kept.
(0005861)
Ivan   
2013-01-29 14:56   
So when can you guys consider this feature now that v1.0 is out?
(0005863)
Torr Samaho   
2013-01-29 20:25   
Actually, I think it's a good time to start thinking about this now. I'll put it on my to-do list. Making the blood behavior configurable by introducing a user selectable connection type should be relatively easy.
(0005913)
Torr Samaho   
2013-02-02 10:37   
This adds the CVAR cl_connectiontype. If it's 1, the blood size should be set according to the damage.
(0006143)
Watermelon   
2013-03-18 21:56   
(edited on: 2013-03-18 22:00)
Confirmed working by default; when I test the cvar more I'll mark it confirmed or post if it's in need of further fixing.

(0006146)
Watermelon   
2013-03-20 04:14   
Tested online, works great.
(0006147)
Watermelon   
2013-03-20 04:15   
Tested online, works as expected with the cvar change. Works offline as well.