MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000913 | Zandronum | [All Projects] Suggestion | public | 2012-07-09 20:01 | 2018-09-30 20:27 |
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Reporter | Ivan | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | minor | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | 1.1 | Fixed in Version | 1.1 | |
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Summary | 0000913: A feature from Zdaemon regarding blood sprites |
Description | 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. |
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Additional Information | |
Tags | No tags attached. |
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Issue History |
Date Modified | Username | Field | Change |
2012-07-09 20:01 | Ivan | New Issue | |
2012-07-09 20:22 | Torr Samaho | Note Added: 0003936 | |
2012-07-09 20:53 | Dusk | Note Added: 0003938 | |
2012-07-09 20:54 | Dusk | Note Edited: 0003938 | bug_revision_view_page.php?bugnote_id=3938#r2149 |
2012-07-09 21:32 | Dusk | Note Edited: 0003938 | bug_revision_view_page.php?bugnote_id=3938#r2150 |
2012-07-10 01:06 | Ivan | Note Added: 0003940 | |
2012-07-10 19:50 | Torr Samaho | Note Added: 0003944 | |
2012-07-11 14:39 | Dusk | Note Added: 0003946 | |
2012-07-11 19:51 | Torr Samaho | Note Added: 0003951 | |
2012-07-11 20:03 | Dusk | Note Added: 0003952 | |
2012-07-11 20:03 | Dusk | Note Edited: 0003952 | bug_revision_view_page.php?bugnote_id=3952#r2152 |
2012-07-13 19:57 | Alien | Note Added: 0003957 | |
2012-07-14 19:59 | Torr Samaho | Note Added: 0003969 | |
2012-08-05 08:13 | Torr Samaho | Status | new => confirmed |
2013-01-29 14:56 | Ivan | Note Added: 0005861 | |
2013-01-29 20:25 | Torr Samaho | Note Added: 0005863 | |
2013-01-29 20:25 | Torr Samaho | Assigned To | => Torr Samaho |
2013-01-29 20:25 | Torr Samaho | Status | confirmed => assigned |
2013-02-02 10:37 | Torr Samaho | Note Added: 0005913 | |
2013-02-02 10:37 | Torr Samaho | Status | assigned => needs testing |
2013-02-02 10:37 | Torr Samaho | Target Version | => 1.1 |
2013-03-18 21:56 | Watermelon | Note Added: 0006143 | |
2013-03-18 22:00 | Watermelon | Note Edited: 0006143 | bug_revision_view_page.php?bugnote_id=6143#r3390 |
2013-03-20 04:14 | Watermelon | Note Added: 0006146 | |
2013-03-20 04:15 | Watermelon | Note Added: 0006147 | |
2013-03-20 04:15 | Watermelon | Status | needs testing => resolved |
2013-03-20 04:15 | Watermelon | Fixed in Version | => 1.1 |
2013-03-20 04:15 | Watermelon | Resolution | open => fixed |
2018-09-30 20:27 | Blzut3 | Status | resolved => closed |
Notes |
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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. |
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(0003938)
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Dusk
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2012-07-09 20:53
(edited on: 2012-07-09 21:32) |
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We need a flags field to userinfo for small things like this. :P Could make this kind of stuff optional then.
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(0003940)
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Ivan
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2012-07-10 01:06
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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. |
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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. |
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(0003946)
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Dusk
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2012-07-11 14:39
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I agree with that - it'd provide an elegant solution for things like this. |
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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. |
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(0003952)
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Dusk
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2012-07-11 20:03
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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.
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(0003957)
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Alien
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2012-07-13 19:57
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Wouldn't it be better if make the splats size random (yet, this would cause some bugs I think)? |
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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. |
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(0005861)
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Ivan
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2013-01-29 14:56
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So when can you guys consider this feature now that v1.0 is out? |
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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. |
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This adds the CVAR cl_connectiontype. If it's 1, the blood size should be set according to the damage. |
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(0006143)
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Watermelon
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2013-03-18 21:56
(edited on: 2013-03-18 22:00) |
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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.
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Tested online, works great. |
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Tested online, works as expected with the cvar change. Works offline as well. |
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