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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001948 | Zandronum | [All Projects] Suggestion | public | 2014-10-08 00:43 | 2015-06-24 17:28 | ||||||||
Reporter | Metal | ||||||||||||
Assigned To | Dusk | ||||||||||||
Priority | low | Severity | feature | Reproducibility | always | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 1.3 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001948: Toggle max corpses/bodies | ||||||||||||
Description | Just requesting a simple feature to change the amount corpses on the client side. cl_maxcorpses or cl_maxbodies. Thought we had this before, but I may have been thinking of ZDaemon. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0010385) Dusk (developer) 2014-10-08 13:30 edited on: 2014-10-08 13:32 |
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.. |
(0010389) Metal (reporter) 2014-10-08 21:02 edited on: 2014-10-08 21:05 |
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. |
(0010390) Watermelon (developer) 2014-10-08 21:05 |
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. |
(0010421) Dusk (developer) 2014-10-09 13:34 |
I guess we could have an option to hide non-moving (tics=-1) corpses, players and non-players alike. |
(0012781) __Lagger__ (reporter) 2015-06-24 17:28 |
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. |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | Combinebobnt Razgriz |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-10-08 00:43 | Metal | New Issue | |
2014-10-08 13:30 | Dusk | Note Added: 0010385 | |
2014-10-08 13:32 | Dusk | Note Edited: 0010385 | View Revisions |
2014-10-08 13:36 | Dusk | Status | new => feedback |
2014-10-08 21:02 | Metal | Note Added: 0010389 | |
2014-10-08 21:02 | Metal | Status | feedback => new |
2014-10-08 21:05 | Metal | Note Edited: 0010389 | View Revisions |
2014-10-08 21:05 | Watermelon | Note Added: 0010390 | |
2014-10-09 13:34 | Dusk | Note Added: 0010421 | |
2014-10-09 13:35 | Dusk | Assigned To | => Dusk |
2014-10-09 13:35 | Dusk | Status | new => acknowledged |
2015-06-24 17:28 | __Lagger__ | Note Added: 0012781 |
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