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IDProjectCategoryView StatusDate SubmittedLast Update
0000913Zandronum[All Projects] Suggestionpublic2012-07-09 20:012018-09-30 20:27
ReporterIvan 
Assigned ToTorr Samaho 
PrioritynormalSeverityminorReproducibilityN/A
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98d 
Target Version1.1Fixed in Version1.1 
Summary0000913: A feature from Zdaemon regarding blood sprites
DescriptionI 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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-  Notes
User avatar (0003936)
Torr Samaho (administrator)
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.
User avatar (0003938)
Dusk (developer)
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.

User avatar (0003940)
Ivan (reporter)
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.
User avatar (0003944)
Torr Samaho (administrator)
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.
User avatar (0003946)
Dusk (developer)
2012-07-11 14:39

I agree with that - it'd provide an elegant solution for things like this.
User avatar (0003951)
Torr Samaho (administrator)
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.
User avatar (0003952)
Dusk (developer)
2012-07-11 20:03
edited on: 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.

User avatar (0003957)
Alien (reporter)
2012-07-13 19:57

Wouldn't it be better if make the splats size random (yet, this would cause some bugs I think)?
User avatar (0003969)
Torr Samaho (administrator)
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.
User avatar (0005861)
Ivan (reporter)
2013-01-29 14:56

So when can you guys consider this feature now that v1.0 is out?
User avatar (0005863)
Torr Samaho (administrator)
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.
User avatar (0005913)
Torr Samaho (administrator)
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.
User avatar (0006143)
Watermelon (developer)
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.

User avatar (0006146)
Watermelon (developer)
2013-03-20 04:14

Tested online, works great.
User avatar (0006147)
Watermelon (developer)
2013-03-20 04:15

Tested online, works as expected with the cvar change. Works offline as well.

Issue Community Support
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Supporters: ZzZombo
Opponents: No one explicitly opposes this issue yet.

- 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 View Revisions
2012-07-09 21:32 Dusk Note Edited: 0003938 View Revisions
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 View Revisions
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 View Revisions
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






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