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[SUBMISSION]Damaging Effects[UP-TO-DATE]

  • CaptainManiac
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8 years 1 month ago - 7 years 11 months ago #1 by CaptainManiac
[SUBMISSION]Damaging Effects[UP-TO-DATE] was created by CaptainManiac
[INFO]
Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system


[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!



They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

File Attachment:

File Name: DAMAGEFXV4.2.zip
File Size:124 KB

Officially Final Edition v4.3:

File Attachment:

File Name: DAMAGEFXv4.3.zip
File Size:126 KB
Last edit: 7 years 11 months ago by CaptainManiac. Reason: This is officially finished.It's hight time the project was being uploaded and when it is uploaded,enjoy!

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8 years 1 month ago - 8 years 1 month ago #2 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Warning: Spoiler!
Last edit: 8 years 1 month ago by CaptainManiac.

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  • BadMojo
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8 years 1 month ago - 8 years 1 month ago #3 by BadMojo
You must have downloaded my link before I updated it to the pngout'd sprites.. Also there was a small change to the code Ive done here, something didnt make sense why it worked, so to prevent possible future bugs Ive modified it a bit... heres the link to the improved one: https://www.dropbox.com/s/w2f2gb208rjm29k/BLOODSPLAT.wad?dl=0

(compare the version you just uploaded to this one on line 63, youll notice SetFont was calling rand(), but not actually calling the array for B_Splat with rand() as its index... This is why it didnt make sense why it was working)

You may also want to update your description... Im thinking just sticking with the standard template they have here, its a little less cluttered.. Im sure one of the admins will ask to have both an INFO and CREDITS lump included in the wad rather than the description lump thats currently there.

Other than that, theres one more issue that I think needs addressed. The blood splat sprites only fill the middle of the screen.. it really should utilize the whole screen.. The way we have it now is that the blood sprites are 1024x1024 images with the sprites at various positions of the image.. What Im thinking is to trim the images to the size of the blood splats, and perhaps figure out a way to have the splats appear at a random position on the screen rather than the big 1024x1024 images in the middle... If that makes sense at all.

so for instance, setting the HudMessage position parameters to a random float on every call to have the blood images appear in random positions on the screen.
Its probably not that simple, but Ill see what I can do.. Ill also make some better graphics when I get time to do them, we need at least 10 different blood splats I think, it will give it variety and make it less boring in the long run. Im not entirely happy with the current sprites, I can do much better.

Edit: Oh and you might want to update your original post with the updated description and download link, and for future reference, just bump the thread with the changes made.
Last edit: 8 years 1 month ago by BadMojo.

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8 years 1 month ago - 8 years 1 month ago #4 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
This is the real update!
I will not publish another post to this thread,because this now is the real update with all needed
Warning: Spoiler!

Warning: Spoiler!

Warning: Spoiler!


Warning: Spoiler!

Warning: Spoiler!
Last edit: 8 years 1 month ago by CaptainManiac.

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  • MagicWazard
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8 years 1 month ago #5 by MagicWazard
You could have just put all of this into your first post, rather than making yet another post with the full information. :P Leaving outdated info and attachments up just makes things complicated. Can you edit the first post to reflect the proper state of the submission, and delete or spoiler out any redundant info in subsequent posts?

Also, there's also no need to put all the documentation for usage in your post there as long as there's a readme file of some sort included in the submission. There's no real harm, but it's a lot of text to wade through. All you have to say is "see enclosed instructions", and you're good.

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8 years 1 month ago #6 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Huh.Now it is ready :)

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  • BadMojo
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8 years 1 month ago #7 by BadMojo
@CaptainManiac

Here, use this for the first post, replace the lot with it.

Warning: Spoiler!


This makes it easy for everyone to read, and sticks with the standards of realm. It provides enough information in a small description as to not clutter the post... As Gordon Ramsay would say "Simple, Rustic, yes?" ;)

Just add your download link and screenshots... I dont feel theres a need to post update changes to this yet either, nobody has looked at it yet.

And one more thing, Id also suggest copying the credits and information, creating a CREDITS and an INFO lump in the wad, and pasting them in their corresponding lumps. It just makes it simple for everyone to understand and helps the admins to keep everything to a standardized system.

:)

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  • MagicWazard
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8 years 1 month ago #8 by MagicWazard
Thank you guys! The initial submission format looks fine to me. I'll look this over in the not-too-distant future and let you know what I think of it.

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  • BadMojo
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8 years 4 weeks ago - 8 years 4 weeks ago #9 by BadMojo
UPDATE:

Heres an update for ya Captain :cool:

Description:
We now have a total of 27 brand new blood splats (still not quite happy with them, but meh for now). Also introducing blood splats to the death sequence along side the 60% red fade. And finally, were now utilizing the whole screen rather than the 1024x768 resize we were doing before.

Changes:
-blood now utilizes the whole screen
-remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
-changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
-PNGOUT'd.
-blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
-added more stuff to the code... I wont go through it here, Ive commented everything Ive done in the source.

Download:
https://www.dropbox.com/s/km5kppqjffpz3mk/BLOODSPLATv2.wad?dl=0
Last edit: 8 years 4 weeks ago by BadMojo.

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  • MagicWazard
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8 years 3 weeks ago #10 by MagicWazard
Overall, I like it. I think the opacity on the blood splatter might need to be decreased slightly, though; it can obscure your image pretty badly. Maybe you can have the opacity of the effect become more directly related to how much damage was dealt by an attack--a heavy attack causing a "thicker", more opaque blood splatter than a weak attack. As it is, if get hit by a bunch of weak attacks in a row (like from a Commando or group of Troopers), you'll have a much bigger blood splatter than if you got hit by a much more powerful attack from, say, a Baron.

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