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

  • BadMojo
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8 years 3 weeks ago #11 by BadMojo
That should be easy enough to do, Ill get on it soon. I will probably do better sprites later on as well, I'm still not happy with these.

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8 years 3 weeks ago #12 by BadMojo
Alright, Id better stick this here for the record.

UPDATE:
V3.1:

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)

notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.

Download:

https://www.dropbox.com/s/yxsbmwu4mccqqx8/BLOODSPLATDEV3.1.wad?dl=0

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  • MagicWazard
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8 years 3 weeks ago - 8 years 3 weeks ago #13 by MagicWazard
Just about perfect! I think the blood splatters are a bit too faint now, but just barely, and erring on the side of caution is a wise move. I'm not sure if I am sold on the big ol' blood splatter upon death, but that's probably because I play with Death Camera turned On, so I can see my character flop to the ground and die, and the big splat kind of defeats the purpose of that. It looks more fitting with Death Camera Off, though I think it's still a touch overdone. I think that's a matter of preference, though. Maybe, at worst, you can have separate variables to control both the pain and death splats.

Oh, and I'm happy to say it works with Heretic and Hexen as well. I'm glad you disassociated all the scripts from the player class, since it makes the effect much more versatile.
Last edit: 8 years 3 weeks ago by MagicWazard. Reason: Cleared up a sentence

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  • BadMojo
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8 years 3 weeks ago #14 by BadMojo

Oh, and I'm happy to say it works with Heretic and Hexen as well. I'm glad you disassociated all the scripts from the player class, since it makes the effect much more versatile.


Sweet, thats good to hear.
Also, If you or anyone else gets a chance, perhaps some multiplayer testing is in order... I have a feeling there may be some problems in regards to that... But I think I know how to remedy that if problems do arise multiplayer wise.

Alright, here we go, another major update... well it felt like a major update making it.

UPDATE v3.2

changes:
-Modified blood splat opacity values
-Added more cvar's
-In the process of accomplishing the above, I had to rewrite alot of the code... heres what I can remember doing:
-Changed the name of the scripts to something more suitable in my opinion
-Removed, added, modified existing variables and functions
-I have commented everything I find is worth commenting
-General optimization.... sort of

Here are the new (and old) cvars with their default values, also included in the INFO lump:
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
bs_devmode = 0 toggles dev mode
ds_amount = 20 sets the amount of blood splats on death

Download:

https://www.dropbox.com/s/ujg54urrtb5gbj8/BLOODSPLAT3.2.wad?dl=0

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  • CaptainManiac
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8 years 3 weeks ago #15 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Can you edit the documentation on the next update too?(I mean gthe Document lump,it is the documentation)

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  • BadMojo
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8 years 3 weeks ago #16 by BadMojo
I was waiting for you to say something like that... In my opinion, its probably not even needed anyway, as the info lump now pretty much puts it all in perspective in a short and sweet way. Ill leave it up to you to decide weather you still want it in or not... If you decide you still do want it in, then I can fix it up to be a little bit more clear and grammatically correct for you. :)

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8 years 3 weeks ago - 8 years 3 weeks ago #17 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
I have problems and my notebook is locked down and i am unable to upload the v 3.3 with updated documentation.Can you,Please update the documentation and the main thread?The Documentation explains how the effect is used and really needs to be updated.The current state of it is with wrong spellchecking and misunderstood content and does not describe all the features.
Last edit: 8 years 3 weeks ago by CaptainManiac. Reason: I missed information

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  • BadMojo
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8 years 3 weeks ago #18 by BadMojo
One of the admins will have to do that, unless they can give me access to your post so that we can have a shared topic... if that's even possible.

Ill see what I can do for your documentation though, Ill either work on it tonight or within the next few days.

Ive also got another idea to run by you, slime and lava screen effects. How about an effect for when taking slime damage the screen goes green and such?... although, that been said, I'm not sure how to detect weather its slime damage or normal damage due to the way it actually detects damage, if that makes sense.

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  • Blue Shadow
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8 years 3 weeks ago #19 by Blue Shadow

BadMojo wrote: I'm not sure how to detect weather its slime damage or normal damage due to the way it actually detects damage, if that makes sense.

That can only be done by modifying the player actor.

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  • BadMojo
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8 years 3 weeks ago #20 by BadMojo
Is there a way to detect what sector the player thing is in without modifying the player actor?

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