Heretic/Hexen puffs in Doom with particle puff on

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Expand view Topic review: Heretic/Hexen puffs in Doom with particle puff on

by Graf Zahl » Mon Apr 10, 2006 4:03 pm

One is still there. With all the modifications this forum is a little different from DRDTeam so I got a little careless.

by Phobus » Mon Apr 10, 2006 3:55 pm

That would explain why this was only happened when I became a mod...

Randy came along and moved the threads back out of news I think, which may explain the confusion.

by Graf Zahl » Mon Apr 10, 2006 3:31 pm

Phobus wrote: I'd like to know why some names are coming up in italics :?

Apparently that's users that have set their profile to hidden. As a moderator you are able to see them anyway.

by Graf Zahl » Mon Apr 10, 2006 3:27 pm

Enjay wrote:
Graf Zahl (many times) wrote:fixed
Have I missed something? I see your name in green and you posting "fixed" a lot. Does this mean you're now contributing directly to the official code?

Patience. ;) Let's say for now that Randy has given me access to the bugs forum. All I have done so far is clearing out the list in the 'bugs fixed in the unofficial version' thread.

(Doesn't the bugs forum look a lot nicer with 100 threads less? ;))

by Phobus » Mon Apr 10, 2006 3:11 pm

I think he might be just commenting from the SVN repository, doing randy a favour whilst he's off doing whatever it is he does.

I'd like to know why some names are coming up in italics :?

by Enjay » Mon Apr 10, 2006 3:08 pm

Graf Zahl (many times) wrote:fixed
Have I missed something? I see your name in green and you posting "fixed" a lot. Does this mean you're now contributing directly to the official code?

by TheDarkArchon » Mon Apr 10, 2006 3:02 pm

Does that include the "little suggestion"?

by Graf Zahl » Mon Apr 10, 2006 2:30 pm

fixed

Heretic/Hexen puffs in Doom with particle puff on

by Graf Zahl » Sat Jun 11, 2005 10:31 am

This doesn't work properly. Raven's puffs are not designed to be replaced by particles and yet ZDoom is doing this unconditionally when playing Doom.

The ability to be replaced by particles should be determined by a flag, not game mode.


Another puff problem:

Doom advances the puff by 2 states if it was spawned by a melee attack. Again this is problematic because this behavior doesn't work if Doom's fist is used in one of the other games because it also is determined by game mode, not puff type.

How about using another state for this, like the crash state for wall hits?


And finally a little suggestion:

Doom's bullet puff has special coding to add some vertical speed. Since this is something of potential interest for DECORATE this should become an actor property of the puff so it can be set by the designer.

The Speed property is not used by puffs so it could be used for this.

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