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.
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.