New actor property: BloodSprite

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Topic review
   

Expand view Topic review: New actor property: BloodSprite

by Nash » Fri Dec 01, 2006 7:13 pm

Depending on the computer, that might slow things down a bit (or a lot), especially with rapid-fire weapons like a chaingun or a minigun.

GZDoom's dynamic light code isn't very optimized...

by Ultraviolet » Fri Dec 01, 2006 5:29 pm

Hah, if an actor bleeds chunks of flame in GZDoom, it would then be appropriate for those chunks of flame to have their own dynamic lights.

by Anakin S. » Thu Nov 30, 2006 2:37 am

Graf Zahl wrote:Thanks for pointing that out. I added a puff parameter to A_RailAttack and A_CustomRailgun.
Thanks. Are you also considering adding parameters to control the offset of the railgun as I suggested here? Just a few logistical things, nothing fancy, I think.

by Cutmanmike » Wed Nov 29, 2006 10:35 am

Grubber wrote:
HotWax wrote:
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)
There's Template:SVNCode already.
Bah someone stole my idea.

by Grubber » Wed Nov 29, 2006 10:23 am

HotWax wrote:
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)
There's Template:SVNCode already.

by NiGHTMARE » Wed Nov 29, 2006 10:13 am

Blade Nightflame wrote:Graf? You bloody own. :wub:
Pun intended? ;)

But yes, seconded!

by Ryan Cordell » Wed Nov 29, 2006 10:03 am

Graf? You bloody own. :wub:

by Graf Zahl » Wed Nov 29, 2006 8:44 am

Yes, that's correct.

by HotWax » Wed Nov 29, 2006 8:33 am

OK, hopefully I understood that. Please verify that the description on this page is correct:

http://www.zdoom.org/wiki/index.php?tit ... _.26_Sound

by Graf Zahl » Wed Nov 29, 2006 8:32 am

The default is not to translate the blood anyway. You only need this flag if you are doing something special with the blood that might get affected by translations. This is more likely when replacing Blood globally. As long as you control everything you won't need this flag.

by Nash » Wed Nov 29, 2006 8:17 am

I imagine +DONTTRANSLATE would go to the custom blood actor.

A useful example would be to make a FlameDemon that bleeds yellow without the game engine affecting the flame chunks' translation.

by Graf Zahl » Wed Nov 29, 2006 8:16 am

It's a real flag that has to be used like all other flags. A_SpawnItem will also not transfer a translation if it is set.

by HotWax » Wed Nov 29, 2006 8:08 am

Question on DONTTRANSLATE:

Is this a flag added for this particular property? i.e. would this work:

BloodType "FlameChunk" "FlameSplatter" DONTTRANSLATE

Or is this a separate flag that goes on its own line? If so, what does it affect?
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)

by Graf Zahl » Wed Nov 29, 2006 5:03 am

Nash wrote:Thank you so much, Graf. I was beginning to think this wasn't going to be considered.

EDIT:

Would this be correct?

Code: Select all


actor FlameDemon : Demon
{
BloodType replacesBlood "FlameChunk"
}

No. replacesBlood is not a keyword, it's just a placeholder.

Code: Select all

actor FlameDemon : Demon
{
BloodType "FlameChunk"
}
would be correct.

by Nash » Wed Nov 29, 2006 3:56 am

Thank you so much, Graf. I was beginning to think this wasn't going to be considered.

EDIT:

Would this be correct?

Code: Select all


actor FlameDemon : Demon
{
BloodType replacesBlood "FlameChunk"
}


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