"PainType" and "DeathType" properties

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Expand view Topic review: "PainType" and "DeathType" properties

Re: "PainType" and "DeathType" properties

by Major Cooke » Mon Jun 13, 2011 10:42 am

Fixed. Please redownload.

Re: "PainType" and "DeathType" properties

by Major Cooke » Mon Jun 13, 2011 10:10 am

Oh, right. Erm, damn, let me fix up mine, it's all up to date at this point.

Re: "PainType" and "DeathType" properties

by Graf Zahl » Mon Jun 13, 2011 4:47 am

The patch doesn't work anymore. Too many changes since it was posted.

Re: "PainType" and "DeathType" properties

by Major Cooke » Tue Jun 07, 2011 8:33 am

Sorry for the bump but I figured I'd just say that this feature is finished and ready to go.

Re: "PainType" and "DeathType" properties

by Major Cooke » Sat Feb 19, 2011 2:02 pm

Okay, I think the last crashing obstacle has been flattened out.

Re: "PainType" and "DeathType" properties

by Major Cooke » Sat Feb 19, 2011 1:17 pm

It didn't have the NULL pointer checks for Thing_Destroy when I used it, but I fixed it for you. It's in the first post now.

Re: "PainType" and "DeathType" properties

by Gez » Sat Feb 19, 2011 9:23 am

Fixed patch.

Re: "PainType" and "DeathType" properties

by Major Cooke » Sat Feb 19, 2011 8:37 am

Found another bug: Receiving damage from damaging floors (i.e. slime pits, lava, etc.) causes the game to crash. I've gotten that sucker pinpointed, now to fix it...

Re: "PainType" and "DeathType" properties

by Major Cooke » Thu Feb 17, 2011 8:10 am

Fixed it. Please redownload.

Re: "PainType" and "DeathType" properties

by Major Cooke » Thu Feb 17, 2011 7:31 am

I had to ensure that at least it wasn't just me first.

Re: "PainType" and "DeathType" properties

by Gez » Thu Feb 17, 2011 12:49 am

The one about Thing_Destroy()? Yeah, I got it, but no, I haven't looked into it. You didn't tell me any useful info (like, does it happen with that patch or without). If it happens only with the patch, then why did you went ahead and suggested it as-is? If it happens also without, why didn't you make a bug report thread?

Anyway, presumably, all it's missing is a NULL pointer check.

Re: "PainType" and "DeathType" properties

by Major Cooke » Wed Feb 16, 2011 7:36 pm

AEoD has countless numbers of monsters with coupled death states, for example... That's just a bloody nightmare.

Speaking of, Gez, you got my PM, right?

Re: "PainType" and "DeathType" properties

by Enjay » Wed Feb 16, 2011 5:08 pm

Gez wrote:The idea is that you can decouple damage factors, pain anim and death anims.
Ah, right. Now, that makes sense. Thanks.

Re: "PainType" and "DeathType" properties

by Gez » Wed Feb 16, 2011 5:06 pm

The idea is that you can decouple damage factors, pain anim and death anims.

When you start using pain states for various effects, have a variety of death animations for various means of death, and use plenty of damage factors to control monsters' friendly fire and the likes, you can obtain silly things as a result. With the proliferation of combinations, you increase the likelihood that you'll forget to give a damage factor to one monster or something like that.

With these things, instead of having DamageType that governs both DamageFactor, PainState and DeathState, you have DamageType <--> DamageFactor, PainType <--> PainState, and DeathType <--> DeathState. (Of course, for backward compatibility reasons, DamageType is still the fallback if the latter two aren't defined.)

Re: "PainType" and "DeathType" properties

by Enjay » Wed Feb 16, 2011 4:47 pm

Forgive me for being thick here but I don't see the advantage.

Perhaps I'm just not understanding this properly but, for example, the example you gave (bad sentence :P ) may be simpler but surely it would require entries of similar size to the saving in that one actor to be placed elsewhere (eg the projectile actor?). I'm not sure how to use this to actually save anything or do anything desperately different from before.

I'm not trying to be awkward. I'm sure there must be an advantage somewhere but I'm just not seeing it ATM.

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