pickup_fade_scalar and blood_fade_scalar

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Expand view Topic review: pickup_fade_scalar and blood_fade_scalar

Re: pickup_fade_scalar and blood_fade_scalar

by unknownna » Fri Oct 07, 2016 8:41 am

Confirmed to be working. Thanks a lot, Eruanna and Graf. Appreciate it, cheers!

Re: pickup_fade_scalar and blood_fade_scalar

by Rachael » Thu Oct 06, 2016 6:05 pm

Re: pickup_fade_scalar and blood_fade_scalar

by unknownna » Thu Oct 06, 2016 5:41 pm

Personally I never cared for "blood brightness" or blood_fade_scalar as the names always sounded very ambiguous to me. Something like pickupflash_intensity with a "pickup flash intensity" menu entry and damageflash/painflash_intensity with a "damage/pain flash intensity" menu entry would sound very straight forward and clear to me. Perhaps even damagescreen_intensity for the pain flash to make it consistent with the DECORATE actor property.

Anyway, it's up to you guys to decide. Cheers.

Re: pickup_fade_scalar and blood_fade_scalar

by Graf Zahl » Thu Oct 06, 2016 5:19 pm

If you want to do it, be my guest. For the names, if Zandronum still uses those, let's use the same, otherwise they'll have problems with config migration later. It's not that people actually look these up when they are in the menu. (Although strictly speaking I'd replace the 'scalar' part with 'intensity'.)

Re: pickup_fade_scalar and blood_fade_scalar

by Rachael » Thu Oct 06, 2016 5:13 pm

Do you want me to do it then? And if so what do you want the CVAR names to be?

Re: pickup_fade_scalar and blood_fade_scalar

by Graf Zahl » Thu Oct 06, 2016 4:49 pm

Yes, the screenblending code got refactored to remove the redundancy between renderers so both can use the same one. In the old version the GL renderer had a nearly identical copy because the one in shared_sbar was not usable, so at one point I just moved the common parts into a subfunction. This shouldnt be too hard to add.

Re: pickup_fade_scalar and blood_fade_scalar

by Rachael » Thu Oct 06, 2016 4:29 pm

Part of me wants to work on this but due to the inconsistent way this is handled between the two ports this feature requires arbitration of some sort. Since it's a relatively new feature is it safe to remove r_pickupflash and do r_pickupflash_scale? And part of me wants to change blood_fade_scaler to r_bloodflash_scale - something I know isn't going to sit well with Zandronum but Carnevil programmed that without the r_ in the front. :(

I'm going to leave this until I get a response from Graf or Randi. Either way, I am willing to do the feature, but I'd like to know what they'd prefer, first.

The amount of code picked up won't be much: https://searchcode.com/?q=blood_fade_scalar - obviously the m_options.cpp part will be exported to wadsrc/static/menudef.txt as an appropriate menu definition (that much I already have done).


Just realized it's not going to be as easy as I thought. Zandronum is using code that is much older and it looks like the status bar code got refactored and rearranged in the interim.

pickup_fade_scalar and blood_fade_scalar

by unknownna » Thu Oct 06, 2016 3:52 pm

0000342: pickup_fade_scalar
unknownna wrote:Since blood_fade_scalar exists, would it be possible to have a similar control for pick-up flashes?
Zandronum has something called bood_fade_scalar that determines how intense the pain flash is displayed when receiving damage. I asked the Zandronum developers many yeas ago if they could extend the scalar to pickup flashes as well, but was told to ask here instead due to a recent change made here. In addition to this, it was suggested that ZDoom perhaps could implement blood_fade_scalar as well. They are nice, simple features for competitive players wanting less visual distractions while playing.

r_pickupflash works well, but having a slider for it would make it consistent with Zandronum's blood_fade_scalar and allow users to set a preferred amount of visual feedback.

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