[Added] New actor property: BloodSprite

Moderator: GZDoom Developers

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

Yes, that's correct.
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Postby Ryan Cordell » Wed Nov 29, 2006 10:03 am

Graf? You bloody own. :wub:
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Postby NiGHTMARE » Wed Nov 29, 2006 10:13 am

Blade Nightflame wrote:Graf? You bloody own. :wub:


Pun intended? ;)

But yes, seconded!
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Postby 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.
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Postby 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.
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Postby 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.
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Postby 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.
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Postby 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...
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