Damage tint limiter

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Jekyll Grim Payne
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Damage tint limiter

Post by Jekyll Grim Payne »

I was kinda tired of my screen getting increasingly red with damage, so I made this very basic damage tint limiter: https://github.com/jekyllgrim/DamageTin ... /tree/main

It doesn't replace the player class and should be safe to put in your autoload.
Kzer-Za
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Re: Damage tint limiter

Post by Kzer-Za »

Sorry for asking instead of just testing it, but I will not be able to test anything for a couple of days, and I'm so interested that I have to ask now: will I be able to use it to handle hundreds of damage and not end up with a solid red screen? Because I have been mulling over this idea for one mod, to have the player health of 1000 (and the health of monsters increased accordingly), to have more fractional control over low damage. I have been holding off since if I'm not mistaken, taking several hundred damage (there still will be heavy hitters, of course) would prevent the player from seeing anything. I assume, using this lib will allow me to deal with it?
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Jekyll Grim Payne
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Re: Damage tint limiter

Post by Jekyll Grim Payne »

Kzer-Za wrote:Sorry for asking instead of just testing it, but I will not be able to test anything for a couple of days, and I'm so interested that I have to ask now: will I be able to use it to handle hundreds of damage and not end up with a solid red screen?
Yes, that's basically the idea. There's also a built-in GZDoom option called "Blood Flash Intensity" that also reduces the alpha of the flash. But I didn't really want that, instead I wanted it to be still solid but with a cap to how intense it can get, so yeah, this should do it.
Kzer-Za
Posts: 521
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Damage tint limiter

Post by Kzer-Za »

Just tested it, works like a charm! Thanks a lot!
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