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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 13, 2022 4:17 am
by Jekyll Grim Payne
heidi2 wrote:Now I only have one critique left: when using beautiful monsters (I think thats the relevant option) and you get for example the green blood with Hell Knights, the splatter is still red


I couldn't reproduce that, for me the decals inherit their blood color correctly. Perhaps you're using another mod that overrides the hell knight or their blood.

heidi2 wrote:I've noticed a bug:

with the replaced BFALL texture, if it is used as translucent (GZDoom format) on a double sided linedef, it will run down and then be gone (instead of being constantly replaced from top). because of my lack of language skills heres a video https://youtu.be/Cl7pBMMsvGI I can provide wad too if necessary


This is very interesting! I'll have to check if this can be fixed in the shader. Thanks.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 13, 2022 4:51 am
by Jekyll Grim Payne
Kzer-Za wrote:Another thing I wanted to ask about is BD_BaronOfHell. It has separate Missile and Melee states and these states have a different period between the last moment when he calls A_FaceTarget and the attack.

It's a small discrepancy, but still. Is it intentional?


Finally got to look at this. In vanilla, the delay before performing an attack is 16 tics, both for melee and ranged (see here). This is the same in my code:

Code: Select allExpand view
Melee:
   #### a 4 A_FaceTarget; // 4 tics
   #### bcde 3; // 12 tics
   // 16 tics in total
   #### f 8 A_BruisAttack;
   Goto See;

Missile:
   #### A 0 A_FaceTarget;
   #### AABB 2; // 8 tics
   #### A 0 A_FaceTarget;
   #### CCDD 2; // 8 tics
   // 16 tics in total
   #### A 0 A_BruisAttack;
   #### EEFF 2;
   Goto See;


The only oversight on my part was that after the first 4 tics in Melee, it doesn't call A_FaceTarget in the next 12 tics. I'll fix that but it doesn't really let the player dodge the attack at all, since it'll switch to missile if they even manage to circle around during those tics.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 13, 2022 12:06 pm
by XASSASSINX
Wow, i just remembered about this mod today after years and i had a blast. But there is a minor bug here, but i'm not sure if this is known: when you play with the modern weapon setup and you hit a rifle wielding chaingun guy, his sprite will flicker to the pain frame of the chaingunner. It is a very minor bug, but it bugs me out.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 13, 2022 2:00 pm
by heidi2
I've noticed another issue: when shooting multiple bullets into the water each one generates a splash sound and additively, they generate a much louder (too loud) splash sound. This happens everytime on a kill shot when several bullets go into the water (player aims slighty downwards). Pretty annoying.

e: this also applies to the blood drops that fall into the water (classic sprites)

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Wed Jan 19, 2022 1:55 am
by heidi2
Another bug: bullet puffs on walls have an unnaturally long life time.

e: on some textures only

BIGDOOR7: long lifetime
TANROCK3: no puffs at all
STONE2: normal puffs

is this intended? I think it's odd

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 27, 2022 7:24 am
by Jekyll Grim Payne
heidi2 wrote:I've noticed another issue: when shooting multiple bullets into the water each one generates a splash sound and additively, they generate a much louder (too loud) splash sound. This happens everytime on a kill shot when several bullets go into the water (player aims slighty downwards). Pretty annoying.

e: this also applies to the blood drops that fall into the water (classic sprites)


I may be able to alleviate this with limit in SNDINFO, thanks.

heidi2 wrote:Another bug: bullet puffs on walls have an unnaturally long life time.


There are several types of puffs. Wooden surfaces produce long, lasting puffs, akin to wood dust/particles. I may tweak them a bit eventually, though.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Thu Jan 27, 2022 3:36 pm
by heidi2
Jekyll Grim Payne wrote:I may be able to alleviate this with limit in SNDINFO, thanks.


That would be awesome because it really does have a negative impact (especially the vanilla blood drops falling onto water)

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

PostPosted: Sat Jan 29, 2022 1:47 am
by kalensar
Jekyll Grim Payne wrote:
heidi2 wrote:I've noticed another issue: when shooting multiple bullets into the water each one generates a splash sound and additively, they generate a much louder (too loud) splash sound. This happens everytime on a kill shot when several bullets go into the water (player aims slighty downwards). Pretty annoying.

e: this also applies to the blood drops that fall into the water (classic sprites)


I may be able to alleviate this with limit in SNDINFO, thanks.

heidi2 wrote:Another bug: bullet puffs on walls have an unnaturally long life time.


There are several types of puffs. Wooden surfaces produce long, lasting puffs, akin to wood dust/particles. I may tweak them a bit eventually, though.


I just tested All of those bug reports and came up with NOTHING even fitting the bug description listed.

Tested GZD 4.7.1 in OpenGL ES. Gibs and Decals all set to 100, aka minimum. I didnt even so much as get the splash reverb thing from blood on the water.