Spaceman333 wrote:Set min and max spawned gibs for monsters.
-By minimum, I mean how many gibs should the smallest monster spawn.
-By maximum, I mean how many gibs can the biggest possible monster spawn.
Depending how big the monster is, scale how many gibs they can spawn between the above min-max values.
Unlikely to happen, because it's difficult to draw the line between "small" and "big" monsters. This is really low priority.
Spaceman333 wrote:Gib count multiplier, to augment the above easily and quickly without needing to reset both values. A convenience feature.
Currently the overkill multiplier does that, albeit that one is based on damage. Adding a multiplier wouldn't be so difficult, but it'd mean having to rework the overkill multiplier, because even with something as simple as x2 gibs in general, the max overkill level would halt the game to a stop if more than ~8 enemies are killed at once. I don't think I'll be adding this due to major performance issues. Sorry.
Spaceman333 wrote:Turn ungibbed corpses shootable, assigning them the equivalent health of how big their corpse is.
That sounds interesting. I'll try it out. No promises.
Spaceman333 wrote:Extend the range of gib trail size to 2--128 instead of 16-64. I want both tinier and larger trails.
Will do.
Spaceman333 wrote:If possible, add an option make gibs stick to walls and ceilings.
Hm, that one might be trickier, but I'll take a look regardless.
Spaceman333 wrote:The mod is definitely a keeper, thank you again for making and updating it man.
My pleasure! Glad you enjoyed it!
PermaNoob wrote:From a quick test, it seems that alpha works with shaded sprites. Maybe the wiki is outdated?
I'll go add it then. The wiki didn't explicitly say anything about transparency via code.
PermaNoob wrote:Also, I think what he's saying is that the sprites render wrong in software mode (which you shouldn't use anyway because it doesn't support flatsprites)
Ahhh, that makes more sense now. Yeah, software mode will perform awfully.