Tekish wrote:I had a quick look at how the Lost Souls work in Smooth Doom and their health doesn't actually get changed - they're just instructed to die when HP goes below 55 during their pain state. This means that the health you're seeing is accurate, even if a Lost Soul won't actually survive long enough for it to hit zero.
Tekish wrote:The names are retrieved from an actor's tag property. If an actor doesn't have a tag, it will show their class name instead. To address this, you'd need to edit/patch the monsters in Doom 64: Retribution to include tags with their names.
LOL_DUDE wrote:
- When firing projectile bullets from a helicopter or one of the tanks in Brutal Doom, kill sounds variably play when said bullets impact a surface. For all I know, this could be because those projectiles or their resulting explosion are coded in a way that makes HitMarkers think that they're monsters, and thus it wouldn't be something you could fix on your end. Still, I'd like for you to have a look. Honestly not a high priority for me since I don't have any maps that actually make use of the vehicles (save for the test map that comes with Brutal Doom).
- Neither hit nor kill sounds play when arrows shot from the Heki hunting bow in High Noon Drifter impact enemies. Again, this may be be because of how the projectile is coded, but if you wouldn't mind having a look and seeing if there's anything you could do 'bout it, I'd appreciate it.
- Neither hit nor kill sounds play when actors are hit by Lord Blaz' Double Lariat in GMOTA. Same case as the prior two.
LOL_DUDE wrote:
- Hit and kill markers do not follow the Precise Crosshair. I know that this is because HitMarkers is designed around the default crosshair, which doesn't move from its position center in the screen, but would it be possible for you to add an option that makes the markers snap to that modded crosshair?
- Actor health bars (when set to one of the three position options that are relative to the crosshair) also do not follow the Precise Crosshair. Same case as the previous one, though I'd personally only need an option that mimics the position At Crosshair, but follows the modded crosshair. This would probably also require adjusting the script so that the health bar displays for whatever that crosshair is hovering over, rather than whatever is in the center of the player's screen. I dunno if that'd be possible, but I'd least like to know one way or another.
LOL_DUDE wrote:Also, little thing, but would you consider changing the options for the Quake hit and kill sounds to display as Quake III Arena and Quake Champions respectively? 'Cause when I first started using HitSounds, I was confused by the disparity between the two, and I think the exact source for the sounds from their series should be specified.
Tekish wrote:HitMarkers is very simple in how it works - it just reads the data provided by the engine whenever something takes damage and spits out a hit/kill marker (or sound) when the following criteria are met:
- The damage inflictor is the player (you).
- The target is an actor with the ISMONSTER flag or the target is another player (I haven't tested this last part so I'm not sure it works).
- Kills are acknowledged when the target's health is reduced to zero or lower.
I mention this because it makes interactions with some mods understandable. In the case of Brutal Doom, the tank and helicopter shoot projectiles that can turn into an impact particle that has the ISMONSTER flag active. When it's destroyed, the engine sees that the player shot it, it was killed (it has 0 or negative health), and it is classified as a monster. That's why you'll see kill markers in this circumstance. Someone earlier in the thread mentioned barrels causing hit markers when you shoot them and I knew immediately they were using Brutal Doom (or one of its derivatives) because barrels are also given the ISMONSTER flag.
In High Noon Drifter, the bow projectile has an algorithm where it will determine how much damage it does based on a enemy's health. When it decides how much damage to do, it tells that enemy to hurt or kill itself. This means that the player never actually inflicts the damage, and thus you'll see no hit marker. I haven't looked at GMOTA but I'd imagine it's a similar circumstance.
Tekish wrote:This has been suggested before. It would be possible to do the things you've mentioned, but I currently lack the motivation to implement the changes that are necessary to do this properly. It would require a bit of reworking to HitMarkers especially, and while it's not a difficult task, I just don't have the time or desire to do it at the moment.
Tekish wrote:Also, little thing, but would you consider changing the options for the Quake hit and kill sounds to display as Quake III Arena and Quake Champions respectively? 'Cause when I first started using HitSounds, I was confused by the disparity between the two, and I think the exact source for the sounds from their series should be specified.
The hit sounds in all of the Quake games that have them are the same. Quake III also didn't have kill sounds - this was something they added in Quake Live, which I had forgotten. Because of this, I've added the Quake Live kill sound to HitMarkers and split up the menu options between that and Quake Champions to better distinguish them.
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