"Damage Decal" Limit?

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Sticky
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"Damage Decal" Limit?

Post by Sticky »

How do the "damage sprites" work?
I don't know what their actual title is, but the remnants of explosions: the soot marks left on the walls (etc.) when a rocket explodes, or a cell hits....yeah, those.

What I really wanna know is: Is there a limit to how many of these can be drawn at one location? If not, should there be?

By the end of a deathmatch last night, one part of the level that gets particularly hammered was lagging both our machines everytime we went past it. Everytime we looked at the area, the game would come to a crawl. If we turned around so we weren't looking at the area, there was no slowing as we passed it.

As you can see, this wall has been hit by many rockets.... if I had to estimate, I'd say 300+ or so. So, if it's trying to draw a mark for all 300+ of those, that might explain what's going on. And if so, shouldn't it be limited to a nice reasonable ammount like 35, or something? Thanks for the input! And if you need to see other shots for some reason, I've got a few more.

EDIT: I guess they're called decals, thanks Giest.
Last edited by Sticky on Wed Feb 18, 2004 11:05 pm, edited 2 times in total.
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cccp_leha
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Post by cccp_leha »

As we can see? On the contrary: we can't! :(
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Sticky
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Post by Sticky »

Now? :( If not, try this. Or, for a smaller version, same link with a .jpg extension.
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Giest118
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Post by Giest118 »

They're called decals by the way.
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Post by cccp_leha »

I couldn't see before (12:00 AM EST).
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HotWax
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Post by HotWax »

I think an excellent feature would be to limit the number of decals a particular sidedef can hold, or the number of decals that can be shown on the screen at once. In either case, older decals would be removed before newer. Instead of replacing the current cvar that controls the total number of decals, a second would be added as a "sublimit". This would allow people with fast enough machines to have unlimited decals (-1? ;)) without having to worry about getting massive slowdown when they look at particularly active areas of the map.

In the meantime, you can set the decals limit to something low so this doesn't occur.
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Sticky
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Post by Sticky »

Yeah, I think a limit would do the trick... There's just no reason for so many. Once it's black, it's black. How might I go about doing this?

Can they be turned off entirely? I think they're really neat, and it's fun to play "doom anthropology" and trace old battles by the markings on the walls, but we played again tonight and the slowdown was a nuisance in several places.
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Post by rpeter »

In SP games a fight against the cyberdemon can produce too much decals as well, bringing down the fps to a crawl. And if I happen to press my nose against all those decals...
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Post by HotWax »

Sticky: Just type cl_maxdecals 0 to disable decals.
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Sticky
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Post by Sticky »

Excellent, gracias! "+cl_maxdecals 512" added to the .bat. Default is 1024, so I figure we'll just chop it in half for starters and see from there. It would be nice, à la your "sublimit" idea, if there were some kind of limit per texture, or sidedef, or even sector.... but that'll do pig, that'll do. Thanks! (ps. not calling you a pig, hotty. Just sort of had no choice but to plop it in there after "that'll do". It's hardwired!! Curse the media!)
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Post by HotWax »

I do kinda look like one though, don't I?
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