Abba Zabba wrote: ↑Tue Jan 24, 2023 9:38 pmThe new medkit sprite that's based off the Freedoom stim sprite, frankly, looks awesome. It's also fits perfectly in ID Doom compared to the original bulk cell with a pistol grip attached, had no idea it looked that way in Freedoom before.
The new high visibility gyro grenades I'm mixed on, on one hand the overall color change to make the paint or material finish shine or contrast a bit more makes them stand out just on its own, but the bright blue and gold (possibly based on munitions seen in Ukraine?) color bands are somewhat distracting. This might be one of those personal preference things, as I've tweaked mine to look a little closer to TF2's rocket. However, the silver rod that extends the fins on armed gyros looks great, solid addition. But now the ied kit on the gyros looks nothing short of a miniature explosive Christmas tree.
Glad the new medikit device works!
The rocket grenades will be getting another overhaul soon - the single-piece fins don't make that much more sense than the original. [EDIT: of course then I find
this, pretty much identical to what the old sprite does, which begins to suggest I might end up having to go with 2 separate configurations for grenade and rocket] The gold stripe is just supposed to be an indicator of which direction you're supposed to load the round in, but given the shape of the thing it doesn't make a whole lot of sense. (fwiw this is *not* a political statement, I'd actually tried to make the design look *less* like a Ukrainian flag but there's only so much you could do with "blue stripe, yellow stripe"...)
Agreed that the IED has way too many colours...
Marisa the Magician wrote: ↑Wed Jan 25, 2023 6:17 am
I mildly suspect this to be related to an assortment of explosion-related crashes I've gotten over the years with multiple unrelated mods that seem to all narrow down to an assert in std::clamp when the "low" argument is larger than the "high" argument.
I don't see anything in explosion.zs that could do this, unless there's some messed-up sector on the range where the ceilingz would be lower than floorz. Will have to do a broader search for clamps in other files tonight...
EDIT: Could only fine 2 places where a fireball might be placed somewhere between floorz and ceiling-height, which could run into issues if the sector is narrower than the fireball is tall.