New actor property: BloodSprite

Moderator: GZDoom Developers

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Graf Zahl
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Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Yes, that's correct.
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Ryan Cordell
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Post by Ryan Cordell »

Graf? You bloody own. :wub:
NiGHTMARE
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Post by NiGHTMARE »

Blade Nightflame wrote:Graf? You bloody own. :wub:
Pun intended? ;)

But yes, seconded!
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Grubber
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Post by Grubber »

HotWax wrote:
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)
There's Template:SVNCode already.
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Cutmanmike
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Post by Cutmanmike »

Grubber wrote:
HotWax wrote:
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)
There's Template:SVNCode already.
Bah someone stole my idea.
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Anakin S.
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Post by Anakin S. »

Graf Zahl wrote:Thanks for pointing that out. I added a puff parameter to A_RailAttack and A_CustomRailgun.
Thanks. Are you also considering adding parameters to control the offset of the railgun as I suggested here? Just a few logistical things, nothing fancy, I think.
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Ultraviolet
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Post by Ultraviolet »

Hah, if an actor bleeds chunks of flame in GZDoom, it would then be appropriate for those chunks of flame to have their own dynamic lights.
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Nash
 
 
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Post by Nash »

Depending on the computer, that might slow things down a bit (or a lot), especially with rapid-fire weapons like a chaingun or a minigun.

GZDoom's dynamic light code isn't very optimized...

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