Dead body removal

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boomlala
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Dead body removal

Post by boomlala »

I don't know if this is possible or already requested, but I would like an option so that dead body's not placed by an editor as decoration dissappeared after a while.

Maybe that could help to keep down the lag in multiplayer. If this is already an option somewhere, please post how to turn it on.
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HotWax
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Post by HotWax »

If you want to remove the corpses of enemies, create [wiki]Decorate[/wiki] replacements of them and change the last frame in the death sequence(s) to have a very long duration instead of -1 (forever). You can fancy this up if you like using [wiki]A_CheckSight[/wiki], which will only remove corpses when nobody's looking.

Removing the corpses of players is more tricky because you can't simply destroy the corpse actor before the player has respawned, or you'll crash ZDoom.
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Anakin S.
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Post by Anakin S. »

For players, you could use a custom player class and define the death state to become invisible after a while instead of removing it entirely.
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Graf Zahl
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Post by Graf Zahl »

With the next version Hexen's corpse queue will be exposed to DECORATE. With that you can limit the amount of corpses that stay in a level. But this also requires DECORATE replacements. The standard monsters' corpses won't ever disappear.

@Anakin S.: For that particular purpose there's a code pointer that checks whether the player's corpse can be removed so that you don't have to let an invisible sprite lie around.
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Skippy
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Post by Skippy »

@Graf: would that be A_CheckPlayerDone? I've been wondering about this one for ages as there's no Wiki section on it. While we're at it, is there any kind soul who could fill in the other three blanks in the [wiki=Action_functions]Action Functions[/wiki] section of the Wiki (namely A_Burst, A_FLoopActiveSound and A_FireAssaultGun)?
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randi
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Re: Dead body removal

Post by randi »

boomlala wrote:Maybe that could help to keep down the lag in multiplayer.
It would have no effect on multiplayer. The only things sent across the network are player inputs. The only way to reduce your lag is to get a faster connection between all the computers involved.
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Zippy
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Post by Zippy »

I think he's confusing lag and just general rendering slowdown from having a level stack up with corpses after a long multiplayer session.

Also, yes to the whole thing about A_CheckPlayerDone, because I was wondering about that as well.
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Anakin S.
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Post by Anakin S. »

A_Burst is like the freeze death shatter but you get to decide what actors to use as the chunks and the number of chunks there are I think.
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Unknown_Assassin
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Post by Unknown_Assassin »

HotWax wrote:[wiki]Decorate[/wiki]
The Decorate link says there's no text in it. :shock:
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Matt
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Post by Matt »

[wiki]DECORATE[/wiki]
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TheDarkArchon
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Post by TheDarkArchon »

Unknown_Assassin wrote:
HotWax wrote:[wiki]Decorate[/wiki]
The Decorate link says there's no text in it. :shock:
Look at it now ;)
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Cutmanmike
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Re: Dead body removal

Post by Cutmanmike »

randy wrote:
boomlala wrote:Maybe that could help to keep down the lag in multiplayer.
It would have no effect on multiplayer. The only things sent across the network are player inputs. The only way to reduce your lag is to get a faster connection between all the computers involved.
Really? That probably explains why it's not as screwy as skulltag's.
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HotWax
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Post by HotWax »

This is pretty common knowledge, Cutty. :P ZDoom is prone to desync because all that's transmitted is the player inputs (as it was in Doom), and each client processes the game world on their own. Thus on a poor connection, a couple packets get dropped and the game no longer knows where the other player should be.

I'd still love to see a full C/S implementation in ZDoom (obviously in addition to the classic netcode, not replacing it), but I understand ST's netcode is quite large and messy, so this wouldn't be an easy change. Suxxors. :(
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Cutmanmike
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Post by Cutmanmike »

Wanna develop a new netcode for zdoom? :P
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HotWax
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Post by HotWax »

Uhhh... yeah... I'm not entirely sure how the actor classes work (by which I mean I have no clue), but I'm sure it can't be that hard, right? ;)
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