Dead body removal
Moderator: GZDoom Developers
Dead body removal
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.
			
			
									
						
										
						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.
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.
			
			
									
						
										
						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.
- Graf Zahl
 - Lead GZDoom+Raze Developer

 - Posts: 49252
 - Joined: Sat Jul 19, 2003 10:19 am
 - Location: Germany
 
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.
			
			
									
						
										
						@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.
@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)?
			
			
									
						
										
						Re: Dead body removal
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.boomlala wrote:Maybe that could help to keep down the lag in multiplayer.
- Unknown_Assassin
 - Posts: 2468
 - Joined: Wed Apr 12, 2006 5:17 pm
 - Location: Where dead carcasses lie
 - Contact:
 
- TheDarkArchon
 - Posts: 7656
 - Joined: Sat Aug 07, 2004 5:14 am
 - Location: Some cold place
 
- Cutmanmike
 - Posts: 11354
 - Joined: Mon Oct 06, 2003 3:41 pm
 - Operating System Version (Optional): Windows 10
 - Location: United Kingdom
 - Contact:
 
Re: Dead body removal
Really? That probably explains why it's not as screwy as skulltag's.randy wrote: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.boomlala wrote:Maybe that could help to keep down the lag in multiplayer.
This is pretty common knowledge, Cutty. 
  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.
			
			
									
						
										
						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.
- Cutmanmike
 - Posts: 11354
 - Joined: Mon Oct 06, 2003 3:41 pm
 - Operating System Version (Optional): Windows 10
 - Location: United Kingdom
 - Contact: