Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Postby tundramagi » Tue May 26, 2009 1:35 am

Ok tonight I deleted nexuiz svn on my computer. I then redownloaded it. I then applied the patch. I then upacked the pk3. I then loaded up my effectsinfo with the staintex.

Results: Red blood never stains anything.
Blood fountain never stains anything.
Alien and robot blood mists stain.
Alien and robot gibs do stain.
Human does nothing.

Doesn't work.
:/
No one can fix it.
Patch is not fully a success.
Case closed I guess (since no one can fix this (I sure can't)).
We don't get multi-blood.
This sucks, and the only response is silence :(.

(Also note: the default behavior of the patch of making all blood other than gibbed blood black isn't a "patch done" condition either I'd say :/ )

I hate that I have no ability to help fix this. I don't even understand the blood code.

(I also tried with the patches effectinfo aswell)

Also another thing I found is that if I start a botmatch from the menu no bots come it. I have to restart the botmatch from the menu again to get bots to work. I'll try with vanilla svn now and see if it's a bug in svn.
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Postby Mr. Bougo » Tue May 26, 2009 10:28 am

Defaitist drama queen.

It works just fine here.

Proof: http://www.fileden.com/files/2008/1/9/1 ... btypes.avi

(bad video quality, it's the first attempt of converting that 80-meg ogv to something small enough to upload)
Meh.
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Postby MirceaKitsune » Tue May 26, 2009 10:49 am

Still works well here too... no idea what you're doing that brakes it :? And the patch will likely not get committed until div gets to check it. I really wish he can do that soon as well but it doesn't help if you spam like that, so please stop and just wait cuz the patch isn't forgotten.
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Postby Mr. Bougo » Tue May 26, 2009 12:51 pm

Committed

Please test ;)
Meh.
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Postby MirceaKitsune » Tue May 26, 2009 1:43 pm

Reverted, updated and tested with bots, works like a charm :D

Image

Image

Image
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Postby tundramagi » Tue May 26, 2009 4:52 pm

The bot menu problem is not fixed: I started a match with no bots, played with clones for awhile, then I pushed the slider forward to add a few bots: No bots came.

I had to restart the match from the menu to get bots. In the past I could just slide the slider.
That feature is broken for some reason.


Nice. The blood looks all black though. Staintex is there to fix that however, I will re-svn up, then try w/o staintex, then try with staintex, then if that works better I will post to here so you can add that.

Update: staintex didn't fix it. It's still black blood from the blood fountain effect.
That's kinda a bad thing.

I did find a bug in you effectinfo: you have parts of the alien blood as purple. I made sure all alienblood stuff is the appropriate greenish color:
https://cat2.optus.nu/nexuizserv/otherm ... patch.diff
http://cat2.optus.nu:81/nexuizserv/othe ... patch.diff

Is there no way to make coloured bloood fountain?
Could we make a te_bloodshower_color function that adds the ability to specify color?

Here's the current code:

clvm_cmds.c
Code: Select all
static void VM_CL_te_bloodshower (void)
{
        vec_t speed;
        vec3_t vel1, vel2;
        VM_SAFEPARMCOUNT(4, VM_CL_te_bloodshower);
        if (PRVM_G_FLOAT(OFS_PARM3) < 1)
                return;
        speed = PRVM_G_FLOAT(OFS_PARM2);
        vel1[0] = -speed;
        vel1[1] = -speed;
        vel1[2] = -speed;
        vel2[0] = speed;
        vel2[1] = speed;
        vel2[2] = speed;
        CL_ParticleEffect(EFFECT_TE_BLOOD, PRVM_G_FLOAT(OFS_PARM3), PRVM_G_VECTOR(OFS_PARM0), PRVM_G_VECTOR(OFS_PARM1), vel1, vel2, NULL, 0);
}


svvm_cmds.c
Code: Select all
static void VM_SV_te_bloodshower (void)
{
        VM_SAFEPARMCOUNT(4, VM_SV_te_bloodshower);
        if (PRVM_G_FLOAT(OFS_PARM3) < 1)
                return;
        MSG_WriteByte(&sv.datagram, svc_temp_entity);
        MSG_WriteByte(&sv.datagram, TE_BLOODSHOWER);
        // min
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM0)[0], sv.protocol);
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM0)[1], sv.protocol);
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM0)[2], sv.protocol);
        // max
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM1)[0], sv.protocol);
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM1)[1], sv.protocol);
        MSG_WriteCoord(&sv.datagram, PRVM_G_VECTOR(OFS_PARM1)[2], sv.protocol);
        // speed
        MSG_WriteCoord(&sv.datagram, PRVM_G_FLOAT(OFS_PARM2), sv.protocol);
        // count
        MSG_WriteShort(&sv.datagram, (int)bound(0, PRVM_G_FLOAT(OFS_PARM3), 65535));
        SV_FlushBroadcastMessages();
}


Or maybe it would be better to have te_bloodshower_particleeffect
and beable to specify the partical effect?
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Postby Mr. Bougo » Tue May 26, 2009 8:48 pm

DC9BCD is purple, its inverse is green.

You need to use the inverse here, it's not alpha blending. Had you tested this patch, you would have seen purple-only alien blood.

Also, the stains are just fine, the human blood was indeed a bit dark but that's been corrected now. Only the bloodshower is black now, and I'll try to reimplement this in QC now.

EDIT: no luck.
I'm not sure what to do with that te_bloodshower thing...
Meh.
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Postby tundramagi » Tue May 26, 2009 10:10 pm

Mr. Bougo wrote:DC9BCD is purple, its inverse is green.

You need to use the inverse here, it's not alpha blending. Had you tested this patch, you would have seen purple-only alien blood.

Also, the stains are just fine, the human blood was indeed a bit dark but that's been corrected now. Only the bloodshower is black now, and I'll try to reimplement this in QC now.

EDIT: no luck.
I'm not sure what to do with that te_bloodshower thing...


I did test my patch. I saw green alien blood. Before that the alien blood seemed to be purple in mid air. So I changed it and now it seems to be green in mid air. Try it out for yourself to test both ways.

You can't reimplement te_bloodshower in QC because it is a Darkplaces feature. You need to either edit te_bloodshower to allow one to set the particle effects or make a new te_particleshower subroutien that does the same as bloodshower but allows you to set the particle effect.

Whenever I programmed I just used global variables.... this real-programming type stuff is diffrent...
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Postby Mr. Bougo » Tue May 26, 2009 10:20 pm

tundramagi wrote:I did test my patch. I saw green alien blood. Before that the alien blood seemed to be purple in mid air. So I changed it and now it seems to be green in mid air. Try it out for yourself to test both ways.

You can't reimplement te_bloodshower in QC because it is a Darkplaces feature. You need to either edit te_bloodshower to allow one to set the particle effects or make a new te_particleshower subroutien that does the same as bloodshower but allows you to set the particle effect.

Whenever I programmed I just used global variables.... this real-programming type stuff is diffrent...


There is no reason the alien blood would be more green after inverting the color. Do you see any purple alien blood on the video I posted this morning?

Also, I thought it could be possible to reimplement. It's a DP feature, yes, but that implies nothing.
What I would like is a direct access from QC to CL_ParticleEffect, instead of using limiting shortcuts to it such as te_bloodshower, trailparticles or pointparticles.
Meh.
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Postby tundramagi » Tue May 26, 2009 11:26 pm

Mr. Bougo wrote:
tundramagi wrote:I did test my patch. I saw green alien blood. Before that the alien blood seemed to be purple in mid air. So I changed it and now it seems to be green in mid air. Try it out for yourself to test both ways.

You can't reimplement te_bloodshower in QC because it is a Darkplaces feature. You need to either edit te_bloodshower to allow one to set the particle effects or make a new te_particleshower subroutien that does the same as bloodshower but allows you to set the particle effect.

Whenever I programmed I just used global variables.... this real-programming type stuff is diffrent...


There is no reason the alien blood would be more green after inverting the color. Do you see any purple alien blood on the video I posted this morning?

Also, I thought it could be possible to reimplement. It's a DP feature, yes, but that implies nothing.
What I would like is a direct access from QC to CL_ParticleEffect, instead of using limiting shortcuts to it such as te_bloodshower, trailparticles or pointparticles.


Using slomo I see purple and green. Same as before my change. So my change didn't fix anything.
Svn updating again and getting latest effectinfo and will slomo again and will probably find it working fine.

To have direct access would require coding it. Can you or I do that? Dunno. I think only div knows about that and he doesn't want to have to do everything. I think it would be easiest for us to make a te_particleshower where it's just like the bloodparticle thing but you can specify the particle effect aswell. That would be a fairly simple change (adding an additional variable that you can pass to the function, registering the new function with the dp code).

Ok, svn colors are correct. Mine were wrong.
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