Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Mon May 11, 2009 4:13 pm

  • MirceaKitsune wrote:For the time being I believe the current gibs and bloods are good. Maybe more can be added later if anything... right now its probably most important to make sure it works as it is without any issues and can get committed :)


    Definitely a good plan. Hopefully it can make it into a 2.5.2.

    Ultimately, I think this feature can be best utilized if whenever an artist starts making a new player model, they make the gibs for that specific model as well.
    Flying Steel
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Tue May 12, 2009 8:43 am

  • Indeed! Severed limbs and custom internal organs shalt burst forth! Though the artists need to be able to specify the "gib set" so that we don't get player explosions with five arms and three skulls. For now I agree that the current new blood/gib sets are good and resources are probably best spent on getting these together with the new code polished up and comitted for a stable per-player gib system.

    Of course, with some TWIG love, severed limbs with ragdoll and organs that bounce about in a realistic way when shot at would ownz0r - like whacking the severed limbs in DOOM3 and watching them flop about the room
    Taiyo.uk
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Tue May 12, 2009 7:53 pm

  • You're reading my mind. Or realistic bood splashes dripping down the wall on the floor making nice puddles mirroring one's face.
    Alien
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Tue May 19, 2009 11:29 pm

  • Still not in svn :(
    tundramagi
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Wed May 20, 2009 12:53 pm

  • Intentional extra post to create another bump so that someone may commit this to svn if they have the access to do so.
    tundramagi
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Wed May 20, 2009 1:04 pm

  • Oh, glad you bumped this.

    No worries, the tracker item is still open, but I guess we're waiting for acknowledgement to commit :)


    Just be patient :)
    Meh.
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    Mr. Bougo
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Wed May 20, 2009 3:02 pm

  • We're waiting for the final checks to be made. I heard Div is a little busy now so it may probably be a few more days but don't worry, this will not get forgotten or lost at this point :)
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    MirceaKitsune
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Thu May 21, 2009 5:26 am

  • Has the robot-oil been made white/clearish or slightly yellow for the synthetic oil look?
    I've heard it should be white/clearish.
    tundramagi
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Thu May 21, 2009 9:02 am

  • Bumps are unnecessary after 3 minutes, jeez. Wait *at least* 24 hours.

    I don't think it has been changed. Maybe you should check yourself? Everything is on the tracker.


    Oh, and try to be patient.
    Meh.
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    Mr. Bougo
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Thu May 21, 2009 11:03 am

  • The oil will stay dark purple I think. I don't believe anything else would really look good either. If anyone wants white oil the new bloods can be modified from effectinfo.txt, just search the words human, alien or robot there and change the color codes.
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    MirceaKitsune
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Fri May 22, 2009 4:54 pm

  • Are there any bugs in the code?
    tundramagi
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Sat May 23, 2009 1:35 pm

  • Updated to latest darkplaces and nexuiz svn. Applied the v2r2 patch, added the pk3, compiled.

    Gibs themselves still give off red blood it seems.
    tundramagi
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Sun May 24, 2009 7:10 pm

  • Yea this totally does not work right at all.
    MirceaKitsune, MrBougo: you have to do some work on the decals system in the engine to allow diffrent blood colors to be thrown around. Untill that's done this patch really doesn't work correctly :/ .

    Could you do that? Someone else said they were but they didnt, so it's up to you!
    tundramagi
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Sun May 24, 2009 7:23 pm

  • It's not really up to anyone. If people choose to do it they will. Don't demand it like that, it's a very bad style. You who complain about people demanding other things now go back on your own words. That's called being a hypocrite. Do it yourself if you want it done, if you don't know how, learn. Those are your exact words.
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    ai
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Sun May 24, 2009 7:41 pm

  • There are no problems with the decals and blood colors here, tundramagi. Make sure you applied the patch correctly and also updated effectinfo.txt, as well as the updated particlefont.tga. Maybe something went wrong on your end, here it works perfectly well with the latest SVN and engine.
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    MirceaKitsune
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Mon May 25, 2009 1:48 am

  • tundramagi, don't be surprised if you posts start disappearing. I already warned you twice publicly (now a third time) about multi-posting when you can just as easily click edit... and I pmed you about it. I'm not even going to bothing spliting the topic. I'm just going to start deleting them.

    Learn to click edit or lose your posts. You clearly abuse this and have shown a blatant disregard for my requests to stop. You're spamming up RSS and usually not even contributing with your amendments.


    Good luck in getting the blood color working.
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    [-z-]
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Mon May 25, 2009 1:54 am

  • AI: I'm about as incapable as all the people who demand features are. None of us in that group can get anything done. We don't have the smarts nor the talent.

    Div added some new parameters for effectsinfo that could help this work:

    staintex and staincolor

    by effectinfo
    e.g.:
    staintex 1 1
    staincolor 0x00FF00 0x00FF00
    = green decals


    [-z-] wrote:tundramagi, don't be surprised if you posts start disappearing. I already warned you twice publicly (now a third time) about multi-posting when you can just as easily click edit... and I pmed you about it. I'm not even going to bothing spliting the topic. I'm just going to start deleting them.

    Learn to click edit or lose your posts. You clearly abuse this and have shown a blatant disregard for my requests to stop. You're spamming up RSS and usually not even contributing with your amendments.


    Good luck in getting the blood color working.


    (Note: who knows if my nexuiz install is messedup or not, or out of sync with whatever svn version the patch was made for (I used the newest svn))

    I doubt color blood will ever work. Regular red blood is totally broken now. Robo blood kinda works. Green blood mostlyworks, blood showers no longer work. Very dissapointing :(.

    I'm accustomed to tons of blood, every flying piece of blood leaving a stain etc, that nolonger works.

    :/

    (Note: just because it doesn't work for me, doesn't mean the patch won't work for you: who knows how much I screwed up my nexuiz svn tree. That being said, there needs to be shown the patch actually working fully so that it can be confidently committed without large bugs.)

    Added staintex to everything, and still the same thing: green blood works. Robot blood works sometimes. Good old human blood does not work (set to staintex red). The blood spray from the gib explosion does not leave stains on the map (before patching it did). This patch broke something.

    Here's my effectinfo: https://cat2.optus.nu/nexuizserv/otherm ... ctinfo.txt

    Well... I guess some things aren't ment to be :(.
    I doubt we'll ever have working muti-colored blood because... well.. the patch just breaks blood.

    (MrBougo may have a newer version that works better)


    Please test more and show screenshots of this robogibs patch working if it's working for you
    tundramagi
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Mon May 25, 2009 2:49 pm

  • svn revert -R
    Alien
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Mon May 25, 2009 2:59 pm

  • Yeah, I'd say you screwed it up, mikee.

    There's as much blood as before, and it has the appropriate color.
    Meh.
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    Mr. Bougo
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Mon May 25, 2009 4:48 pm

  • Mr. Bougo wrote:Yeah, I'd say you screwed it up, mikee.

    There's as much blood as before, and it has the appropriate color.


    Can you commit it then :).
    tundramagi
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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.
    tundramagi
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Tue May 26, 2009 10:28 am

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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    MirceaKitsune
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Tue May 26, 2009 12:51 pm

  • Committed

    Please test ;)
    Meh.
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    Mr. Bougo
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Tue May 26, 2009 1:43 pm

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?
    tundramagi
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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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    Mr. Bougo
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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...
    tundramagi
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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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    Mr. Bougo
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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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