When making blood/water/lava pools, the splash effects do not appear like they used to in older zdoom ports. I can tell that the splash effects in GZdoom were altered so they could produce bigger splashes for larger objects and smaller splashes for smaller objects, but the end result looks less beleivable than the old method. For instances, if a monster/player drops blood after getting hit in a blood pool that it's standing in, a builld up of small blood hovers right above the blood pool and stays there longer than it needs to due to all the excess blood falling and triggering the splash effect (hope that made sense). In some cases, if you have a deepwater sector and something small hits the water, you can not even see a small splash. I think it would just be a better idea to use the old splash method found in past zdoom ports.
Radeon 9800 pro 128mb
1gb ram
Athlon XP 2400+
[not a bug] Splash effects seem odd.
Moderator: Graf Zahl
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
- Disciple-X
- Posts: 39
- Joined: Thu Jan 19, 2006 6:04
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
I just tried here with my own splash wad and there is a difference. It wasn't so obvious with the water splash, because it's taller than the one I use for blood, but the blood one was very obvious. This was in Doom2.wad with sprite clipping set to "Always" which I thought should be lifting the sprites all the time. There was certainly a difference between 0.9.28 and 1.0.10 which were the two versions I checked.
[edit]Hang on, I know what this is:
Unfortunately, a day or so later, I figured out how the small splashes should be configured but by that time the change had been reversed and it looked like it would never go back to where it was. I have requested it many times since and had to use dehacked patches to force the bullet puff and blood actors back down to low masses.
So, the problem is not GZDoom. Finally it is doing what was always intended with the splashes - big items make the big splash and small items (even default ones) make the small splash. Unfortunately the splash wad that a lot of people use was compiled with small splash definitions that were not understood at the time - and therefore they don't look too good. To take proper advantage of this feature, splash.wad needs to be updated, not GZdoom crippled again.
For info, one of the things you can set in a splash definition is how much clipping is applied to the sprite. The bigger the number, the more gets chopped off the bottom. Corwin hadn't realised that's how it worked at the time and so the definitions just used any old value regardless of whether they looked good or not and these clip some of the sprites too much. If you want to try messing with it yourself, try altering the smallclip value in the terrain lump (I think that's what it's called) and see it you get something more pleasing.
This would, however, be an oportune time to create a new, improved splash.wad. If I get a chance, I'll look into it myself, but I'm kind of busy ATM.[/edit]
[edit]Hang on, I know what this is:
I thoroughly support this change. It was something that Randy did ages ago. However when Corwin was making up the splash WAD that a lot of people use, he hadn't figured out the options for the small splashes and requested that Randy revert back to the original mass for these items - forcing them to make the big splash all the time (I know because I was helping Corwin with the WAD at the time).May 13, 2006 (Changes by Graf Zahl)
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
Unfortunately, a day or so later, I figured out how the small splashes should be configured but by that time the change had been reversed and it looked like it would never go back to where it was. I have requested it many times since and had to use dehacked patches to force the bullet puff and blood actors back down to low masses.
So, the problem is not GZDoom. Finally it is doing what was always intended with the splashes - big items make the big splash and small items (even default ones) make the small splash. Unfortunately the splash wad that a lot of people use was compiled with small splash definitions that were not understood at the time - and therefore they don't look too good. To take proper advantage of this feature, splash.wad needs to be updated, not GZdoom crippled again.
For info, one of the things you can set in a splash definition is how much clipping is applied to the sprite. The bigger the number, the more gets chopped off the bottom. Corwin hadn't realised that's how it worked at the time and so the definitions just used any old value regardless of whether they looked good or not and these clip some of the sprites too much. If you want to try messing with it yourself, try altering the smallclip value in the terrain lump (I think that's what it's called) and see it you get something more pleasing.
This would, however, be an oportune time to create a new, improved splash.wad. If I get a chance, I'll look into it myself, but I'm kind of busy ATM.[/edit]
- Disciple-X
- Posts: 39
- Joined: Thu Jan 19, 2006 6:04
-
- Posts: 36
- Joined: Wed Jan 13, 2016 10:31
Re: [not a bug] Splash effects seem odd.
Did anyone work this out? I struggle with the water splash appearing on small objects (mass less than 10) even if I have set it to not display anything on smallclass - it displays whats set on baseclass and chunkclass for all masses. The sound however triggers based on large and small objects as they should based on smallsound and sound.