[not a bug]DEHACKED Blood Bug?

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

[not a bug]DEHACKED Blood Bug?

Post by Tormentor667 »

I applied the following DEHACKED file to me UTNT Resources:

Code: Select all

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6

# Blood Duration Start
Frame 90
Duration = 16
Frame 91
Duration = 16
Frame 92
Duration = 800
# Blood Duration End


# Puff Spark Start
Thing 8 (Puff Spark)
Width = 65536
Height = 65536
Pain Sound = puff/ric
Mass = 25
Bits = 16 + LOGRAV
render style = style_add
alpha = 0.9
scale = 0.43

Frame 311
Sprite Subnumber = 4

Frame 312
Sprite Subnumber = 5

Frame 313
Sprite Subnumber = 6

Frame 314
Sprite Subnumber = 7
Next Frame = 0
#Puff Spark End

[CODEPTR]
Frame 94 = Tracer
Frame 312 = Pain 

[STRINGS]
TXT_MANA_2 = Firebomb Fuel
TXT_WEAPON_C3 = You got the Firebomb Launcher
The i,portant part here is the "Blood Duration" stuff. I changed the last 2 sprites of the original Doom Blood and made the last sprite of this last a bit longer, to make it look as the blood stays on the floor for a while. This worked in older GZDooms afaik but it doesn't work anymore in the new GZDoom. The blood sprites are "used" (as I can see them ingame) but the duration isn't applied for the last frame.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Lower it little bit.
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

Okay, I found the bug, the blood clipped into the floor in OpenGL mode, that was all, just raised the offset and it is working now again! Thx though ;)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Quite what I expected. :P
Locked

Return to “Closed Bugs”