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zooloo75

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Everything posted by zooloo75

  1. zooloo75

    BloodLust (Version 2022.04.13)

    I'll look into it further before releasing this update.
  2. zooloo75

    BloodLust (Version 2022.04.13)

    The next update will monitor surface splatters and remove them if they are no longer at a valid position. In other words, if a splatter is on a door, and the door opens, the splatter will be deleted; like-wise, if a building collapses, the splatters on that building will be deleted as well. Reduces floating splatters. Also working on optimizations -- specifically around explosions and the massive drop in framerate they cause with blood splatters. EDIT: Added a blood splatter ammo whitelist which includes bullets and grenades. Large explosives such as explosive charges will no longer cause blood splatters, due to performance reasons.
  3. zooloo75

    BloodLust (Version 2022.04.13)

    It's not compatible with MP (for now), due to how the HitPart event handler functions. May have to use a different damage handler.
  4. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-20-2016] v1.2: Improved surface blacklisting logic. Improved exit-wound normal (adding a bit more dynamic-ness to the splatter positions). Increased blood iterations (more blood emitted). Reduced chance of blood splatters sticking out of corners and small surfaces. Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.2.zip Requires CBA!
  5. zooloo75

    BloodLust (Version 2022.04.13)

    I'll work on that tonight. Gonna hold off on the blood mists -- based off of the documentation, creating new particle effects looks like it's going to take a bit of time to fully implement.
  6. zooloo75

    BloodLust (Version 2022.04.13)

    The more detail, the better! Thanks.
  7. zooloo75

    BloodLust (Version 2022.04.13)

    Thanks for the report. I'll disable blood splatters for units in vehicles. Will look into what's causing people to be detected as surfaces. I do have a blacklist of classnames to avoid as surfaces. Might be a weapon holder or backpack that it's detecting.
  8. zooloo75

    BloodLust (Version 2022.04.13)

    Tonight's goal is to begin implementing blood mists (will have to research how to create custom particles). Btw, nice vid froggy :)
  9. zooloo75

    BloodLust (Version 2022.04.13)

    Not possible with the current implementation. I could do texture swapping like an animation, but that would increase file size drastically.
  10. zooloo75

    BloodLust (Version 2022.04.13)

    Playing with some other mods, such as ACE. BloodLust + ACE = <3 Damage model is accurate :) Surely provides proof that this guy got shot everywhere.
  11. zooloo75

    BloodLust (Version 2022.04.13)

    Your textures look great! I'm sure you'll appreciate what I've done with v1.1 as far as texture handling goes ;) As far as the shading is concerned, there's nothing I can do on my end to change that, as that's how the UserTexture object in ArmA is shaded. It's outside my realm of knowledge (for now at least).
  12. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-18-2016] v1.1: Splatters' position offset from surfaces to prevent Z-Fighting. Revamped splatter texture selection based on where a unit is hit. Remade splatter textures -- now at a whopping 48 splatters! (And no more white outlines!) Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.1.zip Requires CBA!
  13. zooloo75

    BloodLust (Version 2022.04.13)

    Are you running CBA? --- Side note: Just finished creating the new splatter textures (all 48 of them).
  14. zooloo75

    BloodLust (Version 2022.04.13)

    Currently redoing all of the blood splatter textures, with more than before. These ones won't have the white outlines.
  15. zooloo75

    BloodLust (Version 2022.04.13)

    Just re-did the blood splatter texture selection code -- the textures chosen are now related to the body part hit. So each body part can have its own set of splatter textures. Will be in the next update.
  16. zooloo75

    BloodLust (Version 2022.04.13)

    My mod does not add a bleeding effect. Only the initial splatter from a wound. The game actually has its own bleeding effect (though very faint).
  17. zooloo75

    BloodLust (Version 2022.04.13)

    I thought of a potential solution to prevent the application of blood decals on surfaces which are smaller than the decal (meaning the blood decal would stick out): perform a line intersections on each vertex of the decal plane to the surface it is to be applied to, and see if all 4 points are valid. (Just a note to self)
  18. zooloo75

    BloodLust (Version 2022.04.13)

    This is likely due to Z-Fighting. I'll need to place the decal slightly offset from the surface. Thanks for the vid.
  19. zooloo75

    BloodLust (Version 2022.04.13)

    The current release (v1.01) is limited to 500 splatters at any given time. Once that limit is reached, old splatters are replaced by new ones. Other than that, blood splatters remain indefinitely until they are replaced by the system.
  20. zooloo75

    BloodLust (Version 2022.04.13)

    Interestingly enough, this is something KetsuCorp, BadBenson, and I have discussed as a future feature, including throwing gibs (chunks of flesh, and body parts) around from explosions.
  21. zooloo75

    BloodLust (Version 2022.04.13)

    I'll add configuration options in a future update to satisfy people's blood lust (or lack thereof).
  22. zooloo75

    BloodLust (Version 2022.04.13)

    Thanks for the info. I'll see what I can do tonight.
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