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Human enemies emit too much blood #2261
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Comparing the guy and rat in the Venice demo it actually looks correct. For some reason ffmpeg won't let me hstack both clips atm. Just the blood sprite is semi-transparent on PS1 which helps it look less dominant. |
The code we changed only affects humans hitting Lara with their guns, not the other way around. Lara hitting enemies uses spheres rather than joint collision. https://github.com/LostArtefacts/TRX/blob/develop/src/tr2/game/gun/gun_misc.c#L281 Are there any screenshots or videos with evidence comparing with OG PC? I can check later if we don't have anything. |
There is no difference that I can see. OG on the left, dev build on right. Other than FOV, this looks identical. @Richard-L Could you confirm if you are seeing an issue, or was it just the comparison with PSX transparency that led to this conclusion? |
@lahm86 I think you're right and this can be closed I think. Taken all of the TR2X screens with v0.8-170-g376b263. ^ I notice her braid is in a different geometry in this moment here. I think this may be due to some braid behaviour changes? ^ Blood looks identical, just bubbles are different (which are probably generated randomly anyway) ^ Notice here how the blood that emits from Lara due to being hit is much higher on PS1 (at the right lower end of the hut). This is because she is falling down here as she's being hit I believe. |
Thanks for the analysis. Let's close it. |
Thanks @Richard-L. Yes, the braid is now properly positioned based on interpolated frames; OG didn't handle that so you would often get juddery movement during some animations, like Lara walking backwards (comparison here). Lara's blood splats were previously positioned using invalid data, which is why you could see them at larger distances from her body. This gave a random effect but was dangerous as it was reading into unknown data. We now position them with properly controlled randomization, and this in turn will have an effect on the position of other elements that are drawn randomly, like bubbles as you noticed. |
@lahm86 appreciate your response so much 🙏 It's hard for me to spot a difference in the braid, other than the judderiness you mention. To me it has a certain classic TR look to it, but we don't have to get into that. All you do for TR is wonderful. |
Looks like our fixes for #2253 done in 9abf580 and 98d24aa created an issue where the human enemies spill too much blood upon hit.
I think it has to do with the randomness applied to every joint, creating visually more intense wound effects.
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