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Human enemies emit too much blood #2261

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rr- opened this issue Jan 11, 2025 · 7 comments
Closed

Human enemies emit too much blood #2261

rr- opened this issue Jan 11, 2025 · 7 comments
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TR1 TR2 TRX bug A bug with TRX

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@rr-
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rr- commented Jan 11, 2025

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.

@Richard-L
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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.

@lahm86
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lahm86 commented Jan 12, 2025

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.

@lahm86
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lahm86 commented Jan 12, 2025

There is no difference that I can see. OG on the left, dev build on right. Other than FOV, this looks identical.

image

@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?

@rr- rr- moved this to Ready in TRX Dev tracker Jan 12, 2025
@Richard-L
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Richard-L commented Jan 13, 2025

@lahm86 I think you're right and this can be closed I think.

Taken all of the TR2X screens with v0.8-170-g376b263.

PS1
ps1 venice mp4_20250113_005105 978

TR2X
tr2x venice mp4_20250113_005234 878

^ I notice her braid is in a different geometry in this moment here. I think this may be due to some braid behaviour changes?

PS1
ps1 water mp4_20250113_005402 958

TR2X
tr2x water mp4_20250113_005531 504

^ Blood looks identical, just bubbles are different (which are probably generated randomly anyway)

PS1
ps1 tibet mp4_20250113_010901 463

TR2X
tr2x tibet mp4_20250113_010959 242

^ 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.

@rr-
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rr- commented Jan 13, 2025

Thanks for the analysis. Let's close it.

@rr- rr- closed this as not planned Won't fix, can't repro, duplicate, stale Jan 13, 2025
@github-project-automation github-project-automation bot moved this from Ready to Done in TRX Dev tracker Jan 13, 2025
@lahm86
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lahm86 commented Jan 13, 2025

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.

@Richard-L
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@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.

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