Bug #872

enable_breath effect works only on surfaceparm

Added by keMoN almost 4 years ago. Updated over 2 years ago.

Status:New% Done:

0%

Priority:NormalSpent time:-
Assignee:-
Category:-
Target version:ALL
OS: Arch:

Description

Having the enable_breath effect active in maps is semi funcitonal. Right now it only appears if whatever the player is standing on, has surfaceparm snow in its shader.

I understand the arguments behind it, but I think it is not wise to restrict this effect like that. If it is possible I think restricting it to areas that are underneath the sky (like artillery support) would be a better solution. I’m not entierly sure if having it globally on the map is a good idea, because it is unusual inside buildings.

enablebreath.pk3 (27.3 KB) keMoN, 18.12.2016 10:52

History

#1 Updated by IR4T4 almost 4 years ago

  • Target version set to ALL

#2 Updated by Mateos almost 4 years ago

I think I recall that this enable_breath isn’t working at all ^^' Because as you said bound to this surfaceparm

I think a cloudy, rainy, cold spring night might benefit from this kind of tweak, for the sake of the atmosphere, and mapper liberty

#3 Updated by IR4T4 almost 4 years ago

We may add a new worldspawn flag but this enables or disables it only.

#4 Updated by keMoN over 2 years ago

There are two things in this I would like to adress.
First, the enableBreath effect (small clouds in front of the player mouth) works only if the player is downed and waiting for a medic. It doesn’t work when the player is alive.
Second, the effect works only on surfaces that have "surfaceparm snowsteps".

I think it would be great, if this could be bound to the TraceMap. Environmental effects (snow and rain) are using TraceMaps to know where to cast those effects and probably Artillery and Air Strikes are also checking this TraceMap for info whether they should go through or not.

This would make the effect actually useable and I think it’s as close to 'perfect’ as possible.

#5 Updated by Mateos over 2 years ago

Personally I’d go for a trigger approach (AABB), so the mapper has a full control of where (and also when!) this effect happens

#6 Updated by keMoN over 2 years ago

That would also be an option, yes. I just thought of the tracemap because that one is already present anyway and relatively accurate. But you are right, triggers would actually allow for more flexibility. Do you think there might be any differences in performance?

#7 Updated by keMoN over 2 years ago

when that happens
Daaaamn, I must have skipped that line in my mind the first time. I’m just now realizing the potential it brings when you are able to trigger that stuff. Nice thinking!
That would have been perfect for the 'Battle of Wolken’ mappers!

#8 Updated by Mateos over 2 years ago

See, winter map with interior, a wall is blown up, and suddenly it gets colder inside

#9 Updated by keMoN over 2 years ago

Added sample map for testing.

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