DuckReconMajor Posted August 16, 2009 Using Risen3D v2.2.04 Using Risen3D v2.2.04 standard model packFor whatever reason, when I take damage, I don't get the usual red flash. I tried disabling the models and that didn't help. I've looked through the options and config file and couldn't find anything. Anyone else having this problem? 0 Quote Share this post Link to post
Creaphis Posted August 16, 2009 Some ports have a "blood brightness" setting. I've never used Risen3D though.[ 0 Quote Share this post Link to post
DuckReconMajor Posted August 16, 2009 I don't see that setting in the cfg or the menus. Hmm. 0 Quote Share this post Link to post
hawkwind Posted August 18, 2009 The "red flash" was actually removed in version 2.2.03. I wasn't aware of it at the time. In any event this has been replaced with particles. If running in basic doom mode this will remove the particles. So not a bug just a change in the code. 0 Quote Share this post Link to post
DuckReconMajor Posted August 18, 2009 Basic doom mode? Does that mean without the models? edit: never mind, found it. P.S. The particles are okay, but I keep dying because the red flash is what lets me know to look at my health. Now my health can go from 100 to 14 without me knowing it. 0 Quote Share this post Link to post
myk Posted August 18, 2009 hawkwind said: In any event this has been replaced with particles. If running in basic doom mode this will remove the particles. So not a bug just a change in the code. A change in the code can be a bug at the same time :p I mean, if basic Doom mode is going to be of any use, it should use the usual red glare or else the player damage effect is broken. Particles can be used instead in the default mode. If the devs missed the effect of removing the glare option altogether on the basic mode, they'll probably consider the current situation a bug too. 0 Quote Share this post Link to post
Graf Zahl Posted August 18, 2009 To be honest, this is a really, *really* stupid change. The red screen blend is an integral part of Doom and removing that will probably confuse a lot of players. 0 Quote Share this post Link to post
Devalaous Posted August 18, 2009 Ironically, I dont remember any red glare in GZDoom :p\ EDIT: So I just tested it, and its there but its so small I never notice it. I'm pretty sure it was much more noticable in the original? Or is my memory failing me. 0 Quote Share this post Link to post
DuckReconMajor Posted August 18, 2009 You've quite the faulty memory then. responsedit: It doesn't seem to be as opaque, but I never had problems telling when I was getting shot to pieces. 0 Quote Share this post Link to post
Graf Zahl Posted August 18, 2009 DuckReconMajor said:It doesn't seem to be as opaque. I know. I had to cap the maximum opacity so that it wouldn't become a real distraction. 0 Quote Share this post Link to post
DuckReconMajor Posted August 18, 2009 :( wait, what do you mean by "distraction"? like, does something with the engine distraction? or a "switching weapons makes me stop shooting" distraction? 0 Quote Share this post Link to post
Graf Zahl Posted August 18, 2009 The game doesn't play well if you can't see anything... ;) 0 Quote Share this post Link to post
Devalaous Posted August 18, 2009 Yeah, I understand that. I think we were all referring to classic Doom, where you can get the screen fully red in some fights. Right aftyer my post, I tested GZDoom, then Ultimate Doom on the Xbox just to make sure my memory wasnt messed up, I got blinded by red. I pretty much adjusted to GZDoom's version a long time ago, so I dont have a problem with it, especially with the new filtering system that makes the status bar look good again fullsize, thanks for that btw. 0 Quote Share this post Link to post
hawkwind Posted August 19, 2009 This is just to let all know that the "red flash" has been reinstated in the upcoming service release. It will be an option to have it either on or reduced intensity. 0 Quote Share this post Link to post
Creaphis Posted August 19, 2009 Graf Zahl said:The game doesn't play well if you can't see anything... ;) I think it would be interesting if blinding redness could be forced by a wad's MAPINFO or a deathmatch server's flags. Being blinded by taking excessive damage is a sensible gameplay element and could possibly add something to the dm experience. 0 Quote Share this post Link to post
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