clipmove / NotBlood

Gameplay Mod For NBlood
https://github.com/clipmove/NotBlood/releases
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Post-death sprite for cultist player model #97

Closed Tiddalick closed 8 months ago

Tiddalick commented 8 months ago

Hello,

I know that you listed this as fixed, but at least in my testing it seems to occur after dying two times. The first body is the correct model. The second body that is generated is initially correct, until the player respawns.

Here is how I reproduced the bug:

image

tmyqlfpir commented 8 months ago

Thanks for the report, this will be fixed shortly.

tmyqlfpir commented 8 months ago

This should be fixed with 0082ec1111fb7467ea94ab5e5ac393c0d0e27d50. Please try when the build has finished and confirm if it has fixed this issue. Thanks!

Tiddalick commented 8 months ago

Can confirm that this bug appears fixed!

As a side note, when I was running multiple copies of the game on the same system for the localhost environment, often the first game to quit would throw up this error.

image

Its a minor thing as its on exit, and probably related to the fact I had another copy open for testing as I have never seen this error otherwise. But I thought I would put it here anyway.

tmyqlfpir commented 8 months ago

Thanks. I've rewritten the death sequence logic to use the actual cultist death sequence, which should be more robust than the previous method. Please confirm that the issue has been fixed in the latest version before closing this issue.

As for the assertion fail, that is an upstream issue as I've seen it multiple times, and ideally should be reported there (if not already).

Tiddalick commented 8 months ago

OK, my testing here does indeed show that the cultist body remains as the correct sprite.

But, there is an interesting side effect. The body no longer disappears over time. I had a room full of corpses in my testing ( > 10 ). This is not true of the caleb body, which will dissolve away after about 1 minute as normal.

tmyqlfpir commented 8 months ago

The regular cultist disappears quicker than Caleb's death sequence file (which takes 30 seconds). The benefit of this method is that it's accurate to the cultist death, and includes the foot twitch animation.

I can investigate if I can stall this by increasing the tick count for the animation.

tmyqlfpir commented 8 months ago

I've increased the time duration for bodies to despawn for player controlled cultists, which is 20 extra seconds. This should be comparable to Caleb. Please try this out when the latest build has finished compiling.

Tiddalick commented 8 months ago

OK, so the latest change seems to have the following effects:

The default for the Caleb sprite is to disappear away 20 seconds after the player has respawned. Which means seeing more than 2 bodies on the ground at once is difficult.

image

tmyqlfpir commented 8 months ago

In my testing, the bodies disappear after 20 seconds, even after creating multiple copies. Are you sure you have the latest version? Because if so, that is incredibly strange that the same build is behaving differently on my end.

Tiddalick commented 8 months ago

Ok, your right, the issue was on my end.

I was running the latest version. The issue came from not disabling the autoload folder (which I thought I had done for testing). As it includes the Cultist with Correct guns mod (https://www.moddb.com/games/blood/addons/cultists-with-correct-guns) It is not surprising that this might cause some weird interaction like this. Even though from my understanding on how your generating the models it probably isn't used. But perhaps it is with the death sprite.

Regardless, I believe you can mark this as closed.

tmyqlfpir commented 8 months ago

That mod likely stops enemies from despawning, but this will cause desyncs with network play. Ideally it is best not to use it, unless everybody else has the same mod.

Tiddalick commented 8 months ago

Yes, That was what clued me to it as I ran once instance with it enabled and another without it and it complained of desyncs with the other game.

Tiddalick commented 8 months ago

I saw that your latest update returned to a different method for handling the body sprite. I can confirm that this approach does not seem to cause incompatibilities with the mod.

Thanks