[feature] missing chunking on excessive death / shattering #128
Labels
feature
feature request
research needed
usually means testing in the original, to see how it behaved
system: animations
system: projectiles
When an overkill occurs, a petrified or frozen enemy is damaged, the actor is gibbed. We support this, but there is no visual feedback.
Info from kjeron:
Chunk coloring was also supposed to be animation tied, but maybe for some other chunks (like what??) or for gibbing critters with non-default blood colors (bloodclr.2da). extanim.2da has COLOR_CHUNKS, but only one entry. Green skeletons in iwd2 Kuldahar already get recolored nicely, so it looks like there's nothing left to be done wrt colors besides handling SPCHUNKS palettes (and itself, since we now always use SPBLOOD).
Actor::ChunkActor should likely call Map::Sparkle to animate the particles, but the explosion fragment mode (or a new one) needs to be added first. See PAF_FRAGMENT and
fragments
in Particles.h (finish implementation) and SPARKLE_EXPLOSION, which is likely the same reason for #141 . Otherwise there is no fountain of flesh and the chunks all appear unanimated in the same spot.some iwd2 logic: https://github.com/alexbatalov/iwd2-re/blob/main/src/CGameAnimationTypeEffect.cpp#L33
some nice examples (even bouncing): https://youtu.be/3AqKKJnGS08?si=bmYj7GFW3_85xoqE&t=312
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