[Suggestion] Add new cvar for gibs and gore

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BOZO
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I would like to see a new cvar that controls how long gibs and gore stay on the map. I think of something like a time in seconds, for example xp_gore "60" would keep gibs and gore for 60 seconds, "0" disables it and "-1" for keep gibs and gore until the end of the map! Smug

(*WASP*ROTO)
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Re: [Suggestion] Add new cvar for gibs and gore

F1 for "-1" Big grin

BOZO
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Re: [Suggestion] Add new cvar for gibs and gore

Yes Regulon! I mean... is this Excessive Plus or Barbie land? Smug

And before the average moaners gather: I'm aware that this wouldn't be a "competitive" expansion.

EVILUTION
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Re: [Suggestion] Add new cvar for gibs and gore

it would be awesome if we couldget ql gibs for robotic force model (keel, tankjr and so on) and gore bloody spatter gibs for human forcemodels.
or atleast switch from electrogibs to dismembered body parts,

and im f1 for your idea Bozo


Sometimes I wish I was a NEET again, but life is too fucking expensive man.
The weak plot revenge, the strong forgive and the Lucky forget, but Fiend, Fiend no longer gives a shit

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XV!BENEDYKT
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Re: [Suggestion] Add new cvar for gibs and gore

how you can play with gibs and blood? Big grin
i have them off since start Tongue

BOZO
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Re: [Suggestion] Add new cvar for gibs and gore
XV!BENEDYKT wrote:

how you can play with gibs and blood? Big grin
i have them off since start Tongue

Hi Bene! I really expected such comment, see my comment #2.

I am totally aware of that this might be hard to believe, but some of us are playing this game primarily for enjoyment, and not to become the most unbelievable Sk1llz0r ev4r!!!1 You know, some of us are blessed with a strong and healthy sense of identity.

XV!BENEDYKT
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Re: [Suggestion] Add new cvar for gibs and gore

I just noticed that here is no answer like mine, so i posted it Tongue
for me its not a problem if some1 esle will use that Happy
btw, it cannot be already done, by actuall commands???

EVILUTION
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Re: [Suggestion] Add new cvar for gibs and gore
XV!BENEDYKT wrote:

I just noticed that here is no answer like mine, so i posted it Tongue
for me its not a problem if some1 esle will use that Happy
btw, it cannot be already done, by actuall commands???

i think there's 3 styles of corpse, no corpse, splatter, and and collapsing.
but gibs dissapear, what bozo tries to get is more bloody expirience Big grin


Sometimes I wish I was a NEET again, but life is too fucking expensive man.
The weak plot revenge, the strong forgive and the Lucky forget, but Fiend, Fiend no longer gives a shit

◀█ BIG BOB wrote:
Man you even sound like Lego's

You Fuckers wrote:
I would cut my fifth finger to bang her actually

You Fuckers wrote:
BELIEVE IN BLASPHEMY

BOZO
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Re: [Suggestion] Add new cvar for gibs and gore
XV!BENEDYKT wrote:

btw, it cannot be already done, by actuall commands???

It can't be done in the way that I mean. cg_gibs "1" will launch gibs from bodies but those gibs stay on the map just for 5 to 8 seconds (the time is randomly computed). But I would like to see the ability to keep gibs/blood on the map until the match is over.

So, as Fiendsin correctly said, I want to see some real carnage! Smug I mean hey, this is Excessive Plus and not Tele Tubbies' Land! We are able to shoot with super-deadly BFGs, use ultra-fast machine- and shotguns, can jump multiple times in the air etc. and the playground stays as clean as a nun's knickers? Winking

Matt
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Re: [Suggestion] Add new cvar for gibs and gore

i was reading today on other forums that those gibs will only stay for 8 sec maximum. u have to write a new code for that but that will be a hell of work Winking

BOZO
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Re: [Suggestion] Add new cvar for gibs and gore
Matt wrote:

i was reading today on other forums that those gibs will only stay for 8 sec maximum. u have to write a new code for that but that will be a hell of work Winking

Yes I know, since I already looked at the code. I doubt that it would be a terrific change.

void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
    localEntity_t    *le;
    refEntity_t        *re;
 
    le = CG_AllocLocalEntity();
    re = &le->refEntity;
 
    le->leType = LE_FRAGMENT;
    le->startTime = cg.time;
    le->endTime = le->startTime + 5000 + random() * 3000;
    // snip

The fixed 5000 ms must be replaced with a variable, e.g. xp_gibs.