Posted January 27, 2014
Some info about the blood in the game.
For some reason the blood accumulating in the ground slows down the game.
There's a highly recomended gore mod that is been tested to work with with the BLADEofLIGHT mod with a few edits.
The name is Gorentity mod and aside from well done blood effects adds nice camera killmoves.
http://gorentitymod.host-ed.me/
If you use Gorentity you should install it an set the "bloodpool magnitude" to a low amount. Then you can edit the few lines in blacks in the file ../lib/blood.py to avoid performance slowdowns.
--------------------code from blood.py -------------------
Evaporation = 1 # no evaporation avail >:-(
AfterCreateBlood = None # CARLOS! PLEAS DON'T SAVE THIS VALUE...
heartBeat = [9500.0,8900.0,7700.0,6500.0,5300.0,1300.0,1300.0,8900.0,7700.0,6600.0 ,4500.0,1300.0,1200.0,1100.0,5000.0]
#heartBeat = [9500.0,100.0]
hBeatFreq = 0.1
bPoolSkip = 39
def EmptyBloodPrtlHit(prtl_name,hit_entity,x,y,z,vx,vy,vz,wcx,wcy,wcz,wdx,wdy,wdz):
return
def BloodPrtlHit(prtl_name,hit_entity,x,y,z,vx,vy,vz,wcx,wcy,wcz,wdx,wdy,wdz):
global Evaporation
p = Bladex.CreateEntity("BloodPool","Entity Pool",x,y,z)
prtl= Bladex.GetEntity(prtl_name);
#try:
# if(prtl.Data.evaporation):
# p.DeathTime = Bladex.GetTime()+20.0
# elif Evaporation:
# p.DeathTime = Bladex.GetTime()+50.0
#except:
# if Evaporation:
# p.DeathTime = Bladex.GetTime()+50.0
p.DeathTime = Bladex.GetTime()+4.0
if AfterCreateBlood:
AfterCreateBlood(x,y,z)
-------------------------------------------------
For some reason the blood accumulating in the ground slows down the game.
There's a highly recomended gore mod that is been tested to work with with the BLADEofLIGHT mod with a few edits.
The name is Gorentity mod and aside from well done blood effects adds nice camera killmoves.
http://gorentitymod.host-ed.me/
If you use Gorentity you should install it an set the "bloodpool magnitude" to a low amount. Then you can edit the few lines in blacks in the file ../lib/blood.py to avoid performance slowdowns.
--------------------code from blood.py -------------------
Evaporation = 1 # no evaporation avail >:-(
AfterCreateBlood = None # CARLOS! PLEAS DON'T SAVE THIS VALUE...
heartBeat = [9500.0,8900.0,7700.0,6500.0,5300.0,1300.0,1300.0,8900.0,7700.0,6600.0 ,4500.0,1300.0,1200.0,1100.0,5000.0]
#heartBeat = [9500.0,100.0]
hBeatFreq = 0.1
bPoolSkip = 39
def EmptyBloodPrtlHit(prtl_name,hit_entity,x,y,z,vx,vy,vz,wcx,wcy,wcz,wdx,wdy,wdz):
return
def BloodPrtlHit(prtl_name,hit_entity,x,y,z,vx,vy,vz,wcx,wcy,wcz,wdx,wdy,wdz):
global Evaporation
p = Bladex.CreateEntity("BloodPool","Entity Pool",x,y,z)
prtl= Bladex.GetEntity(prtl_name);
#try:
# if(prtl.Data.evaporation):
# p.DeathTime = Bladex.GetTime()+20.0
# elif Evaporation:
# p.DeathTime = Bladex.GetTime()+50.0
#except:
# if Evaporation:
# p.DeathTime = Bladex.GetTime()+50.0
p.DeathTime = Bladex.GetTime()+4.0
if AfterCreateBlood:
AfterCreateBlood(x,y,z)
-------------------------------------------------
Post edited January 27, 2014 by bravojonnhy