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Status Bar Face Behaviour Explained

Jun 05, 2021
Where will Doom be without his iconic

face

in the

status

bar looking around grinning maniacally and of course making mean

face

s? There are 40 different facial expressions that Tim can make, so the game decides which face to draw in the

status

bar for that. Let's dive into the codes, yeah, first let's look at the face graph names that you're used to as deep prefix meaning state. The entire status bar, which is like the health arms and key graphs, use the same prefix. The next character is the F. which means face followed by Prizes or abbreviation if like this for the TL and TR standards for turn left and turn right respectively, woe for good, woe, even for the evil smile, this It's been tricky, but it kills when you take damage or when you shoot. your weapon continuously and last but not least like God for God and death modes or when you are dead the next step becomes 1 or 2 digits, the first digit pools the blood on the face of the fatal guy 0 for a full health up to 4 we solve hit the second digit tells the animation frame when Doom Guy looks around 1 4 looking straight Seraphin looking to his left and tuefel looking to his right internally all face charts are indexed in a specific order to keep it simple.
status bar face behaviour explained
I started with index 0 for the first phase graph and 41 for the last with their known indices, we can calculate offsets to, for example, determine how damn the guy's face should be. This is done by calculating compensation based on the player's health. That calculation is like this, first we store the current players. health in a variable if the player's health exceeds 100 then store 100 is the difference in health since the last time we calculated the offsets then we calculated the new offset the offset Explorer removed the multiples of helpers based on the player's health the face gets bloody every eight Indexes, let's see an example here.
status bar face behaviour explained

More Interesting Facts About,

status bar face behaviour explained...

The Doom guy just took your gun and smiled like a maniac. The game loads on the face of index 6. Now check if the face should be bloody. We have 26 health. Celesta. The compensation calculation is fine, then. the plane offset is 24, that's at 24 rates for evil smile 1 and there we go, a bloody evil smile, just set up, the doom boy gets bloodier for every 20% health lost below 1 arm and health Now that we know how to face it indexed, let's look at the logic of how the initial indices are chosen when the game decides to update the face widget, it goes through a list of conditions, each phase of the expression zone, priority to the highest in the list, most importantly, let's start with the first debt when your health is zero or lower, the face index will be set to 41, the priority variable was set to 9, but we will skip all other facial expression routines, cards with figures all set to 1, which we'll come back to in a moment.
status bar face behaviour explained
It will check to see if we picked up a new weapon here, iterates through the list of weapons we were carrying and compares it to the list of weapons that were worth during the previous suit. If you have new weapons, then make an evil smile. We also set the phase count to two. times the speed of the two-box deck is 35, which means 35 ticks per second, there is a little sloppiness on his face when you pick up any item after restoring a save, the game will always show an evil smile, so the game does not He knows what your ancient weapons are.
status bar face behaviour explained
We were after restoring a safe, so this condition will always be true, so what the heck is face counting? Tells the game how long to show the evergreens facial expression in front of Condor 70, which is two seconds. The next thing is to check if an enemy damages. First check if your current health manages previous health is greater than 20, what this means is that when you take more than 20 damaged Doom guys he will make a surprised face, so when this Baron M slaps me and I take massive damage, will show the ouch! expensive and I should just look at uh it's not working let's investigate well then the software is broken.
These two variables must be exchanged for this to work; However, despite the coding error, you can still see the outfit when recovering more than 20% health. after taking damage, continue if the external phase condition does not apply, run a routine that shows the normal pain phase, it will also calculate the angle between you and the enemy, damage at angles less than 45 degrees on both sides look straight, otherwise turn your face towards the direction of the enemy. Next comes another routine to determine the pain phase, but this time, when the player is damaged by himself or the environment, it is more or less the same as the previous one but without the algorithm that checks the direction of the enemy.
Here they also made the same mistake with the exterior face. Then we get another face of pain, but this time, when you're downed the attacker for more than two seconds, nothing too complicated, then we get the notes of God or the face of infernobility. Nothing complicated either, but it has a surprisingly low priority, which is why the evil smile and gunshot phases will overwrite the god's face and at the bottom we have Doom Guy looking around every half second. Doom Guy will change this expression to a random one, although he can choose the same face many times in a row, so the priority of facial expressions is deadly rain be attacked take damage become enraged be invulnerable look around the facial expression routine is far from perfect as seen with the ouch face and the evil smile, but the way the whole routine is covered up and is open to another flaw, take this for example, the Doom guy gets damaged, grabs a new weapon to make him smile and grabs a megasphere.
Look at that Doom guy still bloody when he's at 200% health, how is that possible as stated? before the bloody face scroll is only calculated when the game decides to update the face graph, when Doom Guy starts filtering, the face count is set to 2 seconds, the evil smile has a very high priority, for so none of the lower priority faces will overwrite the face count. As long as the face count is greater than zero, it will ignore lower priority facial expression routines. Quick notes before concluding this video. The status bar behavior tutorial is for the PC version of Doom.
Some source ports and console versions alter the behavior. Some source ports solve the problem. outer face, for example, some console ports with unique facial animations: on PlayStation ports, this violent head explosion animation is played when splintering or smashing the game Advanced Version X, but all together and there are many subtle differences for console ports that are beyond the scope of this video and that's it, that's how the status bar behaves and I hope you learn something new today and as always, thanks for watching and of course, a big thank you to my sponsors and even more thanks to Andy Dick clean art Cox Chris. or the new earthquake game by Cipriano Dusen Curtis Carter Joseph Coleman is 6-3 for the hotel e Raven Tengu Author Roman Hoff Sean 1 Steven Bone Tapes Trevor Whelan turbine 2k5 and Toph Tomas as always I appreciate the support until next time

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