by leileilol » Fri Apr 12, 2013 9:27 pm
It's done by using a translucency table on the waterwarp buffer. The original game used a 320x200 screen buffer to do a trans lookup on too, so the method is pretty much almost identical, including the precision-lacking streak trails that come with it. If you were ever on the 'brink of death' in a bloodbath match, or if you ever picked up the shrooms item (which also exists in the alpha), or attacked by a certain spider, you'd know.
Trying to integrate it as a function (to work with old pre-PSK/pre-MD3 Transfusion) is another story. I try to support Transfusion as much as I can in this engine as it's a good yardstick to have compatibility for with lots of the standard DP 1.05 features used. The little bits (new blood particles, new weapon bobbing, random sound pitch) makes it feel much closer to Blood