[Added] Railgun attack update

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Railgun attack update

Postby kgsws-CZ » Thu Feb 17, 2011 11:54 pm

New flags:
RGF_FULLBRIGHT - makes all particles bright at dark, requested here
RGF_FLASHPARTICLES - makes all particles last only very short while, usefull for flashes
RGF_SPAWNACTOR - instead of particles spawn "puff" actor each maxdiff unit, requested here

zip contains examle wad
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railgun.zip
railgun update
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Re: Railgun attack update

Postby Major Cooke » Fri Feb 18, 2011 1:30 pm

Win. Enough said.
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Re: Railgun attack update

Postby NeuralStunner » Fri Feb 18, 2011 2:34 pm

I'm reluctant to go for using the puff parameter, myself. personally I use puffs for many, many more important things. I'm already put out that rail puffs don't seem to appear on flats.

I would rather see a separate trail property, and have puffs appear consistently, but only as puffs.
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Re: Railgun attack update

Postby Xaser » Fri Feb 18, 2011 2:39 pm

As great as this sounds, I do have a couple of issues with it: Firstly, the sprite feature hijacks two existing properties instead of using its own, meaning that sprite-based rails can neither have puffs nor the maxdiff zigzag effect. Secondly, "FLASHPARTICLES" is something that should really be implemented as a "duration" property, instead of just another hardcoded time value.

Fullbright is flawless, at least. :P
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Re: Railgun attack update

Postby DBThanatos » Mon Feb 21, 2011 11:35 pm

I agree on those 2 points. I do see myself needing to use different "particles" vs the actual puff. And having the duration also customized would be great. In that way we could have forever lasting beams (not sure what for :P ) or our always dreamed "beam like" attack.
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Re: Railgun attack update

Postby DoomRater » Sat May 14, 2011 3:28 pm

Custom duration and custom length of the railgun attack would make it perfectly suitable for about everything I need myself.
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Re: Railgun attack update

Postby Graf Zahl » Mon Jun 13, 2011 12:33 pm

The patch doesn't work anymore.
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Re: Railgun attack update

Postby Major Cooke » Mon Jun 13, 2011 1:18 pm

I could see if I can update it for him (the patch, just like what I did with my code submission, no other changes)
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Re: Railgun attack update

Postby kgsws-CZ » Fri Jul 15, 2011 11:24 am

ok, here is new patch
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Re: Railgun attack update

Postby Graf Zahl » Fri Jul 15, 2011 1:53 pm

What do you make this with? I still can't apply it.
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Re: Railgun attack update

Postby Edward-san » Fri Jul 15, 2011 4:00 pm

From what I see imho this is the output of the classic 'diff -rup' command in linux.
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Re: Railgun attack update

Postby kgsws-CZ » Sun Jul 17, 2011 6:28 am

Ah, i forgot to remove non-patch text "Pouze v zdoom", line 1 and 211. Will that fix this problem?
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Re: Railgun attack update

Postby Edward-san » Sun Jul 17, 2011 7:17 am

what happens if you use 'svn diff -u > rail.diff', in the sense of posting the output file?
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Re: Railgun attack update

Postby NeuralStunner » Thu Sep 22, 2011 9:04 pm

I was just thinking about this again, Xaser's remarks and all. Maybe someone else could take a crack at it?
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Re: Railgun attack update

Postby Xaser » Thu Sep 22, 2011 11:16 pm

Indeed, looking at the patch, RAF_FLASHPARTICLES is still implemented as a flag and maxdiff+puff are hijacked for the RAF_SPAWNACTOR effect. That leaves this feature woefully incomplete, awesome as it is otherwise.

I can already see how to do the former -- add a new "duration" arg and set p->ttl to its value. How hard is it to add new arguments anyway? Haven't modified ZDoom's source myself just yet, but it doesn't seem too super-hard.
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