Spoiler:
Announcement 29/12/2014:
I have decided that I don't have time to keep this up to date and therefore this "fork" will remain frozen at GZDoom revision c39e962. If there is enough interest in this that it necessitates a code base update, I will do it on a by-request basis. I also have no means (nor the inclination) to build the program for non-Windows systems unless I actually get help so I'm sorry, non-Windows guys. This was more of a proof of concept thing anyway and most importantly, was put up by request from several people. I don't think making it a "fork" was a good idea. Anyway, if anyone has any suggestions or better ideas, just let me know.
GitHub
Win32 binary
NGZDoom ACC headers (needed to access the new ACC features)
rolltest.pk3 example file
A lot of people have asked me about my GZDoom source modifications that allow camera and actor rolling so here it is. Note that this was a quick'n'dirty port of the code which is used in my other game project (which uses GZDoom as a base but is not a Doom game) and I'm sure I might have overlooked some important things in context to a Doom engine game. This stuff works for my purposes in my project and that was all that mattered to me. But again, since a lot of people have asked me to make one that can be used with regular GZDoom mods, here it is.
And sorry for the uncreative port title. I just added an "N" in front of GZDoom which means "Nash's GZDoom" or something. I don't know. Whatever. Haha.
Things to take note of:
- The roll features only work in OpenGL.
- Sprites do not roll yet. Can't figure out how to do this.
Some things I intend to port over in future:
- Option to use disable 1.2 vertical stretching on the renderer and models (in my game, I've managed to replace the rendering completely but not making it a user option; I need help making it a user-switchable option)
- Extended property exposure for SetActorProperty (height, radius, etc)
- ???? [your suggestion here, if it's not difficult (or if I get appropriate coding help) I'll put it in
Sorry for the rushed thread, just had to dump this here and get it over with. I'll make it pretty when I have more time.
Merry Christmas!
Nash
NGZDoom - GZDoom fork with actor and camera roll
NGZDoom - GZDoom fork with actor and camera roll
As of Feb 12 2015, this has become obsolete because... it's officially in GZDoom! Go crazy with the cameras! Example WAD here (works with GZDoom gc6cb849 and later).
Spoiler:
Last edited by Nash on Wed Feb 11, 2015 12:44 pm, edited 4 times in total.
Re: NGZDoom - GZDoom fork with actor and camera roll
Oh hey, that's kinda drunk Yuri's simulator!
Exellent work.

Re: NGZDoom - GZDoom fork with actor and camera roll
Made me giggle like a stupid idiot schoolgirl thing.
Can't wait for this to find it's way into GZDoom main.
Can't wait for this to find it's way into GZDoom main.
Re: NGZDoom - GZDoom fork with actor and camera roll
It probably won't. The way it is currently done is by making use of an already defined - but unused - "roll" actor variable that has been in ZDoom for a very long time. I am just plugging this variable into the OpenGL camera which is what makes the viewer's camera roll. It so happens that, being OpenGL, this translates easily without much effort. It sure as hell won't work with the software renderer because it operates completely differently than the OpenGL camera (otherwise there won't be Y-shearing problems in software).Jaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
So what's the problem? I don't know what Randi intends to do with this roll variable. He might use it for something else in future that won't be compatible with this little "hack" I put together.
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Re: NGZDoom - GZDoom fork with actor and camera roll
¿could this be used for a "peek around corners" function, like in system shock for example?
Re: NGZDoom - GZDoom fork with actor and camera roll
Yup. Some of the things modders can do with this:
- Peek left/peek right for stealth-based mods
- Quake-style strafe tilting
- A full-blown Descent-like mod with 6 degrees of freedom
- Limited car "physics" - vehicle models that properly orient to slopey terrain (I will upload an example of this in future)
- Immersive camera swaying effects and animation without 90-degree camera texture hacks
- Drunken powerups
- Peek left/peek right for stealth-based mods
- Quake-style strafe tilting
- A full-blown Descent-like mod with 6 degrees of freedom
- Limited car "physics" - vehicle models that properly orient to slopey terrain (I will upload an example of this in future)
- Immersive camera swaying effects and animation without 90-degree camera texture hacks
- Drunken powerups
Re: NGZDoom - GZDoom fork with actor and camera roll
Nash
Will it be possible to make actors walk on walls (Alien-style) with this?
Will it be possible to make actors walk on walls (Alien-style) with this?
Re: NGZDoom - GZDoom fork with actor and camera roll
No, you can't do that because there is nothing in ZDoom that lets actors actually stick to and walk on walls...
- tsukiyomaru0
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Re: NGZDoom - GZDoom fork with actor and camera roll
Think it would be possible to make a simple vertical flip for software rendering however?
- Hetdegon
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Re: NGZDoom - GZDoom fork with actor and camera roll
Heh, I'd love this in mainline gzdoom, certainly. The use of slanted angles would do a lot for cinematics, as well as some model effects without having to do constant rotation or hardcoding the roll into the model data.
I'd give it a lot of use.
I'd give it a lot of use.
- Galaxy_Stranger
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Re: NGZDoom - GZDoom fork with actor and camera roll
Hopefully, this will prompt someone to choose a..."final solution" as it were...and implement into GZDoom's trunk and, by extension, Zandronum.Nash wrote:It probably won't.Jaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
- Dark-Assassin
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Re: NGZDoom - GZDoom fork with actor and camera roll
Could it be possible in Software mode if you just rotate the rendered view? (Post Process?)
- MetroidJunkie
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Re: NGZDoom - GZDoom fork with actor and camera roll
Maybe some kind of combination of No Gravity along with a horizontal force could help? At the very least, you could probably have an impassable line so that it appears as though you're glued to the wall. =SNash wrote:No, you can't do that because there is nothing in ZDoom that lets actors actually stick to and walk on walls...
- Galaxy_Stranger
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Re: NGZDoom - GZDoom fork with actor and camera roll
Wouldn't a Dehacked patch be able to do that?
- Tormentor667
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Re: NGZDoom - GZDoom fork with actor and camera roll
ThatJaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
