NGZDoom - GZDoom fork with actor and camera roll

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Nash
 
 
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NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

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.
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CWolf
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by CWolf »

Oh hey, that's kinda drunk Yuri's simulator! :D Exellent work.
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Jaxxoon R
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Jaxxoon R »

Made me giggle like a stupid idiot schoolgirl thing.

Can't wait for this to find it's way into GZDoom main.
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

Jaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
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).

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.
StatisticalHourglass
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by StatisticalHourglass »

¿could this be used for a "peek around corners" function, like in system shock for example?
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

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
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Sinael
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Sinael »

Nash
Will it be possible to make actors walk on walls (Alien-style) with this?
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

No, you can't do that because there is nothing in ZDoom that lets actors actually stick to and walk on walls...
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tsukiyomaru0
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by tsukiyomaru0 »

Think it would be possible to make a simple vertical flip for software rendering however?
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Hetdegon
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Hetdegon »

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.
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Galaxy_Stranger
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Galaxy_Stranger »

Nash wrote:
Jaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
It probably won't.
Hopefully, this will prompt someone to choose a..."final solution" as it were...and implement into GZDoom's trunk and, by extension, Zandronum.
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Dark-Assassin
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Dark-Assassin »

Could it be possible in Software mode if you just rotate the rendered view? (Post Process?)
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MetroidJunkie
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by MetroidJunkie »

Nash wrote:No, you can't do that because there is nothing in ZDoom that lets actors actually stick to and walk on walls...
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. =S
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Galaxy_Stranger
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Galaxy_Stranger »

Wouldn't a Dehacked patch be able to do that?
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Tormentor667
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Tormentor667 »

Jaxxoon R wrote:Can't wait for this to find it's way into GZDoom main.
That :)
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