[GZDoom]Flat, Wall, and Roll Sprites v2

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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

With the portals now mostly complete, I'll look into updating this. Oh man, this is going to be painful (handling how to get the GZDoom submission up and going again, anyway).
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

And updated both. The test.pk3 on the front still works as intended.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

I'm sorry but that was most likely a wasted effort. One of the most important portal related things left in the GL renderer is the splitting of sprites along portal boundaries. And guess what: In order to make this work this rotation matrix stuff that's in there will probably have to be removed completely.

Right now it makes no sense to fiddle around with this because I have no good idea yet how to handle all this. And unless that is done I won't add this.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Spoiler: ...fuck.
Well, at least the zdoom side won't change much if at all, will it?
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

Most likely not.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

By the matrices, you mean this stuff?

Code: Select all

v1 = mat * Vector(x1, z1, y1);
v2 = mat * Vector(x2, z1, y2);
v3 = mat * Vector(x1, z2, y1);
v4 = mat * Vector(x2, z2, y2);
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

Yes, that. Even though I ultimately decided to use the hardware clip planes to split rendering, be advised that splitting across line portals still needs to be done. I would not advise to work on this until that part is complete.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

I thought so myself. Just keeping an eye on the logs for now anyway, I had no intention of proceeding further without your green light.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Wait, why is this closed with [Duplicate]?
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

Oops, I think I moved the wrong one...
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

ZDoom pull request updated. Now working on GZDoom. This is going to get ugly... Biospud, we should place our heads together for this.

For safety, I went ahead and broke the save version. Considering how many times saved games have been broken now... Unless you'd like me not to do that.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Edward-san »

Major Cooke wrote: For safety, I went ahead and broke the save version.
Just my 2 cents, but I don't think there was the need for that, since the change to the serialize code is quite limited to one expression.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

I can revert it if Graf wishes to just be a save number bump instead, but I'm going to wait on his reply. Or randi's.

In the mean time, I'm trying to figure out how to deal with converting from a DAngle to a float...
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

Don't break savegame compatibility unless unavoidable. The sole reason I had to break it several times in the last few weeks was one persistent problem with data order that required a few attempts to get everything right. But since each time I needed to move around some data there was no way around it. Here this is not the case.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Okay. I changed it back.

Both ZDoom and GZDoom versions are updated. There's only one small pick I'd like to address, but honestly at this point I'd rather just bring it up in a new code submission because it's not worth holding this back for.
Spoiler:
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