[GZDoom Submission]Quake Camera Roll Inclusion

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Blzut3
 
 
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Re: [GZDoom]Quake Camera Roll Inclusion

Post by Blzut3 »

Gez wrote:I can see this closed with [lol no].
All I can say is, given that the last quake suggestion was drawn out with a "eeehhh, I don't know if we really want more parameters" for the longest time, my only thoughts are "do we really want more parameters?"
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Re: [GZDoom Submission]Quake Camera Roll Inclusion

Post by Major Cooke »

Pffft. A_SpawnParticle sets a new record.

Besides, this is GZDoom only. Until, as mentioned, someone happens to make such a thing doable for the software renderer, should that happen anyway.
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Re: [GZDoom]Quake Camera Roll Inclusion

Post by Nash »

Gez wrote: As Nash's mod demonstrate, it's already possible to control camera roll with a mod. You want explosions to do some camera roll, you mod it in.
I'd just like add a remark to this remark; a good reason to NOT mod it in is because calling A_SetRoll or Set/ChangeActorRoll via scripting or DECORATE actually physically changes the actor's roll. If an effect you want to do is meant to be purely visual (as in, only affecting the viewer's camera and not actual actors in the world)... well, that's not possible. And if you tie your scripted rolls with a GetCvar to control user enable/disable of that stuff, the game will most probably desync in multiplayer.

If anyone wants to do it right and set it up correctly in R_SetupFrame (and as Graf said, maybe in the future someone figures out how to do it in the software renderer), be my guest!
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Re: [GZDoom]Quake Camera Roll Inclusion

Post by Graf Zahl »

Blzut3 wrote:
Gez wrote:I can see this closed with [lol no].
All I can say is, given that the last quake suggestion was drawn out with a "eeehhh, I don't know if we really want more parameters" for the longest time, my only thoughts are "do we really want more parameters?"

Structs would be nice, but sadly are beyond DECORATE's capabilities.
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Re: [GZDoom]Quake Camera Roll Inclusion

Post by Major Cooke »

Nash wrote:I'd just like add a remark to this remark; a good reason to NOT mod it in is because calling A_SetRoll or Set/ChangeActorRoll via scripting or DECORATE actually physically changes the actor's roll. If an effect you want to do is meant to be purely visual (as in, only affecting the viewer's camera and not actual actors in the world)... well, that's not possible. And if you tie your scripted rolls with a GetCvar to control user enable/disable of that stuff, the game will most probably desync in multiplayer.

If anyone wants to do it right and set it up correctly in R_SetupFrame (and as Graf said, maybe in the future someone figures out how to do it in the software renderer), be my guest!
QFT. Seriously. I have no better way of saying this than right here.

@Graf: So how does it check out so far?
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Re: [GZDoom Submission]Quake Camera Roll Inclusion

Post by Graf Zahl »

Sorry, no time so far.
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Re: [GZDoom Submission]Quake Camera Roll Inclusion

Post by Major Cooke »

Also small question, with all that you've just recently done with GZDoom, am I going to need to change anything? Or will nothing there be intrusive? Just curious, wanted to make sure I'm ready to make any changes on my end if needed.
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Re: [GZDoom Submission]Quake Camera Roll Inclusion

Post by Graf Zahl »

No, the code this touches wasn't changed.
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Re: [GZDoom Submission]Quake Camera Roll Inclusion

Post by Major Cooke »

Huh... He's right. It wasn't.
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