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?"Gez wrote:I can see this closed with [lol no].
[GZDoom Submission]Quake Camera Roll Inclusion
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Re: [GZDoom]Quake Camera Roll Inclusion
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Re: [GZDoom Submission]Quake Camera Roll Inclusion
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.
Besides, this is GZDoom only. Until, as mentioned, someone happens to make such a thing doable for the software renderer, should that happen anyway.
Re: [GZDoom]Quake Camera Roll Inclusion
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.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.
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
Blzut3 wrote: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?"Gez wrote:I can see this closed with [lol no].
Structs would be nice, but sadly are beyond DECORATE's capabilities.
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Re: [GZDoom]Quake Camera Roll Inclusion
QFT. Seriously. I have no better way of saying this than right here.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!
@Graf: So how does it check out so far?
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Re: [GZDoom Submission]Quake Camera Roll Inclusion
Sorry, no time so far.
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Re: [GZDoom Submission]Quake Camera Roll Inclusion
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
No, the code this touches wasn't changed.
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Re: [GZDoom Submission]Quake Camera Roll Inclusion
Huh... He's right. It wasn't.