[GZDoom] Actor and camera roll (pull request)

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Nash
 
 
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[GZDoom] Actor and camera roll (pull request)

Post by Nash »

UPDATE FEB 12 2015: this has been officially added. Example WAD here!
•DECORATE A_SetRoll code pointer.
•DECORATE "roll" variable.
•ACS SetActorRoll, GetActorRoll.
•Add roll support to the camera in OpenGL.

These currently don't really do anything in the software renderer. Only GZDoom's models will be affected if they have the InheritActorRoll flag in their MODELDEFS... or, if used on the player; the player's view will roll appropriately.
Pull request (I hope I did it right!)
Last edited by Nash on Wed Feb 11, 2015 12:40 pm, edited 1 time in total.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Major Cooke »

Could this possibly be used to turn sprites by chance?

Rolling sprites would make my day so much.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

No, not yet at least. I was trying to figure it out like 2 years ago but I didn't know how to do it.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Hi, I noticed the pull request was denied. I need clarification. When you say "it has to be made for ZDoom for compatibility reasons" do you mean:

A) the pull request must be done against ZDoom instead of GZDoom
B) the software renderer must support it too (voxels must also roll, as well as the viewport)

If A: All of the changes are basically ZDoom-compatible. Only a single line of change is GZDoom-specific, in gl_scene.cpp. Does this mean I have to make 2 pull requests, one for ZDoom and the other for GZDoom?

If B: That's completely out of my capability and therefore gg (sorry to the guys who wanted to see this but I guess it will forever remain a non-mainstream feature... at least I tried!)
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Major Cooke »

I think it meant, do it so zdoom can pull it in. GZDoom has a bunch of different stuff to it.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

The DECORATE side must be in ZDoom, too, otherwise the mods would not even start due to missing definitions.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Enjay »

So, for something like this (a GZDoom feature), ZDoom compatibility means "ensure ZDoom can start and not have any problems with a mod using this feature loaded but the feature itself need not work in ZDoom"?
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Raziel236 »

Recently saw a post where someone messed around with some setting and ended up on the ceiling, not sure if it could be done in real-time but would it be possible to do the opposite and rotate the level to have the same effect? Seems farfetched.. Perhaps it would just be ACS and not player-activatable..
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

I am not getting a clear answer. I'm guessing A then?
If A: All of the changes are basically ZDoom-compatible. Only a single line of change is GZDoom-specific, in gl_scene.cpp. Does this mean I have to make 2 pull requests, one for ZDoom and the other for GZDoom?
I'll have to do them one at a time because I can't fork both ZDoom and GZDoom at the same time.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

Enjay wrote:So, for something like this (a GZDoom feature), ZDoom compatibility means "ensure ZDoom can start and not have any problems with a mod using this feature loaded but the feature itself need not work in ZDoom"?

Precisely that. DECORATE is a bit problematic because it errors out if something can't be found, that's why all the Skulltag flags have been defined as dummies.
Most other unsupported features would create a warning at most. The map would show some glitches (like exclamation marks for missing actors) but otherwise run.

With a missing DECORATE feature it wouldn't get past the DECORATE parser.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Okay, I'll try this again.

Part 1. If that one gets merged, I will proceed with the GZDoom side because I can't fork both ZDoom and GZDoom at the same time.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

Merged.
And please don't forget the ACC part of the definitions.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Gez »

Nash wrote:If that one gets merged, I will proceed with the GZDoom side because I can't fork both ZDoom and GZDoom at the same time.
How about creating two accounts? ZNash and GZNash. 8-)
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Re: [GZDoom] Actor and camera roll (pull request)

Post by edward850 »

Nash wrote:I can't fork both ZDoom and GZDoom at the same time.
Kinky.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by _mental_ »

Nash wrote:I can't fork both ZDoom and GZDoom at the same time.
You don't need to. If you already cloned GZDoom, you can always add a new remote. For instance, name it rheit and use https://github.com/rheit/zdoom.git as URL.
Then you can do a fetch to get all branches from it, and so, create your local branch from Randi's master one.
Well, actual steps to add new remote depend on Git client you are using.
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