Pull request (I hope I did it right!)•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.
[GZDoom] Actor and camera roll (pull request)
Moderator: GZDoom Developers
[GZDoom] Actor and camera roll (pull request)
UPDATE FEB 12 2015: this has been officially added. Example WAD here!
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)
Could this possibly be used to turn sprites by chance?
Rolling sprites would make my day so much.
Rolling sprites would make my day so much.
Re: [GZDoom] Actor and camera roll (pull request)
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.
Re: [GZDoom] Actor and camera roll (pull request)
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!)
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)
I think it meant, do it so zdoom can pull it in. GZDoom has a bunch of different stuff to it.
- Graf Zahl
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Re: [GZDoom] Actor and camera roll (pull request)
The DECORATE side must be in ZDoom, too, otherwise the mods would not even start due to missing definitions.
Re: [GZDoom] Actor and camera roll (pull request)
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"?
Re: [GZDoom] Actor and camera roll (pull request)
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..
Re: [GZDoom] Actor and camera roll (pull request)
I am not getting a clear answer. I'm guessing A then?
I'll have to do them one at a time because I can't fork both ZDoom and GZDoom at the same time.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?
- Graf Zahl
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Re: [GZDoom] Actor and camera roll (pull request)
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.
Re: [GZDoom] Actor and camera roll (pull request)
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.
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.
- Graf Zahl
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Re: [GZDoom] Actor and camera roll (pull request)
Merged.
And please don't forget the ACC part of the definitions.
And please don't forget the ACC part of the definitions.
Re: [GZDoom] Actor and camera roll (pull request)
How about creating two accounts? ZNash and GZNash.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.

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