Showing sprites without an actor?

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Expand view Topic review: Showing sprites without an actor?

Re: Showing sprites without an actor?

by Graf Zahl » Sat May 19, 2018 1:13 am

To render a sprite there needs to be some reference object in the map - that's the Actor. Sorry, it cannot work any other way.

Re: Showing sprites without an actor?

by Apeirogon » Fri May 18, 2018 12:33 pm

I looks through all base definitions of object, thinker and actor, in zscript part of gzdoom, and did not see any function/way which can show sprite, or make from thinker something, which from far distance looks like default actor.
But that probably because I am a blind kitten in programming.

Re: Showing sprites without an actor?

by Nash » Wed May 09, 2018 1:45 pm

There's a small discussion but that's about it. viewtopic.php?f=4&t=55737

There may or may not already be an open suggestion yet; I'm too tired to search

Re: Showing sprites without an actor?

by Caligari87 » Wed May 09, 2018 12:54 pm

Sort of, but not really. You can replace the particle graphic in GZDoom.pk3 and it'll be used in place of all particles as expected, but hasn't been exported to be generally usable by mods. I'm not an engine dev but that seems like a reasonably straightforward thing to do, considering it, y'know, already halfway works.

8-)

Re: Showing sprites without an actor?

by Matt » Wed May 09, 2018 12:03 pm

Nash wrote:I think the real solution here would be skinnable particles.
Are those possible right now? I have this vague recollection of this being implemented at some point but I could be imagining things (and I can't find anything on the wiki).

Re: Showing sprites without an actor?

by The Zombie Killer » Wed May 09, 2018 1:30 am

Caligari87 wrote:Well, I just tested and it's already possible to inherit from something as low-level as Object, though I can't seem to do much with it. Might it be possible, with a few exports, to build such an actor from scratch?
Classes inherit from Object by default, therefore:

Code: Select all

class Example : Object
{
}

// is the same as

class Example
{
}

Re: Showing sprites without an actor?

by Nash » Wed May 09, 2018 12:36 am

I think the real solution here would be skinnable particles.

Re: Showing sprites without an actor?

by Matt » Tue May 08, 2018 7:43 pm

zrrion: That's what I was thinking about! But yeah, it's an actor. Oh well, I'll think of something (possibly even just not spawning as many actors...)

R&T: I'm aware of the advantages of +nointeraction but it doesn't stop the overhead of initializing all those actors at once.

Caligari: Maybe, but the actor-spawning is definitely contributing - try using a doorbuster (or five) on a larger door, say the north secret on Map01, and unless you've got a much faster computer than me there will be a noticeable pause as all the debris actors appear.

Re: Showing sprites without an actor?

by Caligari87 » Tue May 08, 2018 5:57 pm

Well, I just tested and it's already possible to inherit from something as low-level as Object, though I can't seem to do much with it. Might it be possible, with a few exports, to build such an actor from scratch?

Although Matt, in your case it's probably the translucency overdraw that's causing a lot of the lag, not necessarily the number of actors (unless of course you've tested and found otherwise, but that's just my guess)

8-)

Re: Showing sprites without an actor?

by Rip and Tear » Tue May 08, 2018 5:30 pm

zrrion the insect wrote:I may be remembering wrong, but IIRC it had something to do with randi's work on blood compatibility.

EDIT: [wiki]Classes:CustomSprite[/wiki]
Could this be it?
CustomSprite still inherits from Actor.

There are some flags like +NOINTERACTION which can reduce the load of an actor.

Re: Showing sprites without an actor?

by zrrion the insect » Tue May 08, 2018 4:54 pm

I may be remembering wrong, but IIRC it had something to do with randi's work on blood compatibility.

EDIT: [wiki]Classes:CustomSprite[/wiki]
Could this be it?

Showing sprites without an actor?

by Matt » Tue May 08, 2018 3:26 pm

I find I spawn a lot of smoke, puff, flame, etc. sprites. Most of these don't need anything like all the stuff that gets initialized when a new actor is spawned.

I remember reading on the forums a while ago about a special thinker or something that doesn't do anything but show a sprite and now I'm wondering if using that might help.

Does anyone know what I'm talking about? And does it actually use significantly less CPU time to spawn if not maintain?

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