F3DFloor exporting

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Topic review
   

Expand view Topic review: F3DFloor exporting

Re: F3DFloor exporting

by Marisa the Magician » Tue Sep 10, 2019 5:41 pm

I do believe it's about time this gets merged.

Re: F3DFloor exporting

by Major Cooke » Thu Sep 05, 2019 9:50 am

I must also point out that my DamageMobj refactor was merged, yet it was imperfect. And when a few bug reports came in, I simply fixed them myself, as is expected of me.

I think this submission can also constitute having such treatment done to it. If any bugs occur, Marisa can fix them.

Re: F3DFloor exporting

by Marisa the Magician » Thu Sep 05, 2019 9:45 am

Really wish this'd get merged already. I keep running into situations where I absolutely need it.

Re: F3DFloor exporting [Part 1]

by Graf Zahl » Wed Jul 24, 2019 6:51 am

If someone else can do it?
Sorry, I don't have much time to do real programming work on GZDoom and that's unlikely to change until the end of August.

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Wed Jul 24, 2019 5:39 am

So... any chance this can get a final review?

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Wed Jul 10, 2019 12:02 pm

I'm afraid that's another bug unrelated to this. Though it may be related to the one of projectiles/traces phasing through them.

Re: F3DFloor exporting [Part 1]

by Major Cooke » Wed Jul 10, 2019 9:59 am

Looks like this is coming along nicely now. Marisa has made those requested changes too, I'm stoked! :mrgreen:

Speaking of custom bounce behavior, Marisa, I've been in desperate need for finding out how to make projectiles not just explode on sloped floors. Where can I find the code for this?

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Sat Jul 06, 2019 7:45 am

Rachael wrote:What would probably really help this along, though, is having some bare-minimum test samples to ensure everything works correctly.
In my case I've been making sure it all works through the experimental branch of doom tournament. The biorifle and flak cannon need direct 3d floor data access for projectile alignment and custom bounce behavior, respectively.

In the PR's current state I've verified that all works correctly on maps with sloped 3d floors, despite a small bug/glitch that is unrelated to this PR which I'll report later (projectiles and hitscans may sometimes "phase through" sloped 3d floors if they're too thin).

Re: F3DFloor exporting [Part 1]

by dpJudas » Sat Jul 06, 2019 4:32 am

I don't know enough about this part of GZDoom or Doom mapping to evaluate it, nor do I have an interest in learning it - sorry. :)

Re: F3DFloor exporting [Part 1]

by Rachael » Sat Jul 06, 2019 4:26 am

If _mental_ or dpJudas take a look at it and if they don't anticipate any problems, then I think this can be merged.

What would probably really help this along, though, is having some bare-minimum test samples to ensure everything works correctly.

Of course, Graf can also just merge or reject this on a whim, as well, if the mood ever struck him or he wanted to.

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Sat Jul 06, 2019 4:04 am

So, I guess it is happening, then. There is now a demand for it from more people than just me.

Re: F3DFloor exporting [Part 1]

by Major Cooke » Wed Jul 03, 2019 12:24 pm

Huh... I've encountered a point where I'll actually need this to continue what I'm working on.

Re: F3DFloor exporting [Part 1]

by Graf Zahl » Sun Apr 21, 2019 1:01 pm

Totally not a priority right now.

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Sun Apr 21, 2019 12:02 pm

Shamelessly bumping this. I haven't heard anything in a while.

Re: F3DFloor exporting [Part 1]

by Marisa the Magician » Fri Mar 08, 2019 4:58 am

Just wanted to ask if this is still going to be a problem for vulkan or anything. The data exposed is entirely read-only just in case.

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