by Xane123 » Tue Feb 27, 2018 11:02 am
Seems this wasn't noticed by anyone; I'm not sure if it was a bad feature suggestion but I think it could have uses. I've added the hackish polyobject "render culling" to my TC but the polyobject being solid forcibly makes it hard to make it work with a lot of enemies and objects. Therefore, it would be good to add in an additional polyobject type that isn't solid if it doesn't take much work to add it, though I don't know how much work it is.
Yes, I know this is a bump, but I don't know if anyone thinks this could be a helpful thing or if it being posted right before midnight made it so no developer saw this before it fell off the first page or something.
EDIT: Messing in the source code (which I'll never try a pull request for as I bet it'd be rejected due to very low quality), I've found that commenting out most of
FPolyObj::CheckMobjBlocking causes the effect I desire, actually; The polyobject's solid to the player and enemies, but the polyobject doesn't care if it moves on top of them, meaning it doesn't stop for every enemy it has to phase through. Having this
and truly non-solid polyobjects would be best.
Spoiler: Another reason...
Really, another reason why I'd like this is because I like my game having Delta Touch compatibility but that uses GZDoom, not my modified code, so there everything would break as polyobjects stop for objects, but if this was added I wouldn't have to change a thing or come up with my own version of Delta Touch's code.
Seems this wasn't noticed by anyone; I'm not sure if it was a bad feature suggestion but I think it could have uses. I've added the hackish polyobject "render culling" to my TC but the polyobject being solid forcibly makes it hard to make it work with a lot of enemies and objects. Therefore, it would be good to add in an additional polyobject type that isn't solid if it doesn't take much work to add it, though I don't know how much work it is.
Yes, I know this is a bump, but I don't know if anyone thinks this could be a helpful thing or if it being posted right before midnight made it so no developer saw this before it fell off the first page or something.
EDIT: Messing in the source code (which I'll never try a pull request for as I bet it'd be rejected due to very low quality), I've found that commenting out most of [b]FPolyObj::CheckMobjBlocking[/b] causes the effect I desire, actually; The polyobject's solid to the player and enemies, but the polyobject doesn't care if it moves on top of them, meaning it doesn't stop for every enemy it has to phase through. Having this [i]and[/i] truly non-solid polyobjects would be best.[spoiler="Another reason..."]Really, another reason why I'd like this is because I like my game having Delta Touch compatibility but that uses GZDoom, not my modified code, so there everything would break as polyobjects stop for objects, but if this was added I wouldn't have to change a thing or come up with my own version of Delta Touch's code.[/spoiler]