[decorate]new A_GunFlash parameters?

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Expand view Topic review: [decorate]new A_GunFlash parameters?

by Graf Zahl » Tue Oct 16, 2007 2:24 pm

neoworm wrote:What about custom flash states?

Technically no problem but right now I file this under WFDS. Maybe I change my mind later.

by DoomRater » Tue Oct 16, 2007 1:45 pm

An interesting idea with a custom GunFlash like that... would it be possible to have multiple gun flashes? A_GunFlash ("Myflash",layer number [negative numbers indicate that it should be above rather than below],drawstyle flags)

by DoomKn1ght » Tue Oct 16, 2007 12:22 pm

I suggest this in skulltag forum but It get unnoticed as it apear that develloper
are bored with useless suggestion but navermind I know now this is not
useless and has some chance and and I am pleased of it. :)

by neoworm » Tue Oct 16, 2007 12:02 pm

What about custom flash states? Like A_Gunflash ("Myflash", (over/under), additive/translucent...). Some weapons uses many different attacks so they will need also different flashes.

by HotWax » Tue Oct 16, 2007 12:00 pm

Or the impression that it's up to the community at large what gets implemented, when in reality it's up to the developers. Worse, you might encourage others to use the same idea.

Is it possible to disable polls by forum so this doesn't happen again?

by Graf Zahl » Tue Oct 16, 2007 11:44 am

I didn't say you shouldn't do it but think about it: There's only 2 ways a feature request is handled:

1) it is implemented
2) it is denied
(Ok, there's a third: It's ignored ;))

This one will most likely be implemented - but I'm not in the mood to work on Doom right now - so I'm sorry you have to wait.

Anyway, with a poll in a feature request you might give the incorrect impression that you want to force the issue.

by DoomKn1ght » Tue Oct 16, 2007 8:39 am

what's this about transparent PNGs? Does that actually work in this case?
I repost this link a quick example wad with png "native" transluency:

http://www.zshare.net/download/419512361417b8/

but I dont know if gimp2.0 save the transluency correctly.

I take it from risen3D but risen3D use md2 to make it more
horizontally + additive blending

it work a bit in gzdoom gl renderer but it is really hard to see
but not in software zdoom.

@ graf zahl sorry i wasn't aware I shouldn't do this
:?

by Graf Zahl » Tue Oct 16, 2007 7:39 am

FYI, I deleted the poll from this thread. It won't increase the chance of this being added in any way so it is more or less pointless.

by Cutmanmike » Tue Oct 16, 2007 7:38 am

Disruptor uses alpha flashes and it looks neat.

Also what's this about transparent PNGs? Does that actually work in this case?

by Ghastly » Tue Oct 16, 2007 7:24 am

While 1 is the least helpful in my eyes, it'd still be very useful. I haven't done flash sprites yet, but I can imagine exactly how arduous it is to align those.

The thing I'd REALLY like to see is renderstyle, alpha and scale. High-res transparent flash sprites would be great!

by Graf Zahl » Tue Oct 16, 2007 7:17 am

This isn't too hard to add. The weapon code is isolated enough for this.

by DoomKn1ght » Tue Oct 16, 2007 6:31 am

I hope this is enough simple to code :? :? i dont know if this will be classified in waitfor doomscript thing i just notice. :?

by DoomRater » Sat Oct 13, 2007 12:01 pm

I've wanted 1 for a while actually. Imagine trying to pull off the Duke Nukem Kick using flash frames- you'd have to make the GUN display with flash frames while the kick was displayed with regular graphics!

by DoomKn1ght » Sat Oct 13, 2007 11:07 am

here is a test wad with png transluency for the pistol muzzleflash
that I take it from risen3D core effect addon

http://www.zshare.net/download/419512361417b8/

It look bad compared to what additive blending could look.

Some people misunderstood that the screenshot I posted was a screenshot
of risen3D core effect pack.

by Enjay » Sat Oct 13, 2007 3:16 am

The translucent flash will allow you to see through to the normal sprite below - which might actually look quite good.

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