A_CustomFlash(str statement, int layer)

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Expand view Topic review: A_CustomFlash(str statement, int layer)

Re: A_CustomFlash(str statement, int layer)

by Ghastly » Fri May 23, 2008 1:14 pm

Graf Zahl wrote:If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Could the players' renderstyle override the flash's?

Also: YES! It's implied that this is getting in :D!

Re: A_CustomFlash(str statement, int layer)

by Lioyd_Irving » Fri May 23, 2008 5:21 am

TheDarkArchon wrote:Alpha's a float, not an integer. :P
Damn, I'm definitely not good at this... :lol:
Graf Zahl wrote:Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.

Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Alright then, it won't be a disaster if we don't get it.

The basic function is just fine for me - not to mention it would be MUCH easier to reproduce Build weapons in Doom. :)

Re: A_CustomFlash(str statement, int layer)

by TheDarkArchon » Wed May 21, 2008 7:08 am

Lioyd_Irving wrote: A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
]
Alpha's a float, not an integer. :P

Re: A_CustomFlash(str statement, int layer)

by Graf Zahl » Wed May 21, 2008 1:54 am

Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.

Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.

Re: A_CustomFlash(str statement, int layer)

by Lioyd_Irving » Tue May 20, 2008 11:54 pm

Ghastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.
I didn't even know what is a boolean value, every optional value I've seen in a function was a boolean :lol:
I thought it was an optional value :P

So I was saying...

A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])

Good ? Bad ?

I'm the guy with the gun.

Re: A_CustomFlash(str statement, int layer)

by TheDarkArchon » Tue May 20, 2008 8:23 am

Ghastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.
You're not mistaken. Also, it also having the alpha value as a boolean would also be pretty useless.

Re: A_CustomFlash(str statement, int layer)

by Ghastly » Tue May 20, 2008 8:21 am

Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.

Re: A_CustomFlash(str statement, int layer)

by Lioyd_Irving » Mon May 19, 2008 12:47 pm

Hey, by the way, why not this instead :

A_CustomFlash(str statement, int layer [, bool renderstyle [, bool alpha]])

While the renderstyle would mean :

0 - normal
1 - translucent
2 - additive
3 - fuzzy (though I doubt its usefulness)

a bit like A_SetTranslucent.

Re: A_CustomFlash(str statement, int layer)

by DoomKn1ght » Sun May 18, 2008 11:50 am

As far as I remember png native transluency work right in gzdoom since it has been fixed.I tested it with muzzleflash it
look correct though will look better with additive blending I think.

Re: A_CustomFlash(str statement, int layer)

by Lioyd_Irving » Sat May 17, 2008 12:38 pm

DBThanatos wrote: didnt know it could handle 1,234,567,890 sprites :shock: (joke)
Yeah, I first wanted to say "some 1234567890 sprites" but it made "some" twice in the phrase with "some coding". :lol:

Re: A_CustomFlash(str statement, int layer)

by DBThanatos » Sat May 17, 2008 1:16 am

Lioyd_Irving wrote:...just 1234567890 sprites...
I thought the limit was 32,768 entries in total, didnt know it could handle 1,234,567,890 sprites :shock: (joke)

I really support this idea. For muzzle flashes, it'll be great!!

Re: A_CustomFlash(str statement, int layer)

by Lioyd_Irving » Fri May 16, 2008 10:52 pm

I don't get how it turned to a DS debate, but I don't want that...Let's go back to the topic, people.
Grimm wrote:Actually, upon thinking about it, this would be a GREAT way to save space in WAD files.

ALSO! This could allow things like bullet meters to be implemented easily. Currently you'd have to include 666 different sprites for one gun if you wanted to do something like have a bullet readout right on the gun (ala Doom 3). With this, you could just have the meter itself included and placed over the gun. (You could, of course, do this already with a_GunFlash, but then you'd have nothing to do muzzle flahses with. While that may not be a big deal with a gun with 4 different sprites or so, when guns have larger ones, trust me, it makes a HUGE difference. )

I fully support this idea.
EXACTLY ! I also thought about this. Seeing your current ammo on a weapon wouldn't need insane number of sprites
anymore - just 1234567890 sprites on different spots and some coding.
It'd be so great to finally have visible ammo on the screens of the D3 weaps for instance. :D

Re: A_CustomFlash(str statement, int layer)

by Enjay » Fri May 16, 2008 5:08 pm

I'm more complaining that I'm as fed up, if not more so, of people saying WFDS as I am fed up of actually waiting for it. WFDS has long since ceased to be meaningful other than effectively meaning "no" in the life of any project under development IMO. What's more, it is (as often as not) "said" by people who aren't directly involved in anything to do with making DS a reality and may not know how DS-y the particular topic is.

Although, I've moaned about this before so I'll stop right there. ;)

Re: A_CustomFlash(str statement, int layer)

by randi » Fri May 16, 2008 4:35 pm

Hey, you don't think I did the garbage collector solely for potential benefits on busy maps, do you? That's more of a side effect than a primary motivation for adding it. I wanted to be sure I had a stable garbage collector that didn't bog the game down before going further, since whether or not I have one impacts various other implementation details.

Re: A_CustomFlash(str statement, int layer)

by HotWax » Fri May 16, 2008 12:55 pm

Not to nitpick, but his name starts with an 'r' (ASCII 114), not an 'R' (82). :D

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