[GZDoom Submission]Quake Camera Roll Inclusion

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Expand view Topic review: [GZDoom Submission]Quake Camera Roll Inclusion

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Fri Jul 08, 2016 8:38 am

Huh... He's right. It wasn't.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Blue Shadow » Fri Jul 08, 2016 8:36 am

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Graf Zahl » Tue Apr 26, 2016 4:59 pm

No, the code this touches wasn't changed.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Tue Apr 26, 2016 3:46 pm

Also small question, with all that you've just recently done with GZDoom, am I going to need to change anything? Or will nothing there be intrusive? Just curious, wanted to make sure I'm ready to make any changes on my end if needed.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Graf Zahl » Tue Apr 26, 2016 7:22 am

Sorry, no time so far.

Re: [GZDoom]Quake Camera Roll Inclusion

by Major Cooke » Tue Apr 26, 2016 6:52 am

Nash wrote:I'd just like add a remark to this remark; a good reason to NOT mod it in is because calling A_SetRoll or Set/ChangeActorRoll via scripting or DECORATE actually physically changes the actor's roll. If an effect you want to do is meant to be purely visual (as in, only affecting the viewer's camera and not actual actors in the world)... well, that's not possible. And if you tie your scripted rolls with a GetCvar to control user enable/disable of that stuff, the game will most probably desync in multiplayer.

If anyone wants to do it right and set it up correctly in R_SetupFrame (and as Graf said, maybe in the future someone figures out how to do it in the software renderer), be my guest!
QFT. Seriously. I have no better way of saying this than right here.

@Graf: So how does it check out so far?

Re: [GZDoom]Quake Camera Roll Inclusion

by Graf Zahl » Tue Apr 26, 2016 2:50 am

Blzut3 wrote:
Gez wrote:I can see this closed with [lol no].
All I can say is, given that the last quake suggestion was drawn out with a "eeehhh, I don't know if we really want more parameters" for the longest time, my only thoughts are "do we really want more parameters?"

Structs would be nice, but sadly are beyond DECORATE's capabilities.

Re: [GZDoom]Quake Camera Roll Inclusion

by Nash » Mon Apr 25, 2016 11:43 pm

Gez wrote: As Nash's mod demonstrate, it's already possible to control camera roll with a mod. You want explosions to do some camera roll, you mod it in.
I'd just like add a remark to this remark; a good reason to NOT mod it in is because calling A_SetRoll or Set/ChangeActorRoll via scripting or DECORATE actually physically changes the actor's roll. If an effect you want to do is meant to be purely visual (as in, only affecting the viewer's camera and not actual actors in the world)... well, that's not possible. And if you tie your scripted rolls with a GetCvar to control user enable/disable of that stuff, the game will most probably desync in multiplayer.

If anyone wants to do it right and set it up correctly in R_SetupFrame (and as Graf said, maybe in the future someone figures out how to do it in the software renderer), be my guest!

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Mon Apr 25, 2016 7:46 pm

Pffft. A_SpawnParticle sets a new record.

Besides, this is GZDoom only. Until, as mentioned, someone happens to make such a thing doable for the software renderer, should that happen anyway.

Re: [GZDoom]Quake Camera Roll Inclusion

by Blzut3 » Mon Apr 25, 2016 7:44 pm

Gez wrote:I can see this closed with [lol no].
All I can say is, given that the last quake suggestion was drawn out with a "eeehhh, I don't know if we really want more parameters" for the longest time, my only thoughts are "do we really want more parameters?"

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Mon Apr 25, 2016 2:27 pm

Awesome. Thanks!

For those of you who want a partly perfect rollover...

Code: Select all

Actor Quakin
{
	const int flags = QF_WAVE;
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_QuakeEx(3,3,3,35*5,0,256,"",flags,0,0,0,64,35,180*randompick(-1,1),0.1)
		TNT1 A 1 A_SetTics(88)
		Stop
	}
}
This can roll in one of two directions. Which makes me wonder if we could extend the clamp to a range of [-9, 9] instead of [1,9]? Because it works.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Graf Zahl » Mon Apr 25, 2016 1:42 pm

Ok, I'll review this ASAP.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Mon Apr 25, 2016 1:25 pm

I never placed it in the GL renderer. In fact all the interpolation for ViewRoll is indeed being done inside R_SetupFrame.

ZDoom PR updated.
GZDoom PR too, this time stripped the hell down to only what changed in the GL section.

Updated the first post's links.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Graf Zahl » Mon Apr 25, 2016 12:49 pm

The interpolation should be in R_SetupFrame. The GL code should only see the interpolated values.

Re: [GZDoom Submission]Quake Camera Roll Inclusion

by Major Cooke » Mon Apr 25, 2016 12:43 pm

Okay. While I'm working on redoing this, I've opened a new pull request on ZDoom's side so you can see what's going on.

I know the interpolation is not complete yet, still working on that bit. In fact... I'm unsure of how to handle the interpolation or how to really even test it.

On GZDoom's end:
Image
in RenderViewpoint.

Is that what you meant? Is there more? Save for the interpolation, this is working thus far.

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