r2967 Cast call different sprites problem

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: r2967 Cast call different sprites problem

Re: r2967 Cast call different sprites problem

by Enjay » Tue Nov 02, 2010 4:43 am

Graf Zahl wrote:fixed
Thanks for that. Works like a charm. Also, thanks for:
fixed: The cast call did not use a translation defined for an actor class.
That is something that has bothered me since vanilla days. It also works perfectly. :)

Re: r2967 Cast call different sprites problem

by Graf Zahl » Sat Oct 30, 2010 1:00 am

Xaser wrote:Interestingly, this limitation existed back in vanilla, too.

... which is probably why it's still there. I just took the old code without making many changes to it.

Re: r2967 Cast call different sprites problem

by Xaser » Fri Oct 29, 2010 7:50 pm

Interestingly, this limitation existed back in vanilla, too. If you uses DeHackEd to change the sprite names for a frame or two on an actor, it would stick to the name in the first See state.

Not that the limit should still stick around, mind you. I'd say it's necessary for the possibility that a monster might exist which exceeds the normal maximum number of frames.

r2967 Cast call different sprites problem

by Enjay » Fri Oct 29, 2010 6:05 pm

If an actor uses sprites of a different name in its different states, Zdoom will use the sprite "family" from the see state for the cast call even if the missile and death states use a different sprite name.

The following demonstrates it:
Spoiler:
The actor "testguy" is absolutely minimal, having just enough to show the problem. It happens on genuine enemies too though. You can see that he uses SPOSS sprites in his spawn state, POSS sprites in his see state, CPOS sprites in his missile state and TROO sprites in his death state. However, in the cast call, the game tried to use POSS sprite throughout. This goes most obviously wrong in the death phase where the TROO sprite frames are not a direct mapping to the POSS ones so it looks odd.

I've attached the above files in a zip for quick testing.

Top