kodi's code

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kodi's code

Postby kodi » Mon May 09, 2016 10:01 am

In this thread I'll try to consolidate and post minor bits of interesting ACS, shaders and visual effects that I come up with while working on other projects.

Starting out with dynamic hudmessage rotation in the form of a compass.
It uses the alpha channel as an argument for the angle of rotation. Only works in the GZDoom 1.x renderer, including Zandronum and Gloome at the moment.

Offset rotation for projectile weapons
Spoiler:
Last edited by kodi on Tue May 24, 2016 4:24 pm, edited 1 time in total.
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Re: kodi's code - shader based rotating compass

Postby Nash » Mon May 09, 2016 10:09 am

Doesn't seem to work in the latest dev build? The compass' translucency just fades in and out depending on my angle but doesn't actually rotate.

(What's really hilarious though is for a splitsecond when the screen melt transition starts, the ENTIRE screen gets rotated)
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Re: kodi's code - shader based rotating compass

Postby kodi » Mon May 09, 2016 10:24 am

Works for me in the latest 1.x build. Only one I can test with.

But yeah, I get the whole-screen rotation for a split sec on loadup too. Thought I was having a migraine first time I saw it!
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Re: kodi's code - shader based rotating compass

Postby Nash » Mon May 09, 2016 11:40 am

Well, then I'm sorry to break this to you but this doesn't work with 2.x. :S Moreover, Graf is slowly bringing back a fallback renderer into GZDoom so very soon there will be no more need for separate 1.x and 2.x branches - everything will be merged into 1 program and GZDoom will automatically "downgrade" the renderer to the shaderless pipeline if it detects that your system can't run the latest OpenGL. What that all finally amounts to is that your effect won't work with users who use the main GZDoom renderer, it will only work with users who use GZDoom's fallback renderer...

(If you look at the recent commits on the GZDoom repo, almost the whole bulk of it lately has been nothing but work on said fallback renderer)
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