ZScript line trace visual aid

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

ZScript line trace visual aid

Post by Nash »

Debugging things with line tracing can be very frustrating. I propose a visual aid that visually draws the line so that we can actually see what the trace is doing. Unreal Engine 4 has this.
ZippeyKeys12
Posts: 111
Joined: Wed Jun 15, 2016 2:49 pm

Re: ZScript line trace visual aid

Post by ZippeyKeys12 »

Yes, please. Testing is so annoying, being able to see traces would be amazing.
User avatar
Rip and Tear
Posts: 185
Joined: Tue May 02, 2017 3:54 pm

Re: ZScript line trace visual aid

Post by Rip and Tear »

This sounds very useful; how do you think this should be implemented? Personally, I think a CVAR would be nice.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: ZScript line trace visual aid

Post by Nash »

Rip and Tear wrote:This sounds very useful; how do you think this should be implemented? Personally, I think a CVAR would be nice.
In Unreal Engine 4, it is a new parameter from the trace functions themselves so I'd roll with that. A CVar would be too inflexible because you can't choose which trace to draw, and there might be a lot in the scene. :)

Graphics-wise, I'm imagining a 2D line drawn on the 2D canvas, or perhaps a quad spawned and stretched in the world. I wouldn't know what's best here; will leave that to the engine gods. :)
User avatar
Sir Robin
Posts: 537
Joined: Wed Dec 22, 2021 7:02 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Medellin, Colombia

Re: ZScript line trace visual aid

Post by Sir Robin »

Hi, I know this is an old thread but if anyone is looking for a line trace visualizer, I wrote one in this thread.
Post Reply

Return to “Feature Suggestions [GZDoom]”