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F3DFloor exporting

PostPosted: Sun Sep 16, 2018 8:08 am
by Marisa Kirisame
Pull Request

I should have opened a thread for this long ago. This is one part of allowing access to 3D Floor structs and other related functionality. The other part involves some data structures I haven't quite figured out how to expose (extra sector data like light lists or fake floor arrays).

Re: F3DFloor exporting [Part 1]

PostPosted: Sun Sep 16, 2018 10:01 am
by Graf Zahl
I first have to make sure that this won't get in the way of needed refactorings for Vulkan.

Re: F3DFloor exporting [Part 1]

PostPosted: Mon Feb 04, 2019 8:53 am
by Marisa Kirisame
I've decided to close this temporarily while I come up with something cleaner and more usable (and less intrusive). Will open a new PR once I have things ready.

Edit: PR opened.

Re: F3DFloor exporting [Part 1]

PostPosted: Fri Mar 08, 2019 4:58 am
by Marisa Kirisame
Just wanted to ask if this is still going to be a problem for vulkan or anything. The data exposed is entirely read-only just in case.

Re: F3DFloor exporting [Part 1]

PostPosted: Sun Apr 21, 2019 12:02 pm
by Marisa Kirisame
Shamelessly bumping this. I haven't heard anything in a while.

Re: F3DFloor exporting [Part 1]

PostPosted: Sun Apr 21, 2019 1:01 pm
by Graf Zahl
Totally not a priority right now.

Re: F3DFloor exporting [Part 1]

PostPosted: Wed Jul 03, 2019 12:24 pm
by Major Cooke
Huh... I've encountered a point where I'll actually need this to continue what I'm working on.

Re: F3DFloor exporting [Part 1]

PostPosted: Sat Jul 06, 2019 4:04 am
by Marisa Kirisame
So, I guess it is happening, then. There is now a demand for it from more people than just me.

Re: F3DFloor exporting [Part 1]

PostPosted: Sat Jul 06, 2019 4:26 am
by Rachael
If _mental_ or dpJudas take a look at it and if they don't anticipate any problems, then I think this can be merged.

What would probably really help this along, though, is having some bare-minimum test samples to ensure everything works correctly.

Of course, Graf can also just merge or reject this on a whim, as well, if the mood ever struck him or he wanted to.

Re: F3DFloor exporting [Part 1]

PostPosted: Sat Jul 06, 2019 4:32 am
by dpJudas
I don't know enough about this part of GZDoom or Doom mapping to evaluate it, nor do I have an interest in learning it - sorry. :)

Re: F3DFloor exporting [Part 1]

PostPosted: Sat Jul 06, 2019 7:45 am
by Marisa Kirisame
Rachael wrote:What would probably really help this along, though, is having some bare-minimum test samples to ensure everything works correctly.


In my case I've been making sure it all works through the experimental branch of doom tournament. The biorifle and flak cannon need direct 3d floor data access for projectile alignment and custom bounce behavior, respectively.

In the PR's current state I've verified that all works correctly on maps with sloped 3d floors, despite a small bug/glitch that is unrelated to this PR which I'll report later (projectiles and hitscans may sometimes "phase through" sloped 3d floors if they're too thin).

Re: F3DFloor exporting [Part 1]

PostPosted: Wed Jul 10, 2019 9:59 am
by Major Cooke
Looks like this is coming along nicely now. Marisa has made those requested changes too, I'm stoked! :mrgreen:

Speaking of custom bounce behavior, Marisa, I've been in desperate need for finding out how to make projectiles not just explode on sloped floors. Where can I find the code for this?

Re: F3DFloor exporting [Part 1]

PostPosted: Wed Jul 10, 2019 12:02 pm
by Marisa Kirisame
I'm afraid that's another bug unrelated to this. Though it may be related to the one of projectiles/traces phasing through them.

Re: F3DFloor exporting [Part 1]

PostPosted: Wed Jul 24, 2019 5:39 am
by Marisa Kirisame
So... any chance this can get a final review?

Re: F3DFloor exporting [Part 1]

PostPosted: Wed Jul 24, 2019 6:51 am
by Graf Zahl
If someone else can do it?
Sorry, I don't have much time to do real programming work on GZDoom and that's unlikely to change until the end of August.