NGZDoom - GZDoom fork with actor and camera roll

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Athel
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Athel »

This is awesome. It makes stuff like this or this possible! Good work, Nash.
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Hetdegon
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Hetdegon »

Caligari_87 wrote:Have you considered doing a pull request or something to get the code into the main GZDoom codebase, at least the rolling and non-1.2-aspect parts? That's pretty much what I would be interested in, if anything.

8-)
I agree with this. If it works it works and seems progress on that variable was pretty much forgotten anyway. It happens.
Maybe having a working PR will help get it there.
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

Caligari_87 wrote:Have you considered doing a pull request or something to get the code into the main GZDoom codebase, at least the rolling and non-1.2-aspect parts? That's pretty much what I would be interested in, if anything.

8-)

Non-1.2-aspect: I read in another thread that Graf is working on making it a user switchable option (OpenGL-only I understand) so yay, no more hard-coded hacks!

Actor roll, camera roll: I'll have to ask Graf if it would even be considered. No point making a pull request if it's fundamentally not going to be accepted...
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Kinsie »

Nash wrote:Actor roll, camera roll: I'll have to ask Graf if it would even be considered. No point making a pull request if it's fundamentally not going to be accepted...
IIRC the rule for code submissions is "Is it useful, well-coded and does it not potentially complicate Doomscript?" so I'm pretty sure the only issue this could damage its implementation would be that it's GL only.

You might as well submit it, anyway - what's the worst that could happen? Someone says no and you stick to your own fork?
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Enjay
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Enjay »

Nash wrote:Non-1.2-aspect: I read in another thread that Graf is working on making it a user switchable option (OpenGL-only I understand) so yay, no more hard-coded hacks!
https://github.com/coelckers/gzdoom/com ... ccdd8a626d
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Caligari87
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Re: NGZDoom - GZDoom fork with actor and camera roll

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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by NeuralStunner »

I was excited until I saw it wasn't a GameInfo thing. Distorted HUD weapons, status bar, and UI aren't fun to work with either. :?
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by xenoxols »

Well, I finally got back to my windows pc, and ngzdoom works fine. However I don't seem to be able to make a lean script.
EDIT: Nevermind, just some minor decorate mistakes.
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Slax
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Slax »

Inb4 Doomguy gets rolled up in a cigarette (or equivalent) by the Icon of Sin.
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

Someone please teach me how to do a pull request, because I don't have the patience to figure it out on my own. Spent an hour trying to figure it out and Googling it but I don't know what I'm doing and nothing is happening.

EDIT: Is it because my "fork" isn't really a fork? I already have GZDoom forked as another project and I can't fork it again (it just takes me to the page of my custom game fork). I had to create a separate repository and add GZDoom as an upstream remote: https://github.com/nashmuhandes/gzdoom so can I still make a pull request in this way?
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edward850
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by edward850 »

It needs to be a fork of GZDoom to do a pull request with it. Whatever you have done there, it's not a fork.
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

Well that blows. I can't fork GZDoom because I've already forked it before. Any other ideas besides making a new user account?
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edward850
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by edward850 »

Create a branch of your live GZDoom fork, update it to the fork as needed, then add only the changes you want to pull in the GZDoom master. You will then be able to do a pull request from that branch (and you should be doing pull requests from self contained branches anyway. :P)
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Nash
 
 
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by Nash »

I'm thinking of starting over clean. I'm not worried about my game's fork that much; I can just export the code, do a clean clone of GZDoom and just paste over the modified files and then push to a new repo that is not a fork.

Anyway, what's the cleanest way to start over? Should I fork ZDoom or GZDoom? I want to be able to contribute to both but I can only fork one of them only once because they're related to each other... I can't have separate ZDoom and GZDoom forks on GitHub.
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edward850
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Re: NGZDoom - GZDoom fork with actor and camera roll

Post by edward850 »

If you fork ZDoom, you won't be able to fork GZDoom under githubs interface (you can brute force it, but it's extremely fucking convoluted and I haven't bothered figuring it out).
HOWEVER, the reverse also applies. Forking GZDoom means you cannot commit to ZDoom either, and any "universal" changes will be much more complicated to propagate backwards (and I think Graf won't accept ZDoom changes that way?).
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