PSprite scale property for Weapon

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

Moderator: GZDoom Developers

User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

PSprite scale property for Weapon

Post by Nash »

I'd like to request an easy way to universally scale PSprite art used in Weapons. Currently the only way is to make a TEXTURES entry for every sprite that you want scaled. Seems like double the workload; simply adding a "Weapon.SpriteScale 0.5" into my base weapon class would be waaaaaaay more convenient if I know that I want to globally double up the resolution of all my gun art.
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: PSprite scale property for Weapon

Post by Major Cooke »

I believe Marisa Kirisame is actually working on something to that degree, that and rotating psprites as well.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: PSprite scale property for Weapon

Post by Xaser »

Another use case for this: square pixels for HUD weapons instead of Doom's infamous 1.2x vertical scaling.
User avatar
Pixel Eater
 
 
Posts: 667
Joined: Wed Aug 02, 2017 12:31 am
Location: In between the Moon and you, between the buried and me.

Re: PSprite scale property for Weapon

Post by Pixel Eater »

Xaser wrote:Another use case for this: square pixels for HUD weapons instead of Doom's infamous 1.2x vertical scaling.
Autochthonic Mode has a function for that :wink:
Post Reply

Return to “Feature Suggestions [GZDoom]”