A_CustomFlash(str statement, int layer)

Moderator: GZDoom Developers

DoomKn1ght
Posts: 178
Joined: Sat Aug 25, 2007 11:43 am

Re: A_CustomFlash(str statement, int layer)

Post by DoomKn1ght »

As far as I remember png native transluency work right in gzdoom since it has been fixed.I tested it with muzzleflash it
look correct though will look better with additive blending I think.
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: A_CustomFlash(str statement, int layer)

Post by Lioyd_Irving »

Hey, by the way, why not this instead :

A_CustomFlash(str statement, int layer [, bool renderstyle [, bool alpha]])

While the renderstyle would mean :

0 - normal
1 - translucent
2 - additive
3 - fuzzy (though I doubt its usefulness)

a bit like A_SetTranslucent.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: A_CustomFlash(str statement, int layer)

Post by Ghastly »

Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: A_CustomFlash(str statement, int layer)

Post by TheDarkArchon »

Ghastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.
You're not mistaken. Also, it also having the alpha value as a boolean would also be pretty useless.
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: A_CustomFlash(str statement, int layer)

Post by Lioyd_Irving »

Ghastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems :P.
I didn't even know what is a boolean value, every optional value I've seen in a function was a boolean :lol:
I thought it was an optional value :P

So I was saying...

A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])

Good ? Bad ?

I'm the guy with the gun.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: A_CustomFlash(str statement, int layer)

Post by Graf Zahl »

Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.

Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: A_CustomFlash(str statement, int layer)

Post by TheDarkArchon »

Lioyd_Irving wrote: A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
]
Alpha's a float, not an integer. :P
User avatar
Lioyd_Irving
Posts: 427
Joined: Fri Dec 07, 2007 1:47 am
Location: Southtown

Re: A_CustomFlash(str statement, int layer)

Post by Lioyd_Irving »

TheDarkArchon wrote:Alpha's a float, not an integer. :P
Damn, I'm definitely not good at this... :lol:
Graf Zahl wrote:Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.

Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Alright then, it won't be a disaster if we don't get it.

The basic function is just fine for me - not to mention it would be MUCH easier to reproduce Build weapons in Doom. :)
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: A_CustomFlash(str statement, int layer)

Post by Ghastly »

Graf Zahl wrote:If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Could the players' renderstyle override the flash's?

Also: YES! It's implied that this is getting in :D!
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”