The WIP Thread
Re: The WIP Thread
Anything 640 wide should be fine. You missed the much bigger images that once existed in this thread.
Re: The WIP Thread
Until actors can truly rotate freely in all degrees, it's 100% impossible (something that's facing upwards can't tilt to the side in any way). Otherwise you could theoretically code some kind of multi-actor A_Warp abominationDoomKrakken wrote:Wait, you can do ragdoll physics with models in GZDoom?Dark-Assassin wrote:Should add ragdoll physics and a model format that supports it

Won't stop anyone from using it for that once released!DoomKrakken wrote: MUST. HAVE. CYBERDOG.
Why do I get the strange feeling that this should be in some expansion of Reelism??? XD
It toasts, but it doesn't toast toast!Big C wrote:Reminds me of the toaster-robodog from Secret of Evermore.
- wildweasel
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Re: The WIP Thread
640 wide is fine (the Large Thumbnail setting in imgur is closest equivalent to it).doomfiend wrote:Oh, So you want my imgur images to be smaller next time? I assumed 640x480 would have been much better compared to the usual 1080p / 4k screen caps I usually do. lolwildweasel wrote:Please shrink your image; it is much too large for most browsers.
I can try going 1 smaller next time friend. ;p
Re: The WIP Thread
alright, its usually best to double check, I remember i had you edit my links in spoilers because I couldn't at the time figure out how to get imgur to make a thumbnail
The WIP Thread
Wow! Really impressive Zanieon! 

Re: The WIP Thread
I was thinking a bit about this: In the hardware renderer, I think you could spawn +FLATSPRITE shadow actors on anything near a light source. The sprite itself would be upright rather than parallel to the floor, but the shadow actor would be pitched straight up and thus lie on the floor anyway - this should allow you to stretch the length of the shadow (like that laser beam thing I did fairly long ago) depending on it's distance to the light source by altering the Y scale of the shadow actor. Then throw A_CopySpriteFrame into the loop so it copies the sprite of the monster - perhaps you could even use A_SetSpriteRotation so the side view sprite of the actor is used rather than the frontal view if it's lit from the side.sonic_HD87 wrote:
I'm sure that i can make it better, but i don't know how.
- sonic_HD87
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Re: The WIP Thread
That's nice, but the sad thing is that i'm stuck at a 2014 SVN build since my pc won't support opengl 3.x, so i don't have a way to test it on hardware renderer aside from ZDoom itself.kodi wrote:I was thinking a bit about this: In the hardware renderer, I think you could spawn +FLATSPRITE shadow actors on anything near a light source. The sprite itself would be upright rather than parallel to the floor, but the shadow actor would be pitched straight up and thus lie on the floor anyway - this should allow you to stretch the length of the shadow (like that laser beam thing I did fairly long ago) depending on it's distance to the light source by altering the Y scale of the shadow actor. Then throw A_CopySpriteFrame into the loop so it copies the sprite of the monster - perhaps you could even use A_SetSpriteRotation so the side view sprite of the actor is used rather than the frontal view if it's lit from the side.sonic_HD87 wrote:
I'm sure that i can make it better, but i don't know how.
And also, i've tried the spawning based on distance which is more optimal IMO instead of the current method, but i haven't figured out how to check if there's already a shadowactor for a specific shadowtarget, since all my attempts ended up by spawning like 10 shadows for the same lightsource.
And i have a thread about this and the code is on Github, if you someday want to contribute.

- Major Cooke
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Re: The WIP Thread
@Weasel: I meant I was on mobile and away from my computer at the time.
- angrymerc29
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Re: The WIP Thread
Spoiler:yes that's what i was going for,unfortunately a day after i posted the screenshot my pc died and i couldn't get it working due to a dead power supply from not dusting it


- Captain J
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Re: The WIP Thread
Now finally zblood has voxel models what the original game had? What a great change!
Re: The WIP Thread
Ten years and finally it was worth it.Captain J wrote:Now finally zblood has voxel models what the original game had? What a great change!


Re: The WIP Thread
Here's what dpJudas said about the idea of native in-engine ragdoll physics.kodi wrote:ragdoll physics
What kodi said is borderline do-able though (through ZScript, any other way would just be horrifying), but your characters will probably have the segmented, Morrowind/pre-2000s look, and it'll probably be annoying to do. You'll have to make your own data structures, to store the bounding box and rotation anchor point for each limb. And it'll probably be very slow. XD
I've done barebone car physics through ACS (yucccckkkkkkkkkk) so it's definitely possible, just annoying.
Re: The WIP Thread
@nash
I've written half a car physics system as well, though only the angular and linear drag/momentum part.
Did you come up with a solution for applying roll at high pitch? I gave up completely on that when I experimented with a cursor-tracking 3d pistol long ago, so I didn't even bother with a slope alignment system for the car.
I've written half a car physics system as well, though only the angular and linear drag/momentum part.
Did you come up with a solution for applying roll at high pitch? I gave up completely on that when I experimented with a cursor-tracking 3d pistol long ago, so I didn't even bother with a slope alignment system for the car.