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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Wed Sep 14, 2016 11:09 pm
by Kinsie
Zergeant wrote:I think it was more about how there was no message or announcement conveyed to modders that the feature got the axe.
This, mostly. Many of the changes to GZDoom in recent times, like the wonderful shader stuff, is never officially communicated here where more eyes can see it. Considering the closeness of both the ZDoom and GZDoom projects, that's kind of ridiculous.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 12:08 am
by Rachael
Kinsie wrote:This, mostly. Many of the changes to GZDoom in recent times, like the wonderful shader stuff, is never officially communicated here where more eyes can see it. Considering the closeness of both the ZDoom and GZDoom projects, that's kind of ridiculous.
Most eyes can see the GZDoom forums just fine. It also tends to get very high relevant results in Google. So, it's not anyone's problem but your own if you refuse to go there. Stamping your feet won't change that.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 6:22 am
by Kinsie
Eruanna wrote:
Kinsie wrote:This, mostly. Many of the changes to GZDoom in recent times, like the wonderful shader stuff, is never officially communicated here where more eyes can see it. Considering the closeness of both the ZDoom and GZDoom projects, that's kind of ridiculous.
Most eyes can see the GZDoom forums just fine. It also tends to get very high relevant results in Google. So, it's not anyone's problem but your own if you refuse to go there. Stamping your feet won't change that.
Do you really think it makes sense to arbitrarily split developer discussion of a single project (and make no mistake, at this point the codebase is so shared that ZDoom and GZDoom are different shoes on the same body) across different sites?

Do you really think that it makes sense to keep information about dramatic changes and temporary removals of development features to a different site that has a regular member base that primarily consists of search engine bots?

And do you really think that GZDoom is so different a project in its development goals to be segregated to another site when we have an EDGE development thread?

Because your argument of "It's fine, everyone else is shit for not going out of their way" is so poorly conceived that I had to double check to make sure you're not running ads.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:03 am
by dpJudas
Kinsie wrote:Because your argument of "It's fine, everyone else is shit for not going out of their way" is so poorly conceived that I had to double check to make sure you're not running ads.
It is not exactly a secret that ZDoom only stuff go here, and GZDoom only stuff go to the GZDoom project forum. I understand your anger that a feature you relied so heavily on is temporary unavailable (Major Cooke is working on hard on bringing it back!), but try see this from the developers perspective:

1) The feature in question was only ever available in a development version of gzdoom. Things there are subject to change at any moment for many reasons, including being completely dropped. That is why it is called a development version.

2) Graf wants to do another release of GZDoom. This thing was a showblocker for such a release. That is why it was yanked out the way it was. It will probably return soon again in future development builds.

3) Expecting the review process to discover all issues and bugs with a feature is seriously unrealistic for something that is essentially just a hobby project.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:09 am
by Accensus
He's angry because GZDoom development is split into a different website and some of the things have been done "under the table", like the bloom effect. I didn't know bloom was added until everyone started talking about it and doing modifications of it. To be honest, only a handful of people seem to visit the DRD forums for more than just to download the newest dev build. I don't get why there isn't a GZDoom development branch in the ZDoom forums, either. It seems a lot more practical to have it here than anywhere. But that's just my vision of things.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:20 am
by dpJudas
Oh I agree on that the zdoom/gzdoom split seems a bit pointless, but such a discussion should probably have its own thread.

In this case it wouldn't have made that much of a difference though. The feature got removed virtually over night as Graf discovered that the implementation was fundamentally broken. Such is the life of relying on features in a development build.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:20 am
by Major Cooke
Take note that Graf can't make sub-forums, just an FYI. It's down to randi to do that.

Also, I'm getting closer and closer by the moments... Provided I don't completely fuck it up a second time. :P

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:23 am
by Kinsie
Take your time, Cooke. I'm a lot more patient than my internet grumping might have let on, and making sure the feature works better and is more cleanly programmed for future maintanence is more important than sating some primadonna. :V

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:25 am
by Major Cooke
Yeah. To be completely fair, even Nash had his extreme doubts about it when he first made the submission on how shoddily done it was. And without knowing better it all just kinda cascaded.

There's still the splitting issue but I honestly don't think that can be helped right now. http://forum.drdteam.org/viewtopic.php? ... 596#p60526

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 7:33 am
by Nash
Just as a "by the way", you'll also want to check how the flat sprites look like when crossing two linedef portals. I wouldn't be surprised at all if it'll look wrong there.

Arookas' test map would be perfect to test this.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Thu Sep 15, 2016 8:01 am
by Major Cooke
Yeah... Can't say I can do anything about that, that's something Graf will have to look into.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Fri Sep 16, 2016 10:51 am
by Major Cooke

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Sat Sep 17, 2016 12:26 pm
by Major Cooke
Make sure you all grab the new GZDoom release tomorrow all, if you were using the DRD team build there was an important bugfix.

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Mon Oct 03, 2016 7:05 am
by MaxED
Are FLATSPRITES supposed to be horizontally flipped, compared to WALLSPRITES?

FLATSPRITE with pitch set to 270 to the left, WALLSPRITE to the right:
Screenshot_Doom_20161003_160049.png
Also, can something be done with FLATSPRITES z-fighting when used with default pitch?
Also, is it me, or DONTFLIP flag doesn't do anything in the current GZDoom build?

Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Posted: Mon Oct 03, 2016 8:20 am
by Major Cooke
DONTFLIP flag has been replaced with the ability to mask pitch and angle. See MASKROTATION.