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Re: A_CustomFlash(str statement, int layer)
Posted: Sun May 18, 2008 11:50 am
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.
Re: A_CustomFlash(str statement, int layer)
Posted: Mon May 19, 2008 12:47 pm
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.
Re: A_CustomFlash(str statement, int layer)
Posted: Tue May 20, 2008 8:21 am
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

.
Re: A_CustomFlash(str statement, int layer)
Posted: Tue May 20, 2008 8:23 am
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

.
You're not mistaken. Also, it also having the alpha value as a boolean would also be pretty useless.
Re: A_CustomFlash(str statement, int layer)
Posted: Tue May 20, 2008 11:54 pm
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

.
I didn't even know what is a boolean value, every optional value I've seen in a function was a boolean

I thought it was an optional value
So I was saying...
A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
Good ? Bad ?
I'm the guy with the gun.
Re: A_CustomFlash(str statement, int layer)
Posted: Wed May 21, 2008 1:54 am
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.
Re: A_CustomFlash(str statement, int layer)
Posted: Wed May 21, 2008 7:08 am
by TheDarkArchon
Lioyd_Irving wrote:
A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
]
Alpha's a float, not an integer.

Re: A_CustomFlash(str statement, int layer)
Posted: Fri May 23, 2008 5:21 am
by Lioyd_Irving
TheDarkArchon wrote:Alpha's a float, not an integer.

Damn, I'm definitely not good at this...
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.

Re: A_CustomFlash(str statement, int layer)
Posted: Fri May 23, 2008 1:14 pm
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

!