[GZDoom] Actor and camera roll (pull request)

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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Gez / Ed: LOL

Graf Zahl:

ACC headers pull request

GZDoom diff patch because it's literally just one line and I'm too tired to wrestle with Github right now
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gzdoom camera roll.zip
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Nash
 
 
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Is there an issue with how I did it on the GZDoom patch? Is it a bad implementation or have I done it incorrectly or anything like that?

Oh and by the way, can I delete the ZDoom repos from my account? Since the ACS stuff was already added, there's no need for me to keep them around right? It won't mess anything up on Github if I delete the repositories?
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Re: [GZDoom] Actor and camera roll (pull request)

Post by edward850 »

Nash wrote:Oh and by the way, can I delete the ZDoom repos from my account? Since the ACS stuff was already added, there's no need for me to keep them around right? It won't mess anything up on Github if I delete the repositories?
Nope. In fact github actually says "you can now delete this branch" with a delete button, from the pull request.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Any feedback on the GZDoom portion (the patch)? You don't like how it's done?

If the GZDoom-side will not be accepted, please close this as [Partially added] because I don't want this floating around forever considering it's a single-line change in that patch... :P

(and I would appreciate it if you gave an explanation on why it can't be added so I can repeat the same thing everytime someone asks me because believe me I've had a ton of requests for this and this thread only exists because I got tired of the messages :P)
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

Was it lost somehow? I thought it had been added long ago.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Major Cooke »

He didnt submit it via github. It's in a zip file above.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

I know. But I thought it had been added long ago.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

No, the gl_scene.cpp hasn't been applied yet...
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Graf Zahl »

Now it's in.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Tested and working. Thanks! This can be considered [added].
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Ozymandias81 »

Nash wrote:UPDATE FEB 12 2015: this has been officially added. Example WAD here!
•DECORATE A_SetRoll code pointer.
•DECORATE "roll" variable.
•ACS SetActorRoll, GetActorRoll.
•Add roll support to the camera in OpenGL.

These currently don't really do anything in the software renderer. Only GZDoom's models will be affected if they have the InheritActorRoll flag in their MODELDEFS... or, if used on the player; the player's view will roll appropriately.
Pull request (I hope I did it right!)
Congratulations Nash, now finally GZDoomers could enhance their headaches! :lol: :lol: :lol:
This will surely useful for things with some Descent style!
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Major Cooke »

And making HL-esque earthquakes.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Major Cooke »

Oh, and Nash? Care to clarify anything in here?
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Nash »

Major Cooke wrote:Oh, and Nash? Care to clarify anything in here?
Only the part about rotating the player - his actual model will only be rotated if the player's MODELDEF has the InheritActorRoll flag. Without this flag, only his camera view will rotate but his model will remain untouched.
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Re: [GZDoom] Actor and camera roll (pull request)

Post by Snarboo »

Quick question: how does roll effect any projectiles or other objects spawned by an actor? Is there a way to inherit roll?
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