Railgun attack update
Moderator: GZDoom Developers
Railgun attack update
New flags:
RGF_FULLBRIGHT - makes all particles bright at dark, requested here
RGF_FLASHPARTICLES - makes all particles last only very short while, usefull for flashes
RGF_SPAWNACTOR - instead of particles spawn "puff" actor each maxdiff unit, requested here
zip contains examle wad
RGF_FULLBRIGHT - makes all particles bright at dark, requested here
RGF_FLASHPARTICLES - makes all particles last only very short while, usefull for flashes
RGF_SPAWNACTOR - instead of particles spawn "puff" actor each maxdiff unit, requested here
zip contains examle wad
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railgun.zip- railgun update
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- Major Cooke
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Re: Railgun attack update
Win. Enough said.
- NeuralStunner
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Re: Railgun attack update
I'm reluctant to go for using the puff parameter, myself. personally I use puffs for many, many more important things. I'm already put out that rail puffs don't seem to appear on flats.
I would rather see a separate trail property, and have puffs appear consistently, but only as puffs.
I would rather see a separate trail property, and have puffs appear consistently, but only as puffs.
Re: Railgun attack update
As great as this sounds, I do have a couple of issues with it: Firstly, the sprite feature hijacks two existing properties instead of using its own, meaning that sprite-based rails can neither have puffs nor the maxdiff zigzag effect. Secondly, "FLASHPARTICLES" is something that should really be implemented as a "duration" property, instead of just another hardcoded time value.
Fullbright is flawless, at least.
Fullbright is flawless, at least.
- DBThanatos
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Re: Railgun attack update
I agree on those 2 points. I do see myself needing to use different "particles" vs the actual puff. And having the duration also customized would be great. In that way we could have forever lasting beams (not sure what for
) or our always dreamed "beam like" attack.
- DoomRater
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Re: Railgun attack update
Custom duration and custom length of the railgun attack would make it perfectly suitable for about everything I need myself.
- Graf Zahl
- Lead GZDoom+Raze Developer

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Re: Railgun attack update
The patch doesn't work anymore.
- Major Cooke
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Re: Railgun attack update
I could see if I can update it for him (the patch, just like what I did with my code submission, no other changes)
Re: Railgun attack update
ok, here is new patch
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railgun.zip- (25.83 KiB) Downloaded 60 times
- Graf Zahl
- Lead GZDoom+Raze Developer

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Re: Railgun attack update
What do you make this with? I still can't apply it.
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Edward-san
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Re: Railgun attack update
From what I see imho this is the output of the classic 'diff -rup' command in linux.
Re: Railgun attack update
Ah, i forgot to remove non-patch text "Pouze v zdoom", line 1 and 211. Will that fix this problem?
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Edward-san
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Re: Railgun attack update
what happens if you use 'svn diff -u > rail.diff', in the sense of posting the output file?
- NeuralStunner
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Re: Railgun attack update
I was just thinking about this again, Xaser's remarks and all. Maybe someone else could take a crack at it?
Re: Railgun attack update
Indeed, looking at the patch, RAF_FLASHPARTICLES is still implemented as a flag and maxdiff+puff are hijacked for the RAF_SPAWNACTOR effect. That leaves this feature woefully incomplete, awesome as it is otherwise.
I can already see how to do the former -- add a new "duration" arg and set p->ttl to its value. How hard is it to add new arguments anyway? Haven't modified ZDoom's source myself just yet, but it doesn't seem too super-hard.
I can already see how to do the former -- add a new "duration" arg and set p->ttl to its value. How hard is it to add new arguments anyway? Haven't modified ZDoom's source myself just yet, but it doesn't seem too super-hard.
