That's how it is right now, as I merged PITCHFLATSPRITE's functionality into FLATSPRITE. Pitch tilts the sprite.Arookas wrote:I think Graf is saying FLATSPRITE should render the sprite on a flat, horizontal plane. The actor's pitch would tilt it up and down like the INHERITACTORPITCH MODELDEF flag does to models. The slope of the actor's sector wouldn't affect the sprite in any way. The WALLSPRITE flag would render the sprite on a vertical plane. It wouldn't be affected by the angles of any nearby walls, either.
[GZDoom]Flat, Wall, and Roll Sprites v2
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Last edited by Major Cooke on Tue May 03, 2016 7:09 am, edited 1 time in total.
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Ok. I'll have a look later, right now I am rather busy with other things.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Thank you... Apologies if I sound like I'm gaining a tone but this is starting to frustrate me, being yanked in all so many directions.
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Tell me about it... 
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
It's to the point now where I don't want to change it anymore unless you absolutely need something else changed.
And, funny that you mention it...
And, funny that you mention it...
Randi closed the original pull request by Nash for the exact same thing.Graf Zahl wrote:As I see it, wall sprites and flat sprites should be what they are in the Build engine - graphics that are either aligned with a wall or with a flat plane. And in case of flat sprites it's normally the pitch that specifies the plane tilt.
So, indeed Graf.randi wrote:RF_FLOORSPRITE should be considered to have the same semantics as Build: It affects how the sprite is drawn, but not where the sprite is drawn. So the "FLOOR" in the name means to draw it like a floor, not to draw it on the floor. Compare with RF_WALLSPRITE which draws the sprite like a wall but not as part of a wall.
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NeuralStunner
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I've been seeing some confusion over the terms "wall" and "flat" - Doom and Build use these terms differently - but that's been cleared up by now.Graf Zahl wrote:See, that's the problem here. Everybody has different ideas what this is supposed to be.
I was mainly concerned over this:
Seems to imply that only these three aligned pitches will be supported, though on a second read it seems to be talking about using a functional pitch for other purposes without affecting visual pitch. As long as the sprite can slope to any other pitch, it's fine.Major Cooke wrote:It serves no other purpose than 90 and -90 pitch, and if people want to preserve pitch regardless that isn't 90, 0 or -90, they'd have to spawn an external actor that called A_Warp anyway.
So basically, don't freak out. (That comes later when people want software renderer support.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Wasn't freaking out, I just really really want stop working on this submission.
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
And I really, really want to get GZDoom ready for release. And there's still some stuff to do...
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I'm honestly excited, for both. The amount of work you've accomplished graf, it blows my mind. I am seriously impressed.
Offtopic question: Does this mean ZDoom is about to get a new release too? Or just GZDoom?
Offtopic question: Does this mean ZDoom is about to get a new release too? Or just GZDoom?
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I don't think ZDoom is ready. The recent changes to the renderer have introduced a few problems that need to get fixed first, and aside from that, I expect another ZDoom release from the maint branch next.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Heh, so only GZDoom's release is going to support Decorate 3.0 or D++ for the time being?
(A few friends of mine call it 3.0 ever since it allowed us to rip the code asunder and remove so many "####" "#"'s from the code itself. A huge blessing.)
(A few friends of mine call it 3.0 ever since it allowed us to rip the code asunder and remove so many "####" "#"'s from the code itself. A huge blessing.)
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
That's entirely up to randi. I have no influence on ZDoom's release schedule, but I also have no desire to see the portals, which are ready, to be wasted.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Alright.
The problem still persists where if someone wants to view the sprite from the other side, it'll be flipped, when they don't want it to flip -- just wants the sprite to appear normally. Would a flag be doable, like DONTFLIP or NOFLIPSIDE?
The problem still persists where if someone wants to view the sprite from the other side, it'll be flipped, when they don't want it to flip -- just wants the sprite to appear normally. Would a flag be doable, like DONTFLIP or NOFLIPSIDE?
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
i'll think about that later.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I got it. I should've realized the moment you added GetAngle, that was pretty much my solution.
And now roll + pitch takes this into account too.
So, there you go Graf. I've taken care of it myself, and it's now ready for merging without extras needed (I believe). What do you say?
And now roll + pitch takes this into account too.
So, there you go Graf. I've taken care of it myself, and it's now ready for merging without extras needed (I believe). What do you say?