[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

Post by Major Cooke »

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.
That's how it is right now, as I merged PITCHFLATSPRITE's functionality into FLATSPRITE. Pitch tilts the sprite.
Last edited by Major Cooke on Tue May 03, 2016 7:09 am, edited 1 time in total.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

Ok. I'll have a look later, right now I am rather busy with other things.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

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

Post by Graf Zahl »

Tell me about it... :?
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

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...
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.
Randi closed the original pull request by Nash for the exact same thing.
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.
So, indeed Graf.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by NeuralStunner »

Graf Zahl wrote:See, that's the problem here. Everybody has different ideas what this is supposed to be.
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.

I was mainly concerned over this:
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.
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.

So basically, don't freak out. (That comes later when people want software renderer support. :lol: )
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Wasn't freaking out, I just really really want stop working on this submission.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

And I really, really want to get GZDoom ready for release. And there's still some stuff to do...
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

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

Post by Graf Zahl »

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

Post by Major Cooke »

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

Post by Graf Zahl »

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

Post by Major Cooke »

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

Post by Graf Zahl »

i'll think about that later.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

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. :mrgreen:

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?

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