[GZDoom]Flat, Wall, and Roll Sprites v2

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

Post by DBThanatos »

Can we expect to have this stuff added soonish? :P

This will come incredibly handy for a few projects!
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

I hope Graf will look into it too.
And I have managed to implement the DONTFLIP flag so he doesn't need to deal with it himself.
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maseter
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by maseter »

Major, could this be used to do rotating 2D sprite items, like:
https://abload.de/img/2drotatevwpav.gif

As seen, and taken, from the Ghost in the Shell FPS for the Sony PSP:
Last edited by wildweasel on Fri Jun 24, 2016 7:13 pm, edited 1 time in total.
Reason: Your GIF is entirely too large for a direct embed, I've changed it to a link instead.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Please put your gifs in a spoiler. It's making my browser lag.

And, yes, that's the whole point, to rotate 2D sprites. Wouldn't look very good but whatever floats your boat. :P
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maseter
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by maseter »

>Wouldn't look very good but whatever floats your boat.

It looks good in that psp game, certainly better than something always facing the player.

Sorry for the GIF, who knew those could lag, it didn't on my laptop with only 2GB ram...
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Don't forget some computers could be faulty and/or dying, or just don't sit well with certain browsers -- even though this one's causing the least bit of trouble. But what's done is done.

So Graf, is this ready?
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

I've been without internet for a week, so right now I have other things to take care of first. Maybe I'll give some feedback on the weekend.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Alright, cool. Looking forward to it!

You know, now that I look at this, I'm almost curious about rope-like sprites and/or lasers and if they are possible... For another pull request of course.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Snarboo »

Major Cooke wrote:You know, now that I look at this, I'm almost curious about rope-like sprites and/or lasers and if they are possible... For another pull request of course.
Like the guts that would get stuck in doorways in Duke 3D? I always wondered how that was implemented!

I'd love to see a laser effect like the one in PO'ed, too. IIRC, one of the guns fired a bolt of electricity that would stretch out to match the distance it traveled.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Yeah, well, more like Half Life lasers.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Snarboo »

Oh, I gotcha! Yeah, that would be pretty sweet, too.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Agreed, though this needs to go in first before I can consider such a thing. I need to ensure I'm actually doing this right.

So Graf, how does this look?
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Graf Zahl »

One thing:

This does not work as intended:

Code: Select all

	switch (spritetype)
	{
	case RF_FLATSPRITE:
		z = thingpos.Z;
	default:
		z = thingpos.Z - thing->Floorclip;
		// [RH] Make floatbobbing a renderer-only effect.
		if (thing->flags2 & MF2_FLOATBOB)
		{
			float fz = thing->GetBobOffset(r_TicFracF);
			z += fz;
		}
		break;
	}
Besides, even if it worked, why disable floatbobbing for flatsprites?

Aside from that, I think it's ok, although the code definitely could use some streamlining.
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

Fair enough, but thank you SO much! :D
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2

Post by Major Cooke »

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