This will come incredibly handy for a few projects!
[GZDoom]Flat, Wall, and Roll Sprites v2
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DBThanatos
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Can we expect to have this stuff added soonish? 
This will come incredibly handy for a few projects!
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
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.
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
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:
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.
Reason: Your GIF is entirely too large for a direct embed, I've changed it to a link instead.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
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.
And, yes, that's the whole point, to rotate 2D sprites. Wouldn't look very good but whatever floats your boat.
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maseter
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
>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...
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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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
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?
So Graf, is this ready?
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
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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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
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.
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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Snarboo
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Like the guts that would get stuck in doorways in Duke 3D? I always wondered how that was implemented!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.
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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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Yeah, well, more like Half Life lasers.
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Snarboo
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Oh, I gotcha! Yeah, that would be pretty sweet, too.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
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?
So Graf, how does this look?
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Graf Zahl
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
One thing:
This does not work as intended:
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.
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;
}
Aside from that, I think it's ok, although the code definitely could use some streamlining.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Fair enough, but thank you SO much! 
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Major Cooke
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