[GZDoom]Flat, Wall, and Roll Sprites v2
Moderator: GZDoom Developers
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Nash
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Ah, finally. Perhaps I can make an official Bumi release from now onwards (the new cloud system needed flat sprites as opposed to flat models).
I just need to be less busy...
EDIT: some of my old code in there is still using NULL, should clean those up to be nullptr
I just need to be less busy...
EDIT: some of my old code in there is still using NULL, should clean those up to be nullptr
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Major Cooke
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Houruck
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
How do I apply pitch to a FLATSPRITE?
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
A_SetPitch.
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Nash
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
inb4 definable Pitch propery to set a Thing's starting pitch (and UDMF-compatible so that editors can set them)... ? ;D
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I still have to figure out how the hell to get DONTFLIP to work properly for things that have pitch first. Trying to figure that one out is pulling teeth. I.e. if you have a sprite that's pitched at like, say, 90 and you walk around it, it'll perform the anti-flipping while facing up. It's not supposed to do that -- it needs to only flip when viewing the other side of the sprite plane. IDK how though.
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Zergeant
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Sorry for the exactly 1 month bump, but is it possible to have a "DONTDRAWBACKSIDE" flag to use in conjunction with flatsprites? Just as it sounds it would skip drawing the backside of the flatsprite and only draw the front of it. This would let sprites retain their full rotation frames while also only being visible from one plane.
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Gez
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Flatsprites have been entirely taken out of the codebase and will not get back before they've been rewritten in a saner, cleaner fashion. So at the moment it is pointless to suggest tweaks and additional options for flatsprites.
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Major Cooke
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Kinsie
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
It's very telling that I didn't know about a prominent engine that I'm frequently using being outright ripped out and removed until five days after it happened because it was only posted about on a forum only three people visit.
And by "very telling" I mean "the GZDoom dev forums should have been merged into the ZDoom ones five years ago".
And by "very telling" I mean "the GZDoom dev forums should have been merged into the ZDoom ones five years ago".
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Graf Zahl
- Lead GZDoom+Raze Developer

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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Don't blame others for your own mistakes.
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Kinsie
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
Graf Zahl wrote:Don't blame others for your own mistakes.
Graf Zahl wrote:My main problem with reviewing this is that of course the demos I got were tailored to the implementation and looked ok.
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Caligari87
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I'm at a loss as to how this could have been handled differently. The longer the feature stays in, the more mods will become dependent on the broken implementation. Announcing the feature removal a week, two, or a month in advance would change nothing except give even more mods a chance to implement the feature, and then get butthurt when it still has to be removed.
So why is everyone on the hate wagon? Personally I'm glad this got nipped in the bud even if it does delay a few cool mods

So why is everyone on the hate wagon? Personally I'm glad this got nipped in the bud even if it does delay a few cool mods
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Zergeant
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
I think it was more about how there was no message or announcement conveyed to modders that the feature got the axe. That said I sincerely hope a solution is found for all of this.
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Major Cooke
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Re: [GZDoom]Flat, Wall, and Roll Sprites v2
One will be found. I will make damn sure of it.
I got this far, but the last hurdle is proving to be the most difficult.
I got this far, but the last hurdle is proving to be the most difficult.