[GZDoom]Flat, Wall, and Roll Sprites v2

Moderator: GZDoom Developers

User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

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

Post by Nash »

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
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

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

Post by Major Cooke »

Houruck
Posts: 11
Joined: Sat Aug 08, 2015 6:38 am
Location: Budapest, Hungary

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

Post by Houruck »

How do I apply pitch to a FLATSPRITE?
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

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

Post by Major Cooke »

A_SetPitch.
User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

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

Post by Nash »

inb4 definable Pitch propery to set a Thing's starting pitch (and UDMF-compatible so that editors can set them)... ? ;D
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

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

Post by Major Cooke »

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.
User avatar
Zergeant
Posts: 108
Joined: Tue Aug 31, 2010 7:19 am
Location: Sweden

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

Post by Zergeant »

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.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

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.
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

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

Post by Major Cooke »

User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

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

Post by Kinsie »

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".
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

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

Post by Graf Zahl »

Don't blame others for your own mistakes.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

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

Post by Kinsie »

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.
User avatar
Caligari87
Admin
Posts: 6248
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him

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

Post by Caligari87 »

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

8-)
User avatar
Zergeant
Posts: 108
Joined: Tue Aug 31, 2010 7:19 am
Location: Sweden

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

Post by Zergeant »

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.
User avatar
Major Cooke
Posts: 8218
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

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

Post by Major Cooke »

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.

Return to “Closed Feature Suggestions [GZDoom]”