[Done] new A_RailAttack

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new A_RailAttack

Postby kgsws » Sat May 28, 2005 4:46 am

EDIT:
I changet A_RailAttack an i get this:
A_RailAttack(damage,offset,useammo,color1(r),color1(g),color1(b),color2(r),color2(g),color2(b),flash,tolerance)
And added :
A_MonsterRailAttack(damage,color1(r),color1(g),color1(b),color2(r),color2(g),color2(b),flash,tolerance)
you can download it here: http://www.zdoom.ic.cz/download/kgzdoom.rar
Image
Image
Last edited by kgsws on Thu Jun 02, 2005 11:09 am, edited 2 times in total.
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Postby Graf Zahl » Sat May 28, 2005 5:40 am

Nice! Now all we need is Randy surfacing from wherever he is and actually add all this stuff to ZDoom. Anyway, I'll add this to my own update because there's one other change I'd like to do to the railgun code and keeping these together might make sense.
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Postby kgsws » Sat May 28, 2005 5:46 am

yes
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Postby Vader » Sat May 28, 2005 5:53 am

Very nice,
Good job!
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Postby TheDarkArchon » Sat May 28, 2005 5:54 am

How do you define colours?
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Postby Grubber » Sat May 28, 2005 6:22 am

palette #
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Postby Graf Zahl » Sat May 28, 2005 6:59 am

Not good. That should be changed to RGB and then looked up when being displayed. Palette indices are far too unintuitive. I'll change that for my update tomorrow.

But now I have to finish the intermission stuff first. I am almost ready to post it. ;)
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Postby wildweasel » Sat May 28, 2005 11:56 am

Excellent. But with an RGB lookup, how would a null-color be handled (in case I only want the beam and not the spiral, as in kgsws' lower-left screenshot?
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Postby kgsws » Sat May 28, 2005 12:02 pm

i updated it:
now: A_RailAttack(dmg,offset,ammo,color1,color2,flash,tolerance)
FLASH is this
Image
and i add demo wad with 3 railguns and 1 electric gun...

(redownload)
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Postby Graf Zahl » Sat May 28, 2005 12:17 pm

wildweasel wrote:Excellent. But with an RGB lookup, how would a null-color be handled (in case I only want the beam and not the spiral, as in kgsws' lower-left screenshot?



Simple: -1!
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Postby kgsws » Sat May 28, 2005 12:21 pm

Graf Zahl wrote:
wildweasel wrote:Excellent. But with an RGB lookup, how would a null-color be handled (in case I only want the beam and not the spiral, as in kgsws' lower-left screenshot?



Simple: -1!

no, it is 255
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Postby Graf Zahl » Sat May 28, 2005 12:28 pm

You can't do that if you want to pass real colors! Remember, the average mapper doesn't want to care that 120(?) is a nice green. He wants to specify either '0, 255, 0' or 0x00ff00, but not look into the palette and count the colors until a suitable one is found.
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Postby kgsws » Sat May 28, 2005 12:40 pm

ok i do it, and there is doom palette:
Image
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Postby Graf Zahl » Sat May 28, 2005 1:10 pm

And how does this help us? Most people have no clue whatsoever how to interpret a palette. Plus, Heretic's, Hexen's and Strife's palettes are completely different so one had to do it again for those games.
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Postby kgsws » Sat May 28, 2005 1:12 pm

ah, yes
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