by Rachael » Fri Sep 16, 2016 20:29
Major Cooke has been working hard at bringing us FLATSPRITES into GZDoom. This still needs to be tested, so he has kindly provided us with a build
(x32) (x64) for everyone to try it out.
Major Cooke wrote:
Notes for modders:
1. Flat sprites are now base upon pitch being 0 (completely horizontal) and +/-90 (completely vertical).
2. Roll property is always factored into account without requiring ROLLSPRITE.
3. DONTFLIP currently has no effect. This will be addressed shortly.
As such, anyone currently using flat sprites will need to adjust their code -- it may take more than just adding pitch to change it. If it doesn't appear correctly, change the angle and/or roll as well.
Major Cooke has been working hard at bringing us FLATSPRITES into GZDoom. This still needs to be tested, so he has kindly provided us with a build [url=http://devbuilds.drdteam.org/gzdoom/gzdoom-x32-mcooke-flatsprites.7z](x32)[/url] [url=http://devbuilds.drdteam.org/gzdoom/gzdoom-x64-mcooke-flatsprites.7z](x64)[/url] for everyone to try it out.
[quote="Major Cooke"]
Notes for modders:
1. Flat sprites are now base upon pitch being 0 (completely horizontal) and +/-90 (completely vertical).
2. Roll property is always factored into account without requiring ROLLSPRITE.
3. DONTFLIP currently has no effect. This will be addressed shortly.
As such, anyone currently using flat sprites will need to adjust their code -- it may take more than just adding pitch to change it. If it doesn't appear correctly, change the angle and/or roll as well.[/quote]