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FIXED: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 17:49
by Major Cooke
Pull Request. New one, and cleaned up.

Changes:
  • Now starts off flat instead of walled.
  • No DONTFLIP support yet. Will be coming in another pull request.
  • Roll is always enabled.
  • Rotations are now disabled for actors -- if you want to utilize rotations, enable the SPRITEANGLE flag and specify an angle to use in the SpriteAngle property.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 17:57
by Graf Zahl
One small thing: Can you put the rotation stuff in CalculateVertices? My future plans with the sprite code can't have it in the Draw function directly so it may just be placed there right now.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 18:08
by Major Cooke
Done. I just moved it straight over into there, added a return statement at the end of the FLATSPRITE stuff and had CalculateVertices always be called. Nothing else touched.

Call it quick and sloppy if one wills but I just don't want to break anything else.

So, curious, if this is merged, does it make it into the release after all?

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:05
by Graf Zahl
I was planning the release for tomorrow so if it checks out ok it will be in.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:06
by Major Cooke
I'll keep on standby in case anything goes wrong so I can jump on top of fixing it.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:09
by Rachael
Cooke - post builds. I'll even do you a favor and put it on the dev builds site. Please generate map files with them, too.

If we can get people testing this today, that will all the more justify it being in the release tomorrow.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:11
by Major Cooke
Well there is this:

Code: Select all

Actor A
{
	+NOINTERACTION
	+FLATSPRITE
	+SPRITEANGLE
	+ROLLCENTER
	States
	{
	Spawn:
		CYBR A 1 
		{
			angle += 2;	angle %= 360;
			pitch += 1;	pitch %= 360;
			roll += 20;	roll %= 360;
		}
		Loop
	}
}
You can disable them one at a time to try them out. I didn't think there'd be a need to make a map. Just summon it in game.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:16
by Rachael
That's not what I meant. I meant the hidden files you see here: Click here to set the cookie, then take a gander at this folder with it on. Notice all the .map.gz files - you have to instruct CMake to generate those. I need that to put it in the folder because Graf uses them.

They are for diagnosing crash reports - which I doubt will be a problem but it's better to have them anyway.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:19
by Major Cooke
Oh so you want me to upload those as an attachment?

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:20
by Rachael
Attachment works, or you can link it if it's too big. I only accept files from sendspace, mega.nz, or mediafire.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:23
by Major Cooke
Can you make an exception for Google Drive?

You and your ninja edits. Reminds me of me. :P

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:27
by Rachael
Google Drive is fine, too. Sorry... you remind me of me, too. :P

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:31
by Major Cooke
HAH! Hahaha--Invalid extension gzdoom.map.

Well screw you too, board!

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:38
by Rachael
Okay, and you have the build itself made with that map, right?

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:43
by Major Cooke
One crossed wire, a small pinch of potassium chloride, ONE ERRANT TWITCH... and I lose all my hair from multi-tasking too much.

Now it is.