Tormentor 667's suggestions

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Paul
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Tormentor 667's suggestions

Post by Paul »

Paul's note:
Because the suggestions mostly come from same categories, which are new features available for editing I've moved them into one thread. Also, please do one thread if you have many suggestions next time, otherwise the ammount might overhaul other ones.
[row]Tormentor 667 suggested:
[mrow]Percentual Movement Skybox Object
I already suggested this years ago in the old NOTGOD ZDoom forums but unfortunately, it never got realized. Well, yet another try
Quote:
I already asked for this in the very, very, very old notgod.phorums but unfortunately, the discussion got offtopic and then lost, so I try it once again, to get this feature:

A very useful thing would be the addition of an Moving Skybox Viewpoint which moves relative to the player's position. This would make up for more realism and a by far better illusion concerning "faked-3d"

The skybox thing would have just one argument (or two, concerning the amount over 255) and this would define the percentage ratio of the relative movcement to the players speed and direction. 100 would mean, that the skybox viewpoint moves exactly like the player (just like a mirrored clone), 50 would mean half the speed and so on.

The moving skybox thing is noclipped and mappers would have to make sure, that their skybox is large enough for the moving skybox thing. Also, the skybox behaves different to each player start, just depending where the player start 2-8 are placed. Same goes for deathmatch starts.

Just imagine the possibilites!!!!

(original at ZDoom.org)
[mrow]More different portal
See it: (Eternity Portals)
http://som.mancubus.net/

Quote:
Original by Graf Zahl @ ZDoom.org
Yes, Eternity portals would be cool...
[mrow]Thing_CopyMovement
Just another useful idea I might need for TNT4... well not need, but it would help me a lot

"Thing_CopyMovement(sourcetid, targetid, reverse-toggle);"
-> Very simple isn't it? The command is actually very easy to explain, the thing with the targetid just copies the movement of the thing with the sourceid relative to it's angle!.

This means, two things pointing to 128 actually do exactly the same movement if "reverse-toggle" is 0! If it is 1, they do the same actions as they are mirrored on a line parallel to their angle.

If one thing points to 128 and another (exactly the opposite) and "reverse-toggle" is zero, the do the same actions as if the are mirrored in one point lying the middle of both of them. If "reverse-toggle" is one, they do exactly the same, just looking in opposite directions.

I hope this explanation is good enough to easily implement this feature as it won't be to hard, will it?

Some more specifications
You could add a third argument, telling the monsters what happens, if the sourceid or the targetid die (f.ex. "if target dies, nothing happens, if source dies, both die and so on)
This should also work for multiple instances of a new target object, so you could mirror 3 times the movement of one object in 3 different angles.
There are also different cases if objects are of a different nature, f.ex. if you mirror the Baron's movement with the behaviour of a Demon (means, speed and stuff must be copied from the source)
Give the command another argument to set a "movementratio" on the targetobject, so f.ex. the TARGET just moves 50% the way the SOURCE moves, if "movementratio" is "0.5"
[mrow]Line_SetScale(id, u-int, u-frac, v-int, v-frac, side, pos);
Topic Title should provide enough information! And concerning "SIDE" can be tagged with front or back and "POS" tagged with upper,lower or middle!
[mrow]Music_FadeIn
What about a ACS command with which we can fade in or fade out the played music? Maybe some arguments for the "changemusic" command?
[mrow]Textures blending
Original from ZDoom.org
Just a neat idea I had while playing around with new features for TNT4 and KDiZD: What about an animdef texture blending option? Just imagine the possibilities. We have one texture with 2 frames, and we need 2 additional numbers, one for the delay of each frame and one for the blending time. I think this shouldn't be too hard to add and beyond make ZDoom even more powerful. Here an example:

Code:
blending britex1
pic 1 tics 3 5
pic 2 tics 3 5
pic 3 tics 3 5


This would make a texture animation out of BRITEX1, BRITEX2 and BRITEX3 in which each of the patches stay for 3 tics and then fade/blend to the next patch within 5 tics, you know what I mean?! This should be possible for FLATS and TEXTURES, imagine the possibilites

Another example:

Code:
blending britex1
pic britex1 tics 3 5
pic britex2 tics 3 5
pic britex3 tics 3 5
[mrow]Stretch_TextureToLine
Well, in Duke3D and other Build games, it was possible to automatically scale a texture to a certain size by just defining the size of the line (wall) itself (depending on sector height) or the floor (sector size).

Let's say, I have a wall with the length of 128 and the height of 128 and a texture that's just 64x64 (or 256x256, or even nonsymetrical like 96x1024) and I want this texture automatically be stretched or squashed so that it fits on the 128x128 wall.

Is something like this possible in Doom? I'd have a lot of places where to use that!
[mrow]Line_TileTexture(id);
...would make middle textures tile instead of just being drawn once! Is still needed!
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Tormentor667
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Post by Tormentor667 »

[offtopic]Isn't it harder to answer all the suggestions in one single thread instead of heaving more threads? I had a reason why I created more topics[/offtopic]
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Post by Tormentor667 »

No comments on these?
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Graf Zahl
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Post by Graf Zahl »

I said in the other thread that the texture manipulation options only make sense if they work for the software renderer as well. But for that I have to discuss this with Randy because I don't know the code well enough. I'm afraid this means you have to wait until I make a decision.

Music_FadeIn/Out is probably the easiest of the things you suggest.
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Tormentor667
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Post by Tormentor667 »

Okay, makes sense but what about the other things? Possible? Likely that you will add them or not?
  • Percentual Movement Skybox Object
    More different portal
    Thing_CopyMovement
    Textures blending (should be easy with GZDoom in Hardware mode)
    Line_TileTexture(id); (not a texture manipulation, just a different way of middle tex output)
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Graf Zahl
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Post by Graf Zahl »

  • Percentual Movement Skybox Object - Probability 90%
    More different portal - Right now I have no idea what can be done here so I can't say
    Thing_CopyMovement - As it is an extension of movable skyboxes I'd do both with the same code.
    Textures blending (should be easy with GZDoom in Hardware mode) - I've been fighting with the nasty side of this for some time now with no results in sight...
    Line_TileTexture(id); (not a texture manipulation, just a different way of middle tex output) - This has to work with the software renderer so the same as for all the other texture stuff applies
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Post by Tormentor667 »

Conc. the Movement of Things, that is absolutely great :) It's a feature that really will enhance some maps :) Just out of curiosity: Do you think it is even possible to "mimic" (also mirror) the movement of monsters? So that one shoots, also the other one does and stuff?!
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Graf Zahl
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Post by Graf Zahl »

That's harder to do. The problem with that is that the game has to decide which code pointers to execute and which not.
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solarsnowfall
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Post by solarsnowfall »

Graf Zahl wrote:
  • Percentual Movement Skybox Object - Probability 90%
That would be nice. I'd been resorting to using a script that uses the players position to spawn spots in conjunction with Thing_Move() with the new no fog flag (an excelent addition) to move around a skybox viewpoint.

If it's got such a high probability, do you know how this would be implimented and used?
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Post by Graf Zahl »

That's why it is 90% and not 100%. Since I don't know what is possible it might still get broken by some unforeseen circumstances.
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Post by Tormentor667 »

Line_TileTexture(id); (not a texture manipulation, just a different way of middle tex output)
Is there no chance to get this special in in one or another way? I hardly need it for TNT4 and even would help me a lot with some Stronghold maps :(
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Post by Tormentor667 »

Any news due to tha fact that you are also already working on ZDoomn .99?

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