I'm making GZDoom Resource Pack, and i want to make cool effects for explosions fireball traces and so on..
So what do you think about implementing textured particles?
Here what can we get using this tehnology:
And more: is it realy - to make particle definitions, like modeldefs and doomdefs (lightdefs)
Knowing a bit more on how to do decorate particles, an actor property that spawns things like a_custommissile or a_spawnitem would be useful, meaning instead of have a_custommissile(blah blah blah...) jotted all over the place, one could have something like:
Particles "Type", zoffset, xoffset, yoffset, ... (like from a_spawnitemex)
Then actions like a_startparticles and a_stopparticles.
I certainly see this as a pointless option. Actually "Decorate" is capable of doing such things easily. You just have to learn the correct process. Basically, things like "Tint", "Rotating" and "Scaling" would really help (did I hear correctly that "Rotating" and "Scaling" will be available if DoomScript will be available?). Otherwise it would be just like "Decorate", only with different commands. So, if DoomScript would be done you don't need any particle definitions then.
I'd like some customisable particle effects (weather would be an obvious one) and better looking particles but, yes, some excellent results can be achieved with DECORATE and a lot of what is being asked for simply isn't required because it can already be done very well with the existing system.
The only thing I would like to enhance the present system is some way of flagging your DECORATE actors so that they don't cause as much slow-down in the game. A large number of particle actors on a map can cause significant, very noticeable degradation of game performance. Some people certainly had problems with my Heretic/Thief level and I included scripts to remove the particle actors for slow computers and also had scripts switching off certain actors when I could guarantee them not being in view. That was a bit of a pain to set up.
Less slow down sounds good, it takes about 50 lost souls (with model and particles) to cock things up!
But a decorate property that emits projectiles (particles in this case) would save cluttering scripts with a_custommissile, instead a_startparticles and a_stopparticles.