[Closed] Things I would like to see...

Feature requests that have been implemented or discarded.

Postby Alex-bomber_Man » 15 Jul 2006 14:57

Hmm, let me say what i want to see...

1) marks on walls (bulletholes and blood)

2) lens flares

3) more detailed particle effects, including imp, baron/knight of hell, cacodemon and other's fireball trails.

4) imp fireball lighting mustnot be so red, it will be better when orange, and cacodemon's fireball lighting mustn't be so red too! It must be violete!

5) release of a new modelpack, with my models ;)

6) changes in model lighting system - it must be each-polygonal

7) magaspheres, supercharges and unvulnerspheres must spawn dynamic light

This all was about graphics!
And now about map-building abilities.

1) function 'friendly' for monsters, so i can make monsters to be friendly to me;

2) making sloped floors not by using 'slope' objects - it is better if using sidedefs like'in Risen3D. There sloped sectors can be only triangles - for one of the sides of each can be defined side height. So one vertex saves it's basic height and the 2 others change
their height by parameter setted on the sidedef. It gives no bugs when creating maps
with sloped floors and slopes not always change the height to right side :cry:
Please work with that.
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Postby Firebrand » 15 Jul 2006 15:25

AFAIK, sloped sectors can already be done with slope things and with lines (as you mention).
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Postby Crimson Wizard » 15 Jul 2006 17:23

And I have already tried a feature which allowed to make monsters friends in my own mod. Each monster had a Team parameter and there was an ACS command to switch teams.
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Postby Alex-bomber_Man » 16 Jul 2006 18:23

Firebrand wrote:AFAIK, sloped sectors can already be done with slope things and with lines (as you mention).


An more detaily? Can you give me some tutors for that?
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Postby Crimson Wizard » 17 Jul 2006 05:27

I'm afraid Firebrand misunderstood what you have meant.
In any case, there IS a way to make slopes similar to method you describe. There are two things - "vertex floor height" and "vertex ceiling height". They define floor/ceiling height of vertex they are placed upon. And this works only with triangular sectors, as you mentioned. It is rather usefull for creating landscape, but ofcourse can be used anywhere to create common slopes.
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Postby Janis Legzdinsh » 17 Jul 2006 10:33

What Firebrand means is ZDoom-style sloping.
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Postby Alex-bomber_Man » 17 Jul 2006 14:14

Crimson Wizard wrote:I'm afraid Firebrand misunderstood what you have meant.
In any case, there IS a way to make slopes similar to method you describe. There are two things - "vertex floor height" and "vertex ceiling height". They define floor/ceiling height of vertex they are placed upon. And this works only with triangular sectors, as you mentioned. It is rather usefull for creating landscape, but ofcourse can be used anywhere to create common slopes.


Big thanks, Crimson Wizard! I have just needed to create opened landscapes!

>And I have already tried a feature which allowed to make monsters friends in my own >mod. Each monster had a Team parameter and there was an ACS command to switch >teams.

Can you give me that ACS script ?
If you want to know, now i,m working with 2 wads - ReDoom2 and one more wad which
must look like reality.
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Postby Crimson Wizard » 17 Jul 2006 14:27

Alex-bomber_Man wrote:>And I have already tried a feature which allowed to make monsters friends in my own >mod. Each monster had a Team parameter and there was an ACS command to switch >teams.

Can you give me that ACS script ?


It is not an ACS script that you need. You need to modify vavoom progs - add couple of new functions there - and recompile them. I may give you sources you need for that, but this will take some time, because my mod was written for vavoom version 1.19.1 and hadn't been updated since. Perhaps I'll merge all the code you need for this Team feature with current vavoom progs and upload these files somewhere or simply mail you; then you should only put them into progs,compile them and use in vavoom.

If you think it is better for this feature to be implemented in original Vavoom, then, I suggest we both should ask Janis :wink: to add my code (or his own variant, if he would wish) into next Vavoom version.
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Postby Alex-bomber_Man » 17 Jul 2006 16:04

Crimson Wizard wrote:
Alex-bomber_Man wrote:>And I have already tried a
If you think it is better for this feature to be implemented in original Vavoom, then, I suggest we both should ask Janis :wink: to add my code (or his own variant, if he would wish) into next Vavoom version.


Ofcourse i suggest for that! Let us!
How are we to do that?
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Postby Crimson Wizard » 18 Jul 2006 09:35

Well, usually it is done with "please" :D
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Postby Alex-bomber_Man » 18 Jul 2006 17:35

Janis, PLEASE!!!! (look the topic upper :) )
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Postby Janis Legzdinsh » 18 Jul 2006 17:52

Maybe.
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Postby Alex-bomber_Man » 19 Jul 2006 16:26

And what is about images for updating particles that i've sent to you ?
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Postby Janis Legzdinsh » 19 Jul 2006 16:40

I don't have plans to support particles with custom textures.
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Postby Alex-bomber_Man » 21 Jul 2006 13:43

Why ? Is it hard to do ? But it will make Vavoom graphix much better! Please, think about that.
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