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>> No.2688565 [View]
File: 3 KB, 300x285, 1436743258174.png [View same] [iqdb] [saucenao] [google]
2688565

I'm not sure if marrub is actually here, but I've been thinking about things that GLOOME could use. This is basically just a list of feature requests. I admit, some of these are requests from other people that I've seen around on the internet and liked, so here goes:

A wad loader GUI, similarly to ZDL. Similarly to Zdoom, it pops up all of your IWADS, but then there's a side button that lets you add or remove PWADs to the loader. If you add a bunch of different PWADS together, you can assemble it as a 'profile' that you can quickstart. Profiles each have their own config/autoexec whatever, and their own save files.

A hit location system for actors. Basically, allow the ability to add a specially-colored sprite set called the 'hitbox map' (Like pic related), which allows you to change damage factors and death states and such for each part hit. So I can shoot zombies in the nads.

Global ticrate, with a default of 35. Because bullet-time. It's better than slapping A_SetTics to literally every single fucking state there is or a second set of states.

>> No.2534310 [View]
File: 3 KB, 300x285, ZombeHitbox.png [View same] [iqdb] [saucenao] [google]
2534310

>>2534215
Only thing Mark did other people didn't : hitboxes and related stuff, and even that was done before as a proof of concept, but was deemed too cumbersome and unelegant to be used. Script-based hit allocation ws being made, but it needed some support on the engine side, which never happened due to faggotry.

Related question to GLOOME guys >>2533836
Is there going to be any kind of hitbox implementation?
The ideal way as I see it : add "hitbox map" sprite, which is same as original sprite but with color-coded hit locations like in picrelated (Red - head, green - arms, blue - armor, purple - body, yellow - legs), with ability to define damage and deathstates related to these locations like
damagefactor.red=3
damagefactor.blue=0.3
etc.
and Death.Red, Death.Blue, Death.red.Fire, Death.blue.(whateverdamagetype) for states or something alike.

That would be totally rad.

Another few suggestions - I've seen a GZDoom fork that tried to implement them, but hadn't heard from it since:
Combined sprites and variable sprites.
Sort of like Morrowind combines models out of model parts (body and armor), but wtith sprites through special definitions.
This would allow skins to have different heads without the need to make completely different skins, and have enemy variation without the need to make different actor (or states within the actor) for each one.
It will also allow to show equipped items on player (like armor, helmets etc) wiithout the need to completely change the sprite.

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