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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000860 | Zandronum | [All Projects] Suggestion | public | 2012-06-04 19:57 | 2018-09-30 19:52 | ||||
Reporter | Ivan | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000860: A_SetAngle/A_FaceTarget(maxturnangle) support for Decorate | ||||||||
Description | Truth be told, I just want this because I need to set the angle of a monster the easier way rather than calling ACS millions of times. However, this can be used to great effects with A_FaceTarget which has a useful "maxturnangle" parameter forgotten in Skulltag. I failed to recreate it's effect in ACS, and I need this to recreate smooth movement for my ZBlood project. It'd be most handy in creating interesting monsters as well. | ||||||||
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Ivan (reporter) 2012-07-30 21:03 |
I wish to add this a note by suggestion of Torr, I need this in combination with A_FaceTarget(max turn angle) to make the monster face the player, in my case the zombie like monsters which are meant to be dumb need it. And when they cant make contact with player, they just need their angle altered so they don't get stuck. Basically, I need that and this combined to perfect the monster ai so they can properly chase player as if they are a homing projectile. |
Torr Samaho (administrator) 2012-07-31 20:17 |
Can you elaborate the problems you encounter when trying to do this with ACS? And the reason why you want to implement exactly this chasing behavior without considering to alter it is because you want to perfectly replicate ZBlood's behavior? If so, are there any other functions missing to replicate ZBlood or are this the only two things you need and you can finish your project once you have those two functions? |
Ivan (reporter) 2012-07-31 22:00 |
Let me describe it in detail. Apparently there are problems converting angles from decorate to acs, like an accuracy loss. I don't think it is affecting it, but there's this exact thing being used in a mod that is also trying to replicate Blood on Zdoom engine. They do that and it works for them however when I did it in ACS which is just changing the angle of the enemy based on values I put on decorate, it doesn't work. The enemy looks all around, jitters, it's constantly looking at every angle between like -22,5 to 22,5 as that was the angle difference I put for it. Like, ocassional turns in the actual game. I've worked on that thing for months, asked for help on Zdoom but it just didn't really do anything for me (I erased that part long ago so I can't really post it either...) But I SURE do know that the decorate method works EXACTLY the way I want. One crucial thing I need is A_SetPitch. There's this weird thing with it, I even put parts of code in my tracker request there. When I did it in ACS the view JITTERS, but when it is made in decorate (same source I got the example of this request from) it WORKS perfectly fine. Like, I can't move my mouse when the gun kicks back. But in decorate one I can. That's only needed for weapons, but it's handy for creating the delirium shroom from Blood and couple more effects that shake your view. (I need it on decorate side for the way I added the player-side effects sadly...) A_SetScale is also handy but not needed. I was actually willing to have it for effects from Blood, like blood pools, gas pools, explosions... There's also the new bob styles which are NECESSARY for a full blown replication of weapon bobbing in Blood as that's the closest thing there is. I even put the possible code changes in there from the said Zdoom version. |
Torr Samaho (administrator) 2012-08-01 20:48 |
What you describe could be some kind of conversion problem but without seeing your ACS code I can't say what's going on though. I agree that A_SetAngle and A_SetPitch could be of general interest. Since they were added in the same ZDoom revision I would backport both at once anyway. This commit relies on other ZDoom changes though, so I have to carefully consider if it's worth to sneak this in now for Zandronum 1.0 or if this should wait till we upgrade the whole ZDoom base. A_SetScale relies on too many other ZDoom changes though (I had a quick look at this) and the new weapon bobbing is purely cosmetic visual gimmick (at least it looks like this to me at first glance). |
ZzZombo (reporter) 2012-08-02 11:33 |
A_SetAngle/A_SetPitch works perfectly when backported just at Zandronum. I can send you a testcase WAD, if needed. |
Torr Samaho (administrator) 2012-08-02 19:57 edited on: 2012-08-02 19:59 |
Alright, I decided to make an exemption here and backported ZDoom revision 1691 (A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity) and part of revision 1642 (A_MonsterRefire, A_JumpIfTargetInSight). The changes in 1691 depended on the ones in 1642 (although only for a comment change) so I also backported this. Please don't see this as invitation to flood me with more backport requests :P. We plan to release 1.0 final soon and every additional change just pushes the release date further back. Here is a new binary that contains the backports. |
Ivan (reporter) 2012-08-03 12:56 |
I've had a little play around with this and they all seem to work fine on my end. Thanks a bunch ! |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | Combinebobnt ZzZombo |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2012-06-04 19:57 | Ivan | New Issue | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-06-09 13:27 | Torr Samaho | Category | Bug => Suggestion |
2012-07-30 21:03 | Ivan | Note Added: 0004150 | |
2012-07-31 20:17 | Torr Samaho | Note Added: 0004169 | |
2012-07-31 20:17 | Torr Samaho | Status | new => feedback |
2012-07-31 22:00 | Ivan | Note Added: 0004174 | |
2012-07-31 22:00 | Ivan | Status | feedback => new |
2012-08-01 20:48 | Torr Samaho | Note Added: 0004178 | |
2012-08-02 11:33 | ZzZombo | Note Added: 0004189 | |
2012-08-02 19:57 | Torr Samaho | Note Added: 0004210 | |
2012-08-02 19:57 | Torr Samaho | Assigned To | => Torr Samaho |
2012-08-02 19:57 | Torr Samaho | Status | new => needs testing |
2012-08-02 19:59 | Torr Samaho | Note Edited: 0004210 | |
2012-08-02 19:59 | Torr Samaho | Note Edited: 0004210 | View Revisions |
2012-08-02 20:00 | Torr Samaho | Note Revision Dropped: 4210: 0002307 | |
2012-08-02 20:00 | Torr Samaho | Note Revision Dropped: 4210: 0002308 | |
2012-08-03 12:56 | Ivan | Note Added: 0004230 | |
2012-08-03 21:17 | Dusk | Status | needs testing => resolved |
2012-08-03 21:17 | Dusk | Fixed in Version | => 1.0 |
2012-08-03 21:17 | Dusk | Resolution | open => fixed |
2018-09-30 19:52 | Blzut3 | Status | resolved => closed |
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