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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001873 | Zandronum | [All Projects] Suggestion | public | 2014-07-06 05:17 | 2014-07-21 01:15 | ||||||||
Reporter | ZzZombo | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001873: More robust skin definition format | ||||||||||||
Description | I propose to introduce a more flexible skin format:
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Additional Information | This format allows to use templates and a sort of inheritance in skins saving some time if skins only differ a bit (as if you have skins for different weapons for the same class, only remappings will be different). Introduce SetSkin(<skin name>) action special available in both ACS and Decorate; it only changes skin, but doesn't save it into user settings. Allow skins to be used on other actors since there is plenty of actors like bushes and lamps that behave identically and only differ in looking. When SetSkin() is called, the game will apply the one skin of given name that matches both classes and gender criteria. As such, SkinName may be not unique, just in case that may be troublesome. SoundRemaps is generalization of the current implementation of skins in the part regarding sounds, it allows to remap any arbitrary sound played from an actor (some custom player classes play additional sounds and they can't be changed by skins alone). Now why this is important: I have two classes of players, each can pick the same weapons, each weapon has Weapon.PreferredSkin. Now, how can you make badass looking classes if they will look the same with the same weapon? You either will have to refuse the use of Weapon.PreferredSkin and do a bunch of jumps, and do I need to mention how bad it looks online here? or agree w/ the same looking players. W/ my format I could define two same-named gender-neutral skins, one for each player class and Weapon.PreferredSkin would choose the one matching my class. For other mods I can see this used by other multi-class mods w/ several weapons, to make each class looking different w/ same weapons. One more example could be Zombie Horde, instead of doing jumps in the player class actor to make it look like zombie or human it could just apply the correct skin dynamically. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0010019) DevilHunter (reporter) 2014-07-20 21:50 |
Probley should ask Zdoom first. |
(0010021) Catastrophe (reporter) 2014-07-21 01:04 |
Wouldn't hold my breath on that considering skininfo doesn't even exist in zdoom. |
(0010022) DevilHunter (reporter) 2014-07-21 01:15 |
Well.. goes to show how much I know about stuff. Anyhow, yea I guess then yea.. I Agree with this. |
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Supporters: | DevilHunter |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-07-06 05:17 | ZzZombo | New Issue | |
2014-07-20 21:50 | DevilHunter | Note Added: 0010019 | |
2014-07-21 01:04 | Catastrophe | Note Added: 0010021 | |
2014-07-21 01:15 | DevilHunter | Note Added: 0010022 |
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