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[FEATURE] Odamex to Begin Animated Flats/Patches per Map Specification #789

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thefatwilly opened this issue Oct 1, 2022 · 3 comments
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Component-Client Component-Server Subsystem-MapFormat Mapping specific behaviors. Linedefs, sector specials, sector properties, texturing, etc. Subsystem-Scripting ACS, MAPINFO, UMAPINFO, ZMAPINFO, ANIMDEFS, etc. Type-Feature

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@thefatwilly
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Is your feature request related to a problem? Please describe.
Not related to an issue.
When Odamex opens a map, it will automatically restart any animated flat or texture back to its first frame of animation regardless if the floor or wall is set to a later frame of animation or not. (e.g. if I put SFALL3 on a wall, Odamex will always begin that wall on SFALL1)

Describe the solution you'd like to see
Giving the choice to start animated textures on whichever frame is a very small and unnoticeable feature but would allow for more creative ideas to flow like getting an old school dance floor to work using simple changing colored tiles.

@rakohus rakohus added Component-Client Component-Server Subsystem-Scripting ACS, MAPINFO, UMAPINFO, ZMAPINFO, ANIMDEFS, etc. Subsystem-MapFormat Mapping specific behaviors. Linedefs, sector specials, sector properties, texturing, etc. labels Oct 5, 2022
@rakohus
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rakohus commented Oct 5, 2022

Do you have any insight into how other engines currently handle this i.e. newer zdooms?

@thefatwilly
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my bad, just saw the message now.

No clue how to describe it from the technical side but from what has been seen, basically zdoom will look at the ID of a flat or patch, say for example FWATER2, and upon map start will begin that sector with FWATER2 and the animation will begin cycling through FWATER3, then 4 and then back to 1 which is the regular doom cycles for that flat.

I suppose this is a bit more larger of an 'ask' than anticipated because I just now realized that this will have different implications when it comes to odamex reading and interpreting an ANIMDEFS lump when present seeing as you can do all sorts of things with animation ordering in that.

@andrikpowell
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This sounds very similar to animated flat/texture consistency I've been pushing for modern source ports.

Doom Retro and Woof have already implemented this fix:
JNechaevsky/international-doom@6614d40

DSDA Doom is currently in the process of implementing texture/flat sync:
kraflab/dsda-doom#138

Modern ZDoom/GZDoom will always start the map on the first frame of a flat and texture animations (i.e. BLODRIP1, or LAVA1)

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Labels
Component-Client Component-Server Subsystem-MapFormat Mapping specific behaviors. Linedefs, sector specials, sector properties, texturing, etc. Subsystem-Scripting ACS, MAPINFO, UMAPINFO, ZMAPINFO, ANIMDEFS, etc. Type-Feature
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