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[SUBMISSION] New, extra-large Stained-Glass windows for Hexen (and Heretic)

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7 years 9 months ago #11 by Raccoon
Just to be clear: I am currently working on the final version of the ACS, and will be posting it here when it's done.

If I finish with the working ACS library, is there anything else I need to fix?

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7 years 9 months ago #12 by Blue Shadow
Nothing at the moment, but sometimes things do come up at the last moment of testing or reviewing.

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7 years 9 months ago - 7 years 9 months ago #13 by Raccoon
Other than the code to spawn the shards, these are pretty much the final form, and will be followed up with the burnable vines which I'm planning on using for both ZHexen and Metroid Doom.

Edit: Waiting for a response on the implementation of an Eternity script.
Last edit: 7 years 9 months ago by Raccoon.

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7 years 9 months ago #14 by Blue Shadow
If this is going to be held by a feature request, I'd say leave the ACS library out for now. It's not mega important. The textures are still useable without it. You can submit an update later on, if you wish, once you get the library sorted out.

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7 years 9 months ago - 7 years 9 months ago #15 by Raccoon
Right... It's just that I can't figure out how else to make the shards work, because the reason I bothered with that is if you put curved ceilings around those pointy tops it will fuck up the existing glass code...

I'll put in an animdef thing so they can work with the normal special, and call it done for now until the next major version: I fully believe this feature will be implemented in the next release, because it's a simple function which Eternity has and GZ said the only reason he hadn't implemented it was he hadn't really looked at what the functions actually did.
Last edit: 7 years 9 months ago by Raccoon.

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7 years 9 months ago #16 by Raccoon
You know....
This might actually be better because it gives me more control over individual animations. I'll just need to figure out how to make ACS control the switch animations when I get there...

I renamed the larger textures slightly (GLASST to GLAST, etc) so I can add letter states to them later, because that might be a good way to make them look like the actual glass is falling out of place, seeing as ZDoom's current code gets a bit iffy with the large windows. I also renamed the Heretic ones to use their original names.

I also added a map I used to test this.

Anyway, just replaced the WAD. Pretty sure it's done.

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7 years 9 months ago #17 by Blue Shadow

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