AEons of Death

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 Messing with skyboxes...

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Major Cooke
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PostSubject: Messing with skyboxes...   Wed Sep 15, 2010 8:27 pm



Basically just rampin up shit in zdoom, making skybawxes for fun. Tell me what ya think. I know, I should really work on that lightning some more... and I've already got those clouds moving as slow as possible, can't really slow them down any further...
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DBThanatos
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PostSubject: Re: Messing with skyboxes...   Thu Sep 16, 2010 1:06 am

It looks pretty good indeed, however, Im pretty sure there must be a way to slow those down even further. What's the method you're using?
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PostSubject: Re: Messing with skyboxes...   Thu Sep 16, 2010 6:57 am

This simple code. Basically all I did was place an actor at one side of the skybox, in the center between the two walls so it spreads out the clouds evenly. The wall is 2048 units long, and it sends it flying from there.

Or an easier way to comprehend that whaaargarbl of a mess, look at this pic.
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PostSubject: Re: Messing with skyboxes...   Thu Sep 16, 2010 12:06 pm

I see. However, it is certainly possible to slow them further.

You are spawning them with an speed of 1 or 2.

Try this:
Code:

Actor SkyCloudGenerator 6000
{
        var int user_randomcount;
        +NOINTERACTION
        States
        {
        Spawn:
                TNT1 A 0
        Checker:
                TNT1 A 1 A_SetUserVar("user_randomcount",random(0,20))
                TNT1 A 0 A_JumpIf(user_randomcount<=1,"SpawnCloud")
                Loop
        SpawnCloud:
                TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SkyCloud",random(-10,100),random(-1024,1024),random(-150,0),frandom(0.5,1.0),0,0,0,32,64)
                Goto "Checker"
        }
}

This should now spawn them with an speed, a floating point speed in between 0.5 and 1.0

Also, notice that I replaced frandom in the spawning coordinates, because, there's no such thing a decimal game units (since is the smallest unit that exist in the game), and even if there was, the difference would be extremely subtle.

"random", works with integers. I havent ever messed with zdoom's source code, but Im pretty sure that the integers it uses at least must be 32 bits. Even if it was a short integer, it can handle numbers from -32768 to 32767 which is half the size (or the whole?) of the available mapping area. Im telling you this, because frandom stands for float random. This one of course picks a random number, since I cant remember now how many decimals a regular float can handle, Im just going to put an example.

frandom(0.0,1.0) will of course pick a random floating number between 0.0 and 1.0, going through 0.00000001, 0.00000002, 0.00000003, 0.00000004, and so on. As you can see there are a lot more calculations there, so, even though the computer can handle that with no problem, I feel is useless to use frandom for the computer to pic something that is between -1024.0, -1023.99999999, -1023.99999998, -1023.99999997... 0.0 ... 1023.99999997, -1023.99999998, 1023.99999999, 1024.0.

Of course, due to all the digits that a floating point number needs, it uses more memory, so, you're actually wasting memory when telling the engine to make such calculations on things that can (and should) be handled with integers.

Bottom line: only use frandom when is actually needed (which is usually for really small numbers), and not for any random calculation.
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PostSubject: Re: Messing with skyboxes...   Thu Sep 16, 2010 6:08 pm

Yeah, I had forgotten that float takes up more space than regular... Thanks. I'll give it a shot. One moment...
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DBThanatos
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PostSubject: Re: Messing with skyboxes...   Sat Sep 18, 2010 6:31 pm

So?
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Major Cooke
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PostSubject: Re: Messing with skyboxes...   Sat Sep 18, 2010 7:00 pm

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Major Cooke
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PostSubject: Re: Messing with skyboxes...   Sat Sep 18, 2010 7:03 pm

Out of fear that I might just fuck something up, instead of modding my post I think I'll just triple... Anyway, my next goal is to summarily work on fork lightning and flashes, followed by lightning crackles and shit.

If I get this working then I'll have to tweak the Tome of Set to a more realistic style then, heh.
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DBThanatos
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PostSubject: Re: Messing with skyboxes...   Sat Sep 18, 2010 7:06 pm

Looking nice indeed.
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PostSubject: Re: Messing with skyboxes...   Today at 2:36 pm

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