Certain ammo types work when launched normally, but not when launched with Doom Builder. This is strange because the only thing I've changed about the ones that aren't working are numerical values, name and number. I have no idea how this could even be logical. For example, picking up clips will give you pistol rounds but picking up shotgun shell boxes will not. Even more strange, if given a name like "TNT" that the Gzdoom/Zdoom launcher will recognize, this problem will not pursue and will only happen when launched from Doom Builder 2.
WAD:
http://www.mediafire.com/?gvpezyg5shwzxzi
Ammo Types Work with Gzdoom Launcher; Don't With DB Launcher
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- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun
I was going to take a look at the wad to see if there was anything odd, then I noticed it was 145MB. 
It would be a good idea to try and replicate the problem in a stripped-down version.

It would be a good idea to try and replicate the problem in a stripped-down version.
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun
I've been working on the WAD for over a yearMedricel wrote:I was going to take a look at the wad to see if there was anything odd, then I noticed it was 145MB.
It would be a good idea to try and replicate the problem in a stripped-down version.

I'll try to get it up, but Mediafire is being unusually slow for me for some reason. Until then, here's the code:
Code: Select all
ACTOR Rakim1 : playerPawn
{
Speed 1
Health 100
Radius 16
Height 56
Mass 100
PainChance 255
player.Face "HRT"
player.DisplayName "Rakim Xavier"
player.CrouchSprite "RAKC"
player.WeaponSlot 1, RakFist, EnergySaw
player.WeaponSlot 2, Handgun, MonsterHeadGun
player.WeaponSlot 3, Trenchgun, DoubleBarreledShotgun, AutoShotgun
player.WeaponSlot 4, XEAR, SMG
player.WeaponSlot 5, GrenadeLauncher, PodRocketLauncher
player.WeaponSlot 6, PER
player.WeaponSlot 7, FlameThrower
player.WeaponSlot 8, AtlasCannon
player.WeaponSlot 9, GodLobe
player.ColorRange 85, 100
States
{
Spawn:
RAKP A -1
Loop
See:
RAKP ABCD 4
Loop
Missile:
RAKP E 12
Goto Spawn
Melee:
RAKP F 6 BRIGHT
Goto Missile
Pain:
RAKP G 4
RAKP G 4 A_Pain
Goto Spawn
Death:
RAKP H 10
RAKP I 10 A_playerScream
RAKP J 10 A_NoBlocking
RAKP KLM 10
RAKP N -1
Stop
XDeath:
RAKP Q 5 A_playerScream
RAKP R 0 A_NoBlocking
RAKP R 5 A_skullPop
RAKP STUVWX 5
RAKP Y -1
Stop
}
}
actor Trenchgun : Weapon 30246
{
Weapon.SelectionOrder 3
Weapon.slotnumber 3
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Inventory.Icon "SHO1A0"
Weapon.AmmoType "ShotgunShell"
Inventory.PickupMessage "Shotgun"
Obituary "k% blasted a whole in o% with his shotgun."
+INVENTORY.UNTOSSABLE
States
{
Ready:
PUMP A 1 A_WeaponReady
Loop
Deselect:
PUMP A 1 A_Lower
Loop
Select:
PUMP A 1 A_Raise
Loop
Fire:
PUMP A 1
PUMP A 0 A_playSound ("weapons/trenchgundischarge")
PUMP A 0 A_GunFlash
PUMP A 7 A_FireBullets (3.6, 3.6, 9, 5, "BulletPuff")
PUMP B 3
PUMP CD 4
PUMP E 4
PUMP CB 3
PUMP A 3
PUMP A 7 A_ReFire
Goto Ready
Flash:
PMPF A 4 Bright A_Light1
PMPF B 3 Bright A_Light2
Goto LightDone
Spawn:
SHTG A -1
Stop
}
}
ACTOR ShotgunShell : Ammo 30903
{
Inventory.PickupMessage "4 Shotgun Shells"
Inventory.Amount 4
Inventory.MaxAmount 60
Ammo.BackpackAmount 8
Ammo.BackpackMaxAmount 120
Inventory.Icon "AMO2A0"
States
{
Spawn:
SHEL A -1
Stop
}
}
actor SMG : Weapon 702
{
Weapon.SelectionOrder 4
Weapon.Slotnumber 4
Weapon.AmmoUse 1
Weapon.AmmoGive 30
Weapon.AmmoType "PistolClip"
Inventory.Icon "SMG1A0"
Inventory.PickupMessage "SMG (Submachine Gun)"
Obituary "o% was shot down by k%."
+INVENTORY.UNTOSSABLE
States
{
Ready:
SMGG A 1 A_WeaponReady
Loop
Deselect:
SMGG A 1 A_Lower
Loop
Select:
SMGG B 1 A_Raise
Loop
Fire:
SMGG A 0 A_GunFlash
SMGG A 0 A_playSound("weapons/pistoldischarge")
SMGG A 4 A_FireBullets(3, 0, 1, 6, "BulletPuff")
SMGG A 2 A_ReFire
SMGG A 6
Goto Ready
Flash:
SMGF A 3 Bright A_Light1
SMGF B 3 Bright A_Light1
Goto LightDone
Spawn:
SMGP A -1
Stop
}
}
ACTOR PistolClip : Ammo 30901
{
Inventory.PickupMessage "Pistol Clip"
Inventory.Amount 12
Inventory.MaxAmount 300
Ammo.BackpackAmount 12
Ammo.BackpackMaxAmount 600
Inventory.Icon "AMO1A0"
States
{
Spawn:
CLIP A -1
Stop
}
}
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun
The WAD is of no use. If it doesn't work from Doom Builder it most likely means that either some things aren't loaded or are loaded in an incorrect order.
And no, I won't download a 145MB file. You should strip it down by removing content that isn't needed to reproduce the problem. If that can't be done, at least zip it to reduce its size.
And no, I won't download a 145MB file. You should strip it down by removing content that isn't needed to reproduce the problem. If that can't be done, at least zip it to reduce its size.
-
- Posts: 5039
- Joined: Sun Nov 14, 2010 12:59 am
Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun
I gave this a test a while back, but couldn't produce/didn't run into the issues the OP was having.
See here. Maybe you might figure out something I've missed.
See here. Maybe you might figure out something I've missed.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun
Well, ok...
Whatever this is, I'd file it under 'Not ZDoom' or 'User error'. Not much to be done here. I guess it's a case of loading a file from the wrong path.
Whatever this is, I'd file it under 'Not ZDoom' or 'User error'. Not much to be done here. I guess it's a case of loading a file from the wrong path.