The "How do I..." Thread
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- MetroidJunkie
- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: The "How do I..." Thread
Any way to "record" the player's movements and have actors that spawn in that follow the movement pattern that the player's made? To get an idea of what I'm talking about:
https://www.youtube.com/watch?v=vOEKP0efWR8#t=40s
https://www.youtube.com/watch?v=vOEKP0efWR8#t=40s
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
Is there a more efficient way of making breakable glass than 3D sectors and exploding things?
Re: The "How do I..." Thread
Define "more efficient". More efficient than what? You cannot remove 3Dfloors, only instantly move them out of the way (which skips collision checks).
- MetroidJunkie
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- Joined: Fri Aug 19, 2011 7:27 am
Re: The "How do I..." Thread
ReedtheStrange wrote:Is there a more efficient way of making breakable glass than 3D sectors and exploding things?
All I can think of is to have it be a two sided transparent wall that, if shot at, activates a script that changes it to unblocking and whatever texture you want the broken result to be (Nothing if you want it to shatter completely) while spawning whatever glass shard particle effect you're aiming for. Of course, in the initial opening script, you'll have to have the line be identified so that you can change its blocking status off.
Re: The "How do I..." Thread
That's how I usually do it (e.g. in my Marine Assault). See this example:MetroidJunkie wrote:All I can think of is to have it be a two sided transparent wall that, if shot at, activates a script that changes it to unblocking and whatever texture you want the broken result to be (Nothing if you want it to shatter completely) while spawning whatever glass shard particle effect you're aiming for.
http://www.aspectsweb.co.uk/enjay/doom/ ... /smash.pk3
That's in ZDoomHexen format because I used DeePsea to make it. In UDMF, I believe that you don't use line type 121 to set the line id because it can be applied directly to the line flags. Other than that, it should all be much the same. This method is basically the same effect that was used in Hexen (in fact, the scripts are just adaptations of the one from Hexen MAP01).
[edit]
Converted to UDMF in GZDB. I think I did it right.
http://www.aspectsweb.co.uk/enjay/doom/ ... shudmf.pk3
[/edit]
Not quite correct. Certain things do have to be set up in an open script but not the line ID. (See the example).MetroidJunkie wrote:Of course, in the initial opening script, you'll have to have the line be identified so that you can change its blocking status off.
If you don't want to do the scripting thing, then there is always the Strife built-in method: [wiki]GlassBreak[/wiki]. However, I find that to be a poorer-looking effect and less flexible.
[edit] Examples updated to include Zrion's glass texture. http://forum.zdoom.org/viewtopic.php?f= ... 91#p809591 [/edit]
- epiccolton26
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- Location: The depths of space, destroying entire solar systems
Re: The "How do I..." Thread
How do I get my weapon to play the sounds I have assigned for it (They are in .wav format)? I've done some testing and oddly enough, they won't play. Is there any fix to this problem?
Here is the code to my weapon:
Here is the code to my weapon:
Spoiler:
Re: The "How do I..." Thread
Those look like lump names, not [wiki]SNDINFO[/wiki] definitions. They need to be the latter.
- epiccolton26
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Re: The "How do I..." Thread
Oh, ok. I'm just getting warmed up to making my own custom weapons so I am thankful for the help. I appreciate it!
(Is there any example for how weapon sound effects would be assigned to SNDINFO? Just asking.)
(Is there any example for how weapon sound effects would be assigned to SNDINFO? Just asking.)
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
Actually, is there a way to make an actor's sprite not face the player at all times, as in you can walk around it and it'll appear like a billboard? There's a lot of things that I can think of that would be useful with that.
Re: The "How do I..." Thread
Why do I have a really weird sense of déjà vu with that question? Doom doesn't render sprites in a way that makes rendering them as walls possible without actually being part of a wall.
Billboarding isn't a thing the renderer actually does. It just places a sprite onto the screen.
Billboarding isn't a thing the renderer actually does. It just places a sprite onto the screen.
Last edited by edward850 on Mon Jan 26, 2015 6:47 pm, edited 1 time in total.
- MetroidJunkie
- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: The "How do I..." Thread
Am I the only one who noticed that later versions of GZDoom have seemed to just do away with smoothly rendering model animations? I have a mod from a much older GZDoom repository that had very smooth model animation and, now, it's very jerky as if they were sprite frames. Was something changed that just made smooth model animations impossible or something? I asked Graf but he never replied. 

- NeoSpearBlade
- Posts: 51
- Joined: Tue Mar 26, 2013 1:35 pm
Re: The "How do I..." Thread
Holy crap, I haven't posted for over a year! O_O
Well, that's what happens when life and other hobbies take over. ^_^'
Anyway, I'm back with another question.
First of all, I want to remind you people of a few questions that I never got a answer to or I haven't finish asking questions about it. As it's a bunch of stuff, I've put then under this spoiler tag for your consideration. I would like to have them answered, even if I don't like the answer in the end. You may skip it, if you wish.
Is it possible at all to make a gun reload automatically through inaction?
For example, during the weapon's Ready state (which is normally reached after the Select state and the Fire/AltFire state), how can I make the gun jump to its Reload state after 5 seconds (175 tics)?
I know that this will make the gun ALWAYS go to its Reload state every 5 seconds but from my experience, the game will do nothing if you press the reload button when the gun has a full clip.
Well, that's what happens when life and other hobbies take over. ^_^'
Anyway, I'm back with another question.
First of all, I want to remind you people of a few questions that I never got a answer to or I haven't finish asking questions about it. As it's a bunch of stuff, I've put then under this spoiler tag for your consideration. I would like to have them answered, even if I don't like the answer in the end. You may skip it, if you wish.
Spoiler:With that out of the way, let's continue.
Is it possible at all to make a gun reload automatically through inaction?
For example, during the weapon's Ready state (which is normally reached after the Select state and the Fire/AltFire state), how can I make the gun jump to its Reload state after 5 seconds (175 tics)?
I know that this will make the gun ALWAYS go to its Reload state every 5 seconds but from my experience, the game will do nothing if you press the reload button when the gun has a full clip.
Re: The "How do I..." Thread
Define "later". There was a model interpolation bug that was addressed:MetroidJunkie wrote:Am I the only one who noticed that later versions of GZDoom have seemed to just do away with smoothly rendering model animations?
https://github.com/coelckers/gzdoom/com ... b19fbca96e
Is it something newer than that?
- MetroidJunkie
- Posts: 709
- Joined: Fri Aug 19, 2011 7:27 am
Re: The "How do I..." Thread
Oh, now I get it! You mean there was a bug with the particular version of GZDoom that I had that was later addressed. I just downloaded the very latest developmental version and it's smooth. Thanks a lot, man, I probably should have just done that first.Enjay wrote: Define "later". There was a model interpolation bug that was addressed:
https://github.com/coelckers/gzdoom/com ... b19fbca96e
Is it something newer than that?

- .ex.inferis.
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Re: The "How do I..." Thread
I'm trying to code a weapon that fires at very high speeds (akin to the Plasma Rifle). Problem is, just like the Plasma Rifle, when you hold the trigger it doesn't loop the two muzzle frames. It gets 'stuck' on the last frame and it's like it ignores the first frame completely. How do I fix that?