The "How do I..." Thread

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Re: The "How do I..." Thread

Postby Blue Shadow » Fri Apr 13, 2012 3:27 am

NickPerrin wrote:Edit: New problem I can't figure out for the life of me.

The name of the sound file should be withen 8-character length. Yours is 9-character long (DBSHOTGN1).

Edit:
NickPerrin wrote:Does gzdoom leave a log of issues after each run? That would be realllly helpful.

Run (G)ZDoom from the command line like this:

Code: Select allExpand view
gzdoom +logfile console.txt


Megaherz wrote:Tried that, it clips through everything that way, monsters included (so no damage dealt).
Blue Shadow wrote:There's the NOCLIP and NOINTERACTION flags that will make your projectile goes through walls and such, however, using these flags will make the projectile excluded from collision detecton completely, thus making it incapable of damaging actors.

In other words, there isn't a way of doing that, as far as I know.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby Zombieguy » Fri Apr 13, 2012 5:07 am

Zombieguy wrote:How do I flip a weapon sprite?

Anyone, please? :)
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby Blue Shadow » Fri Apr 13, 2012 5:32 am

In Slade, highlight the graphic(s) in question and from the main menu bar, click on the Graphic. You've got Mirror, Flip, and Rotate options if you want.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby Zombieguy » Fri Apr 13, 2012 6:17 am

Thanks.
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby NickPerrin » Fri Apr 13, 2012 1:26 pm

Blue Shadow wrote:The name of the sound file should be withen 8-character length. + Run (G)ZDoom from the command line like this...


Big thumbs up on both counts, thanks. The wiki for SNDINFO didn't say anything about character lengths.

Random question, any mods/wads anyone can think of that have very unique/different main menus (on exe start)? I'm interested in seeing how far this functionality can be pushed. Been messing around with titlemap but there's gotta be more aside from that than simply changing xy menu offsets...?
User avatar
NickPerrin
 
Joined: 12 Apr 2012

Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 14, 2012 1:52 am

I'm working with reloading sequences, and everything works, but, when my pistol runs completely out of ammo, it auto de-selects itself.
Spoiler: What am I doing wrong?
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby Blue Shadow » Sat Apr 14, 2012 5:17 am

Hmm, try WEAPON.AMMO_OPTIONAL flag.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 14, 2012 6:53 am

You mean, +AMMO_OPTIONAL? It works, thanks!
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 14, 2012 8:16 am

One more thing:

The shotgun works, but when the gun has all eight shells loaded in the chamber, or when it doesn't require to be reloaded, it draws frames of the gun I don't want it to draw. It looks, odd.

Spoiler: :D
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby Blue Shadow » Sat Apr 14, 2012 1:06 pm

Okey, I've made few adjustments that I believe could fix the problem, however, I can't make for sure whether it's really fixed or not, since I don't have the sprites to test the weapon in game.
Spoiler:
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 14, 2012 1:57 pm

Blue Shadow wrote:
Code: Select allExpand view
Ready:
      PKSG A 1 A_WeaponReady
      PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
      //Goto Loop <--- nope :D
      Goto Ready <--- yes

Thanks Blue Shadow. It works perfectly! And, I don't blame you for making that mistake there. Besides, you didn't have the sprites. So, ;).
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: The "How do I..." Thread

Postby Blue Shadow » Sat Apr 14, 2012 10:04 pm

Silly me, it should only be "Loop" and not "Goto Loop".

Using "Goto Ready" or "Loop" in that case is pretty much the same. I only used it because it makes the code look a little bit more professional, if you know what I mean.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby Sgt Dopey » Sun Apr 15, 2012 6:11 am

How do I make palette translation?
User avatar
Sgt Dopey
Honk if you love Dredmor!
 
Joined: 13 Jan 2011
Location: Australia

Re: The "How do I..." Thread

Postby Blue Shadow » Sun Apr 15, 2012 7:11 am

User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: The "How do I..." Thread

Postby NickPerrin » Mon Apr 16, 2012 1:42 pm

Hey. Can't seem to find anything pertaining to this in the wiki.

How do I make a non-automatic weapon or fire mode? As in, you can't simply hold down the button to keep firing, but must press it each time you want to shoot.
User avatar
NickPerrin
 
Joined: 12 Apr 2012

PreviousNext

Return to Editing

Who is online

Users browsing this forum: Bing [Bot] and 1 guest