Ammo Types Work with Gzdoom Launcher; Don't With DB Launcher

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Expand view Topic review: Ammo Types Work with Gzdoom Launcher; Don't With DB Launcher

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by Graf Zahl » Sat Feb 23, 2013 3:58 am

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.

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by Blue Shadow » Sat Feb 23, 2013 3:46 am

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.

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by Graf Zahl » Sat Feb 23, 2013 2:58 am

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.

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by ReedtheStrange » Fri Sep 07, 2012 12:12 am

Here's the WAD with the problem repeated:

http://www.mediafire.com/?zv3uab90e9upk9i

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by ReedtheStrange » Thu Sep 06, 2012 10:30 pm

Medricel wrote:I was going to take a look at the wad to see if there was anything odd, then I noticed it was 145MB. :shock:
It would be a good idea to try and replicate the problem in a stripped-down version.
I've been working on the WAD for over a year :) . Strangely, the pistol rounds don't pick up either now that I've stripped it, which didn't happen before. This is really baffling. The even stranger part is that it works with the normal launcher and it works when I launch it in Doom Builder through a different WAD, such as Heretic or Plutonia.

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
  }
}

Re: Ammo Types Work with Gzdoom Launcher; Don't With DB Laun

by Medricel » Thu Sep 06, 2012 7:26 pm

I was going to take a look at the wad to see if there was anything odd, then I noticed it was 145MB. :shock:
It would be a good idea to try and replicate the problem in a stripped-down version.

Ammo Types Work with Gzdoom Launcher; Don't With DB Launcher

by ReedtheStrange » Thu Sep 06, 2012 6:46 pm

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

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